Quote:
|
Quote:
|
Quote:
|
I love Turrican and the whole thing in AGA.... Really impressive!
|
ewww, disgusting :p
I still remember when Julian Eggebrecht gave an interviewer shit for liking the PC look :lol Well deserved, of course :) hahah. But seriously, nothing is more beautiful than the Amiga version. :crazy |
Quote:
Nice to see others use my mixer, that was really what I was hoping for when I made it :great |
yeah, like "i've started a remake of turrican for AGA machines"... yeah right...
then posts full remade game without further warning :) keep up the good work. that is great. |
Really impressive work!
|
The first level looks really smooth. Also the games feel is quite original. Very well done! :great
May i ask how you cull/activate the entities? I think the original T2 stored them in 256x256 bins, and then processed the 8 bins around the current camera pos.. |
Thanks everyone for the encouraging comments.
A few people commented on fire buttons. Yes I will support multiple button joysticks (I just wish I had one for my own Amiga!). Original Turrican pretty much requires you to use Auto-Fire for the main weapon. In my version, I had it so you can just hold fire whilst moving to auto-fire your normal weapon. This was to make it easier to test, and is why it takes longer to activate the beam/lightning weapon. Quote:
Quote:
It is part of a larger project. A lot of time has gone on PC tools that I intend to use for other games in the future, so its hard to say how long I spent on the Amiga code itself. The game also runs on Windows. Quote:
Quote:
|
Quote:
I assume T2 did not insert whole bins because it would often mean spikes of too many entities at ones. I guess they used a distance threshold within the bin (maybe something like 64 pixels). A more simple yet fast method how to cull entities is to go through the inactive entity array, but only a few items each frame. For example your world has 256 entities, and you go through 16 entities each frame then you have all entities culled in 16 frames. However, i think T2 used bins. |
Quote:
|
Quote:
on topic: Really love how just having those smaller intervals inbetween colours on AGA gives this an aesthetic that's totally different from an OCS game. In my opinion gfx artists didn't and still don't take this into account enough to separate it and give it a different and superior look. Most AGA games I have seen look like OCS games with a parallax layer added. |
that's because it's way easier to add a parallax layer than redesigning all the graphics and possibly all memory layout and data format because of the extra bitplanes.
If you remove parallax crap (which can make a game unplayable ex Zool), a few games really got an AGA conversion actually |
Most AGA versions of Amiga games where just a tweak, different palette with more colours.
Some really nice AGA games where Banshee, Super Stardust, Simon the sorcerer AGA and of recent times Reshoot R. They look stunning and show how the AGA chipset can be used. I did not now about the DOS version of Turrican II before now. I think it looks much better than the OCS version. I hope you will finish this. |
I was talking about ECS games that went "AGA" just to re-sell the same game when the A1200 came out.
Banshee doesn't qualify as there's no ECS version (but the graphics are great, yes, reminds me of the Bitmap Brothers graphics, but in 256 colors...) |
Banshee was good, the framerate was not.
|
Quote:
Yes, I know. That is what I said too. They just changed to palette. Most of the time it looked worse than the original. Example is Chaos Engine and Speedball II. Agreed! Bitmap Brothers in 256 colours :) The fps in Banshee could have been better but it is not bad at all. |
Wow, so many great ports and other projects :) It looks like 2021 will bring many good games for amiga.
|
I wouldn't say that Chaos Engine AGA is worse. I like it with more colors. But like in Speedball 2 CD32 it's obvious that they just completely changed tones of some monsters, and kept others unchanged, instead of reworking the palette globally.
I must say this is probably difficult to rework a 16 color palette to another non-true color palette even with more colors. I don't know how many bitplanes are used but probably not 8 (else it would crawl) so they were stuck with 64 colors, and it would have been a great deal of work to rethink the whole palette of all assets (tiles, monsters, characters) Speedball 2 AGA isn't so good because of all this copper/brass shit that breaks the steely look. |
All times are GMT +2. The time now is 23:57. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.