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Old 11 December 2014, 02:11   #321
dlfrsilver
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ah ok then congrats to you too
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Old 11 December 2014, 08:01   #322
ovale
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Quote:
Originally Posted by Steve T View Post
Wow, thats pretty low dude
Hi Steve,

As a fan of the project, I wanted to provide some constructive feedback about the amount of dithering and reinterpretation. The ST comment can sound rude but it the best I found to condense in few words my sensation looking at the image.

Said that this is your toy and you can do whatever you want, with my post I also wanted to convey my concerns about the possible delay of the release if the graphics have to be redone.
Comments about this aspect?
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Old 11 December 2014, 08:08   #323
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I agree with turrican3 about the dithering. I actually prefer his version of the graphics. Of course both are disappointing when the game is supposed to be Final Fight "AGA".
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Old 11 December 2014, 10:21   #324
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Wow Steve, great work there! i don't mind dithering tbh, especially if it's to be viewed on a crt or a tft with a crt post filter. It has a very "amiga" feel to it and I can't wait to see the newer version with more grey tones and the sprite blended in. Keep up the good work guys!
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Old 11 December 2014, 12:30   #325
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Originally Posted by ovale View Post
with my post I also wanted to convey my concerns about the possible delay of the release if the graphics have to be redone.
Comments about this aspect?
This is a good point. As I've said before about reworking some of the early stages, the last thing I want to do now is crawl over the early work and map everything again.
A palette change is different - so long as the indexes used for the backdrops and characters remains consistent, otherwise changing a few indexed colours isn't such a big deal. Re-working all the detail would involve re-mapping everything.

I think at this time there is no need for that - we must move onward!

Now not everybody is going to agree on what gfx are best, but the main thing for me is that they done, and they get done well within the limitations.
I need and appreciate all the help I can get. There is plenty to do without this thread becoming a drama over one pic. And Turri, my comments earlier were intended reflect that more than anything else. You should know by now that you've earned my respect over the time worked on this.

In the end someone has to make a decision.


@ Hewitson: This disappointment is something that I too had to get over. Now I'm not saying a (much more experienced) programmer couldn't do it in more colours, but it always seems to me that expectations were raised quite unrealistically for what AGA is capable of. Let's remember here that the blitter is the same as in the A500 (correct me if I'm wrong). The target machine here is 030 and fast RAM - (vanilla AGA minimum), and whilst there is compatibility for ECS it is not the priority. There is a bit more to AGA than some extra colours you know - those fetch modes (and this is using 32 bit) really give it a whizz...
In any case - this version certainly won't work on anything less than AGA at present, so the name of the thread isn't really a misnomer.

Do you want a fast arcade game or a nice colourful picture? As a fan of the old arcade games I've gone for the best compromise I am presently capable of. And still at only 25 fps...

@Raislin: This palette is using several hues adapted from the dawnbringer32 palette, but we'll see how much more we can squeeze out of it
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Old 11 December 2014, 14:17   #326
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Quote:
Originally Posted by turrican3 View Post
It could give something like this... But i'll have to change one or 2 things. It's better with your work in.
Thank you to help me.
"Maybe" offtopic, but is that a cock on top of that burning building?
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Old 11 December 2014, 14:53   #327
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No I think that's getting back to basics
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Old 11 December 2014, 15:49   #328
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Quote:
Originally Posted by leathered View Post
@Raislin: This palette is using several hues adapted from the dawnbringer32 palette, but we'll see how much more we can squeeze out of it
yes my "stupid" mockup was to introduce the downbringer32 palette, to "stimulate" your artists
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Old 12 December 2014, 10:44   #329
turrican3
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I have no more time to help then i'll leave the team.
Please take care of yourself.
Bye. heu no i don't disappear i'll stay on eab.
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Old 12 December 2014, 11:26   #330
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Pitty everything turned up as turned up. Does people really care that much how many dithering is there, I think only relevant is the game to be finished.
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Old 12 December 2014, 11:31   #331
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Pitty everything turned up as turned up. Does people really care that much how many dithering is there, I think only relevant is the game to be finished.
I couldn't agree more! But might not be the best time to go there.
I don't want any grief in this thread. Turrican3 makes his own choice and i accept that.
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Old 12 December 2014, 12:08   #332
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Originally Posted by Cobe View Post
Pitty everything turned up as turned up. Does people really care that much how many dithering is there, I think only relevant is the game to be finished.
For no misunderstanding, i didn't leave because of dithering.
I had my reasons and it's just i'm missing time now.
Please don't speculate about that.
PS:I didn't want to polluate the thread but i just wanted things to be clear.
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Old 12 December 2014, 13:22   #333
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Yup, would be nice to just see the project finished.
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Old 04 January 2015, 16:50   #334
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For people saying the original Final Fight port was as good as the machine could get.

This is lots of bollocks.

The game plays like shit, it looks like shit and it sounds like shit.
It didn't have to be arcade-perfect, it just had to play as close as possible to the arcade game. And it was possible to do it, but it was a lousy job as much as every other US-Gold produced game.

And while I am sure the fact R.Aplin had no help whatsoever to make the game says a lot about its quality, every other game he worked on for Amiga was awful. Double Dragon, Double Dragon 2, The Godfather and Line of Fire are all really bad games.
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Old 05 January 2015, 01:15   #335
turrican3
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Quote:
Originally Posted by Shatterhand View Post
For people saying the original Final Fight port was as good as the machine could get.

This is lots of bollocks.

The game plays like shit, it looks like shit and it sounds like shit.
It didn't have to be arcade-perfect, it just had to play as close as possible to the arcade game. And it was possible to do it, but it was a lousy job as much as every other US-Gold produced game.

And while I am sure the fact R.Aplin had no help whatsoever to make the game says a lot about its quality, every other game he worked on for Amiga was awful. Double Dragon, Double Dragon 2, The Godfather and Line of Fire are all really bad games.
Sorry but i can't agree with you about double dragon 2 and line of fire.
And the godfather is not my kind of game but technically , it's not bad. Double dragon 1 is graphically not good for sure.
But i really think that double dragon 2 and line of fire was really good ports, but this is just my pov.
Now i said that, i think we should stay on topic : final fight aga.
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Old 05 January 2015, 07:52   #336
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Quote:
Originally Posted by Shatterhand
And while I am sure the fact R.Aplin had no help whatsoever to make the game says a lot about its quality, every other game he worked on for Amiga was awful. Double Dragon, Double Dragon 2, The Godfather and Line of Fire are all really bad games.
I have to agree. There's no doubt that he was an excellent coder though, I assume he just didn't have the time to make the games as good as they could have been.
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Old 05 January 2015, 08:55   #337
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What's the progress status on the aga version anyway?
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Old 05 January 2015, 13:06   #338
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What's the progress status on the aga version anyway?
I think they're polishing da cock...
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Old 05 January 2015, 13:24   #339
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I think they're polishing da cock...
lol what?
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Old 05 January 2015, 13:40   #340
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There was something like cock at the top of building on one screenshot.
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