English Amiga Board Amiga Lore


Go Back   English Amiga Board > Main > Retrogaming General Discussion

 
 
Thread Tools
Old 13 September 2015, 17:01   #1
nobody
Registered User

nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 40
Posts: 827
Todays retro games that could be converted to Amiga

The title says all. Retro games that could be converted to Amiga. Meaning that the game's mechanics could be transferred to Amiga, and somewhat faithful graphics.

Inescapable. The mechanics look nothing special, could be easily converted to A500. It even reminds me an Amiga game.
[ Show youtube player ]


Super star path. A vertical scroll shoot em up. I believe A500 and 32 colors would be enough to make a very faithful clone.
[ Show youtube player ]

8bit boy. Nothing special, a Mario with some new touches
[ Show youtube player ]

Aqua Kitty. A Defender clone. Something similar could be done by reducing the colors a bit and screen size. I even has an Amiga disk click on intro and copper like sky gradients.
[ Show youtube player ]
nobody is offline  
AdSense AdSense  
Old 13 September 2015, 21:22   #2
Mrs Beanbag
Glastonbridge Software
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,202
almost certainly, give or take a parallax layer... there's a lot going on in Aqua Kitty though, maybe moderate the action a bit and say A1200 for that one.
Mrs Beanbag is offline  
Old 13 September 2015, 21:29   #3
Galahad/FLT
Going nowhere

Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 44
Posts: 6,502
Quote:
Originally Posted by Mrs Beanbag View Post
almost certainly, give or take a parallax layer... there's a lot going on in Aqua Kitty though, maybe moderate the action a bit and say A1200 for that one.
Not really. Nothing going on in the top half of the screen, its virtually static, how far does the game scroll left and right?

Reminds me of X-Out in visual style, similar sized objects and lots onscreen
Galahad/FLT is offline  
Old 13 September 2015, 21:32   #4
Mrs Beanbag
Glastonbridge Software
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,202
Quote:
Originally Posted by Galahad/FLT View Post
Not really. Nothing going on in the top half of the screen, its virtually static,
yeah i'd probably cut most of that off tbh
Mrs Beanbag is offline  
Old 13 September 2015, 21:41   #5
nobody
Registered User

nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 40
Posts: 827
Yes they use parallax scroll that should be dropped, and for Inescepable that has parallax in outside areas use something like Lionheart where the player is a sprite i guess and then uses 8 colors for parallax and another 8 for foreground.

For Super star path maybe use some animated tiles to flash dots in the background to have 32 colors because it is a very colorful game.
nobody is offline  
Old 13 September 2015, 21:48   #6
Mrs Beanbag
Glastonbridge Software
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,202
well you know, i do really like parallax, i think it really does add something, maybe could produce AGA versions of each.

although i think in the case of 8 bit boy it is probably possible anyway, and especially Inescapable which doesn't even have such good graphics.
Mrs Beanbag is offline  
Old 13 September 2015, 21:52   #7
nobody
Registered User

nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 40
Posts: 827
I have Aqua kitty and Super Star Path and Inescapable and they rock, if i had to choose only one of these would be Aqua Kitty though and Inescapable a close second because i like this type of games.
nobody is offline  
Old 14 September 2015, 11:18   #8
WayneK
Registered User
 
Join Date: May 2004
Location: Somewhere secret
Age: 43
Posts: 238
Aqua Kitty looks (+ sounds) very good, as said above if you lost the upper part of the screen it might be possible.
Inescapable visually reminded me a lot of the old Blizzard game "Blackthorne" from the SNES, it's probably more suited to being back-ported to a 16bit console that can handle the parallax etc easily using tile-layers etc...
WayneK is offline  
Old 14 September 2015, 11:32   #9
nobody
Registered User

nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 40
Posts: 827
I guess aqua kitty could be done for a500. I have seen Amiga games that move a lot of 8x8 or 8x16, 16x8 objects that should be needed there. Inescapable could use parallax for outside areas only.
nobody is offline  
Old 14 September 2015, 11:52   #10
Mrs Beanbag
Glastonbridge Software
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,202
Quote:
Originally Posted by nobody View Post
I guess aqua kitty could be done for a500. I have seen Amiga games that move a lot of 8x8 or 8x16, 16x8 objects that should be needed there. Inescapable could use parallax for outside areas only.
i suppose i was imagining a more "zoomed in" look, the objects are only so small because of a high resolution
Mrs Beanbag is offline  
Old 14 September 2015, 12:44   #11
Gzegzolka
Registered User

 
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 944
I would love to play Broforce on classic amiga even if some details and physic elements were cut http://www.freelives.net/

http://tinybarbarian.com/ Tiny Barbarian DX or it's early version http://www.starquail.com/TinyBarbarian/TinyB.html should be more easy to port, there is not so much destruction as in broforce

[ Show youtube player ] - SuteF - this game I'm sure could be ported in 1:1 quality

Cave Story - I'm not sure if it wasn't already ported to amiga 4.0 and morphos

Momoroda 2 - was cool clone of cave story [ Show youtube player ]
Gzegzolka is offline  
Old 14 September 2015, 14:18   #12
liviux76
Registered User

liviux76's Avatar
 
Join Date: Jan 2014
Location: BO/Italy
Posts: 675
I take this opportunity to talk about some games I really like. I already wanted to open a thread about this topic so, there we are!



I am pretty sure that all games made by the indie software house "grubby games" could be ported to Amiga (maybe even classic OS 3.1/3.9).

Particularly Professor Fizzwizzle since it has been written in C/C++ with SDL and its hardware requisites were very low.

I own the Linux version of all games and the developers, Ryan Clark and Matt Parry, were very kind giving me their latest games as gift when the Linux versions were removed from the web shop.

It would be great if some skilled Amiga programmer could contact them and ask them if they would be willing to release the code to the Amiga community...

They are from Vancouver, BC, and I have their old "@grubbygames.com" emails but I don't think that those emails are still active since grubbygames has been bought from bigfishgames.

Last edited by liviux76; 14 September 2015 at 15:23.
liviux76 is offline  
Old 14 September 2015, 15:27   #13
nobody
Registered User

nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 40
Posts: 827
Something like this mockup i did (took me 2 hours). Uses only 16 colors for sprites and panel.

nobody is offline  
Old 14 September 2015, 15:45   #14
LuMan
Amigan - an loving it!!
LuMan's Avatar
 
Join Date: Nov 2010
Location: Nottingham, UK
Age: 48
Posts: 501
I think most could be converted without too much trouble* and with minimal cutbacks:

Inescapable - Perhaps possible with the Assassin game engine (the main sprite had over 2000 frames of animation, y'know). Or Turrican, etc.. The real aspect of this game would be the story and level design.

Super Star Path - Anything less than Xenon 2 Megablast need not apply! This does look pretty, though.

8-Bit Boy - Why bother..? Giana Sisters already showed us how to do a brilliant Mario clone.

Aqua Kitty - Now, that's more like it Didn't R-Type II have an in/out of water section? This is the sort of thing that a talented coder needs to pick up and really push the 1200 with. It would need trimming back a bit, but making the sprites a bit bigger and reducing the number of on-screen elements would work. I'd pay good money for a conversion!

Broforce - Yep. This is great fun, and seem to mimic the Miggy's early graphic style. Not sure how big the maps are, though..

Tiny Barbarian - Without the parallax, this is an A500 game. The small player sprite reminds me of Exile (although a lot less fiddly!).

But how about something a bit meatier, say [ Show youtube player ]. We've had isometric adventure games before, with turn-based fights. And shifting isometric graphics wasn't too tricky for the likes of Blade, Shadowlands, Syndicate...

*By 'too much trouble' I mean for a decent ASM coder... Not me and my limited use of Blitz!
LuMan is offline  
Old 14 September 2015, 18:07   #15
Mrs Beanbag
Glastonbridge Software
Mrs Beanbag's Avatar
 
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,202
Quote:
Originally Posted by LuMan View Post
8-Bit Boy - Why bother..? Giana Sisters already showed us how to do a brilliant Mario clone.
yeah no need to make any platform games ever again after Giana Sisters...

WAT
Mrs Beanbag is offline  
Old 14 September 2015, 18:29   #16
Akira
Registered User

Akira's Avatar
 
Join Date: May 2001
Location: New York
Posts: 17,656
It's nice to fantasize, theorize and all that, but we should be learning to code or something, because there won't be a magic Amiga genie coming to program these games for us.
Also there're a lot of talented graphicians and music people here but they aren't working with coders, so why don't you team up and do something about this? I see a lot of coders making games that need a lot of graphic/music work on top, and I also see a lot of graphicians with gfx concepts that need code to run and whatnot.

This won't go anywhere as long as we have our heads firmly planted in a hole in the floor.
Akira is offline  
Old 14 September 2015, 19:43   #17
Thorham
Computer Nerd

Thorham's Avatar
 
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 41
Posts: 2,960
Game mechanics wise both Legend of Grimrock games are perfectly possible except for the shadow puzzle in the first Grimrock game (probably). The multiple levels of elevation mechanic of the second Grimrock game was done before in Hired Guns. Obviously not in real time 3D, but that's not needed anyway.
Thorham is offline  
Old 14 September 2015, 22:35   #18
LuMan
Amigan - an loving it!!
LuMan's Avatar
 
Join Date: Nov 2010
Location: Nottingham, UK
Age: 48
Posts: 501
Quote:
Originally Posted by Mrs Beanbag View Post
yeah no need to make any platform games ever again after Giana Sisters...

WAT
Not quite the point I was making...
8-Bit Boy is not a shining example of this type of platform game. Likewise, Mario is not the be all and end all of platform games (despite its brilliance).
The point was that, if you are going to convert a current retro game to the Amiga, at least make it a good one.

How about the likes of Fez, Rayman, Shovel Knight? All good candidates.
LuMan is offline  
Old 14 September 2015, 22:36   #19
saimon69
Bedroom musician

 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 649
People, do not forget Super Crate Box!
saimon69 is offline  
Old 14 September 2015, 23:01   #20
Galahad/FLT
Going nowhere

Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 44
Posts: 6,502
Quote:
Originally Posted by nobody View Post
Something like this mockup i did (took me 2 hours). Uses only 16 colors for sprites and panel.

Looks good, with extensive colour reloading above the water level can make it look much brighter, and at virtually no cost.

Still want to know though, does Aqua Kitty do much scrolling left or right, or is it only partial movement? If its partial , it can be cheated further by simply having the screen as an oversized picture, which would give more time for blitting objects onscreen and not blitting in strips on the vertical edges.
Galahad/FLT 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
Games which were converted more than once antonvaltaz Nostalgia & memories 15 04 June 2015 12:12
Games that you wished were converted to the Amiga. 7-Zark-7 Nostalgia & memories 166 30 May 2012 12:06
todays homebrew - commercial games pubzombie Amiga scene 0 02 January 2009 12:06
Converted amiga fonts thinlega Amiga scene 11 20 January 2003 17:58
Are todays Games just Retro Games with a Facelift? Miggy2TheMax Retrogaming General Discussion 37 10 February 2002 14:19

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 03:43.


Powered by vBulletin® Version 3.8.8 Beta 1
Copyright ©2000 - 2017, vBulletin Solutions, Inc.
Page generated in 0.33994 seconds with 11 queries