English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 08 October 2012, 00:46   #61
Mrs Beanbag
Glastonbridge Software
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,202
Quote:
Originally Posted by ImmortalA1000 View Post
I would probably go for Blitz BASIC as it gives you less of a PD look than Amos generally but whatever you prefer I guess.
This is not the fault of the language. Amos is perfectly capable in the right hands.

The "problem" is that Amos is easier than Blitz, so the bar for making something is lower. But if you think that choosing a more difficult language is going to improve your coding, I suspect you are going to disappoint yourself. But I never tried Blitz.

Game kits can be fun. I'm just starting work on "Beanbag Creator", essentially the Mr Beanbag developer suite packaged for consumer use. So that could be fun for somebody I guess. What I've got at the moment is pretty esoteric and not suitable for release, but if I can turn it into something nice for anybody to use I don't see why not. (I want to make it nicer just for my own sake, in any case.)
Mrs Beanbag is offline  
AdSense AdSense  
Old 10 October 2012, 19:17   #62
ImmortalA1000
Registered User
 
Join Date: Feb 2009
Location: london/england
Posts: 347
Quote:
Originally Posted by commodorejohn View Post
"Churning out" is not what we need. A good basic framework for things like I/O and scripting can be a big help to quality game development, but make a system specifically geared towards one type of game and all you'll get is a flood of shovelware, like RPG Maker games. The Amiga deserves better than that.
Not really, to makes something as good as a classic cinemaware game you need to write a system to control the characters in the game world (AI), contain their conversations, control their on screen presence (facial movement, movement on screen), managing on screen objects not people, 'set background' simulator etc etc.

As Cinemaware were one of the few companies that weren't writing pure drivel and trying to make the most of the A1000 chipset (ie 1mb chipram never required) making a system that means you can focus your energy 100% on the story and plot twists is not a bad thing. It sure as well would look better and play better than PD quality games being made now. If you could sit down and produce an Amiga game version of some old movie like N by NW etc it would be an amazing addition to the Amiga catalogue in 2012.

You have to reach for beyond your grasp to make anything truly awesome.

Anyway it's a moot point as my Amiga coding days are over, the A1200/600 keyboard is horrible to code on and bix bog Amigas with HDDs are too expensive these days.
ImmortalA1000 is offline  
Old 10 October 2012, 19:22   #63
ImmortalA1000
Registered User
 
Join Date: Feb 2009
Location: london/england
Posts: 347
Quote:
Originally Posted by Mrs Beanbag View Post
This is not the fault of the language. Amos is perfectly capable in the right hands.

The "problem" is that Amos is easier than Blitz, so the bar for making something is lower. But if you think that choosing a more difficult language is going to improve your coding, I suspect you are going to disappoint yourself. But I never tried Blitz.

Game kits can be fun. I'm just starting work on "Beanbag Creator", essentially the Mr Beanbag developer suite packaged for consumer use. So that could be fun for somebody I guess. What I've got at the moment is pretty esoteric and not suitable for release, but if I can turn it into something nice for anybody to use I don't see why not. (I want to make it nicer just for my own sake, in any case.)
All BASIC dialects aimed at producing graphically/sonically rich games are underpinned by their own machine code/object libraries to achieve things like moving BOBs around the screen etc and the back end of Blitz is much more powerful in terms of % of total chipset ability/bandwidth you can use.

I could draw the best graphics in the world, neigh arcade quality sprite rips even, but AMOS doesn't have the underlying power to move all that stuff around the screen to NOT make it look like a PD game in terms of amount of action on screen. Still it's better than SEUCK Plus Cinemaware used a high level language to create their games too, like a bespoke game maker, so for me it makes it tantalisingly plausible to do high quality Cinemaware style games that ape the commercial originals.
ImmortalA1000 is offline  
Old 10 October 2012, 20:38   #64
Mrs Beanbag
Glastonbridge Software
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,202
Quote:
Originally Posted by ImmortalA1000 View Post
All BASIC dialects aimed at producing graphically/sonically rich games are underpinned by their own machine code/object libraries to achieve things like moving BOBs around the screen etc and the back end of Blitz is much more powerful in terms of % of total chipset ability/bandwidth you can use.

I could draw the best graphics in the world, neigh arcade quality sprite rips even, but AMOS doesn't have the underlying power to move all that stuff around the screen to NOT make it look like a PD game in terms of amount of action on screen.
Now that's just not really true. It may be that Blitz has a more efficient Bob engine than AMOS (I'd like to see some benchmarks though) but not all commercial titles rely on large numbers of bobs for their action, and even if that's what you want, AMOS's performance isn't that bad, and I can think of plenty of professional and highly regarded games that are less than silky-smooth. I reckon I could easily match Magic Pockets, for instance.
Mrs Beanbag is offline  
Old 10 October 2012, 22:02   #65
Photon
Moderator
Photon's Avatar
 
Join Date: Nov 2004
Location: Hult / Sweden
Posts: 4,452
Re: the topic, I'm still hoping to find time to finish some of my games.
Photon is offline  
Old 10 October 2012, 22:07   #66
TCD
Registered User

TCD's Avatar
 
Join Date: Sep 2006
Location: Germany
Age: 39
Posts: 24,032
As THB would say: DOO EET!
TCD is offline  
Old 25 October 2012, 23:54   #67
Lonewolf10
AMOS Extensions Developer
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 38
Posts: 1,917
Quote:
Originally Posted by Mrs Beanbag View Post
Now that's just not really true. It may be that Blitz has a more efficient Bob engine than AMOS (I'd like to see some benchmarks though) but not all commercial titles rely on large numbers of bobs for their action, and even if that's what you want, AMOS's performance isn't that bad, and I can think of plenty of professional and highly regarded games that are less than silky-smooth. I reckon I could easily match Magic Pockets, for instance.
I don't know whether Blitz takes over the whole system when running or not, but quite a number of AMOS games don't close Workbench when running (I know this because they don't block the Amiga+A switching). Doing so would give a noticeable difference in execution speed of the AMOS game.
Dithell's Wonderland is a great example of a platform game that has a fair bit going on and runs really smoothly.
Lonewolf10 is offline  
Old 26 October 2012, 00:59   #68
fishyfish
Banned
 
Join Date: Jul 2010
Location: Australia
Posts: 475
Blitz really is significantly more powerful than AMOS for moving graphics around. A factor of 2 or more isnt unrealistic, not to mention proper aga support, use of aga fetch modes, aga sprites, and so on. I did a rough test a while back and was able to move 11 (double buffered screen) 16x16 bobs with amos without dropping a frame. Using exact same bobs with blitz I stopped trying once I hit 30 'cos that was excessive for what I wanted to do already.

For games on the amiga its second only to ASM (although you can also use nline asm directly in Blitz (and with colons to seperate commands )).

I actually enjoy AMOSPro though. Its good fun, and fun to see what can be squeezed from it, but it just doesnt compare for raw speed/fluidity/flexibility, or in any way I can think of (apart from ease of use). That said AMOS is still capable of some decent stuff if you avoid it's weaknesses.
fishyfish is offline  
Old 28 October 2012, 13:35   #69
Graham Humphrey
Global Moderator
Graham Humphrey's Avatar
 
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 31
Posts: 10,974
Will be keeping an eye on this one too
Graham Humphrey is online now  
Old 28 October 2012, 16:14   #70
kriz
Junior Member
kriz's Avatar
 
Join Date: Sep 2001
Location: No(R)Way
Age: 35
Posts: 2,353
Cool progress CarasGhant !!
kriz is offline  
Old 28 October 2012, 22:35   #71
roberthazelby
Amiga user since 1990
 
Join Date: Sep 2005
Location: Bristol, England
Age: 42
Posts: 327
Great work! I'm really looking forward to giving this a go.

Very polished indeed!

(I've updated the blog with details of the updates)
roberthazelby is offline  
Old 06 November 2012, 17:34   #72
lole
Olle
 
Join Date: Oct 2012
Location: Uppsala, Sweden
Posts: 10
Nice

I'm working on a shoot-em-up in Blitz (and possible also in C).
Here's my blog:

http://tonesoftales.com/blitz/
lole is offline  
Old 06 November 2012, 20:24   #73
diablothe2nd
Registered User

diablothe2nd's Avatar
 
Join Date: Dec 2011
Location: Northampton, UK
Age: 35
Posts: 1,232
I plan on making an Amiga game.

Though my coding experience is only the editing of xml/cfg/lua/python/html and various other scripts, so I'll be starting from only a very basic understanding of it.

I just managed to grab a Blitz Basic 2.1 box with manual so i have something to thumb through while teaching myself.

the graphics part will be the easy bit as i've been a 2d/3d artist for over a decade professionally in some form or another. Music is a hobby too
diablothe2nd is offline  
Old 07 November 2012, 20:48   #74
Peter
Unemployed & Lovin' it
Peter's Avatar
 
Join Date: Nov 2006
Location: Kent
Age: 49
Posts: 2,614
Quote:
Originally Posted by lole View Post
Nice

I'm working on a shoot-em-up in Blitz (and possible also in C).
Here's my blog:

http://tonesoftales.com/blitz/

@lole - enjoying your blog mate - fascinating to see this project come together - I will stay tuned...
Peter is offline  
Old 07 November 2012, 20:58   #75
Predseda
Puttymoon inhabitant
Predseda's Avatar
 
Join Date: Mar 2007
Location: The City of Townsville
Age: 39
Posts: 4,512
lole, if you are interested in that graphics, could you PM me at least?
Predseda is offline  
Old 08 November 2012, 01:50   #76
lesta_smsc
Registered User

lesta_smsc's Avatar
 
Join Date: Feb 2012
Location: United Kingdom
Posts: 1,223
Nice blog lole - I'm sure this has a lot of potential! I created something very similar on AMOS when I was first getting used to programming, but it never fruited! The unfortunate part was the source code was saved on a my harddrive that went caput!
lesta_smsc is offline  
Old 12 November 2012, 10:32   #77
Cammy
Registered User
Cammy's Avatar
 
Join Date: Aug 2007
Location: Gold Coast, Australia
Age: 32
Posts: 1,134
Here's one I'm working on:





You can test it out if you want, it's only one incomplete level at the moment but it's playable: http://home.exetel.com.au/~amiga/BackboneGame.lha
Cammy is offline  
Old 12 November 2012, 11:15   #78
roberthazelby
Amiga user since 1990
 
Join Date: Sep 2005
Location: Bristol, England
Age: 42
Posts: 327
Quote:
Originally Posted by Cammy View Post
Here's one I'm working on:
Wow! That looks absolutely stunning!

What's that been put together using? Backbone?

I'll get this installed and tested tonight, and up on the blog tomorrow.
roberthazelby is offline  
Old 12 November 2012, 11:33   #79
Cammy
Registered User
Cammy's Avatar
 
Join Date: Aug 2007
Location: Gold Coast, Australia
Age: 32
Posts: 1,134
Yep, using Backbone, because Rebel and I are writing a tutorial on Backbone and needed to make an example game to go with it. All the graphics are by him so far, I'm just working on level design on this one at the moment.
Cammy is offline  
Old 12 November 2012, 11:36   #80
Peter
Unemployed & Lovin' it
Peter's Avatar
 
Join Date: Nov 2006
Location: Kent
Age: 49
Posts: 2,614
That Backbone tutorial is great news.
Peter is offline  
AdSense AdSense  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
SELLING ALL MY AMIGA 1200 x 2, 500 x 1 etc Bograt MarketPlace 2 10 March 2013 15:59
FS: Several Hardware Amiga 500/1200 etc. Amiga mia MarketPlace 9 14 May 2009 10:27
Compatibility with Amiga 500 and 500+ games ErickDF Amiga scene 2 23 May 2008 21:16
Make my own Amiga 500/1200 games on cd? Turrijuan Retrogaming General Discussion 7 18 December 2006 15:13
WTB: Amiga 600, 500, 500 +, 1200 (NTSC) JeremyDay MarketPlace 2 30 November 2006 04:27

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 01:10.


Powered by vBulletin® Version 3.8.8 Beta 1
Copyright ©2000 - 2017, vBulletin Solutions, Inc.
Page generated in 0.25650 seconds with 12 queries