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-   -   Wonderboy (https://eab.abime.net/showthread.php?t=108143)

acidbottle 02 September 2021 23:20

Wonderboy
 
https://youtu.be/M-LlrbNNp5Y

Well here will be my entry for Amigamejam, SEGA's Wonderboy.

Made using earok's amazing Scorpion engine along with Aseprite and PPaint.

Have some bugs to squash and many features/levels to add, including tweaking of the skateboard and the egg crack routines (which is proving tricky) along with the fairy egg.

Area 1 Round 2 is also mostly up and running but want to have round 1 working well before working on that any further.

Seen some amazing looking ports recently and hope when this is released you will enjoy this one to!

Jobbo 02 September 2021 23:24

Loved Wonderboy. This looks really close! Is it going to run on an A500?

acidbottle 02 September 2021 23:26

Aiming at OSC with some extra memory, palette is 32 colour. Will do my best to get it running on A500 for sure.

Mixel 03 September 2021 00:04

Ahh! Yes! This is looking great! Congrats :D And good luck with the rest of it!

malko 03 September 2021 00:19

Quote:

Originally Posted by acidbottle (Post 1504549)

This arcade footage doesn't fool anyone ;)


Joke aside, this is really good so far :great .
Do you plan to implement as well the bonuses that happen when you jump or throw axes on some places?
Hope you will manage to port as much of the levels of the game as possible. Keep up the excellent work ! :bowdown

DanyPPC 03 September 2021 07:35

Quote:

Originally Posted by Jobbo (Post 1504550)
Loved Wonderboy. This looks really close! Is it going to run on an A500?

Scorpion Engine ?
I think an A1200 + Fast Ram is required for 50Hz gameplay without slowdowns.

saimon69 03 September 2021 07:45

Have some music assets i made for the attempted Seko port, but still missing pieces - let me know if you want it

malko 03 September 2021 07:51

Quote:

Originally Posted by DanyPPC (Post 1504592)
Scorpion Engine ?
I think an A1200 + Fast Ram is required for 50Hz gameplay without slowdowns.

Shouldn't. Here is a quote of the 1st post of the "Scorpion Engine" thread :
Quote:

Originally Posted by earok (Post 1322656)
[...] I've been working on an engine (derived from my previous Kiwi's Tale/AlarCity work, which in turn will form the basis of the final AlarCity engine), and it's becoming another "easy" game maker tool for Amiga. There's three things about it in particular that (hopefully) set it apart.

1. It's designed first and foremost to allow the creation of games that run at 50HZ on A500. [...]


Havie 03 September 2021 08:12

Nice!

nikosidis 03 September 2021 08:17

That is a classic that I loved.

Looking great :)

Mixel 03 September 2021 08:47

Quote:

Originally Posted by DanyPPC (Post 1504592)
Scorpion Engine ?
I think an A1200 + Fast Ram is required for 50Hz gameplay without slowdowns.

Nah, that’s what I needed for CMOhn’s high spec build running in EHB64 with tons of parallax etc. I’d imagine this gets flawless 50fps on an unexpanded A1200.

I’ll be impressed if it can run at 50 fps on OCS though, though not really surprised! I think monkey lad ran smoothly on OCS.. but this has a lot more going on. Exciting. :D

Predseda 03 September 2021 09:09

God bless earok!

Neil79 03 September 2021 09:46

:bowdown:bowdown

acidbottle 03 September 2021 12:18

@ malko - Thank you! I intend to throw in as much as my limited skills will allow, certainly the doll bonus and perhaps even the ESC bonus to. The intent is to get at least 2 levels running solid and well then adding in little extras as time allows. Since the project may not be complete by the end of February, will certainly continue work on it for as long as is possible.

@ Mixel, again thank you! I fear you may be right about OSC and steady 50fps. It certainly works flawless on unexpanded a1200 (tested on real hardware but use winuae for testing mainly).

I did have a quick run on some settings this morning. Results were not as stellar as I may have hoped. It does run on OSC with 512 chip and 512k other ram, 68000 cpu, but there is very noticeable slowdowns and a couple more visual bugs to. Runs on 1.3 right through to 3.1.4 to which was nice! However, despite bumping up the stock A500 cpu to 68020 it didnt help too much. Will keep optimizing though as there is plenty of scope for that, including shifting bobs to sprites. Cannot shift the main character though due to my palette setup, doh!

@saimon69 - Much appreciate your offer, will message you if required since I probably wont have time to re-learn my protracker (lackof)skills!! Certainly would be nice to get some sound fx in game at this stage. The music would need creating from scratch at my end since no wonderboy like mod exists afaik.

@indie retro news - thanks for the coverage, so much going on at the moment am sure everyone's head is spinning! The quality of all of these projects are very high. I say now there is no chance of this winning but it is real good fun giving it a bash!

Girolamo85 03 September 2021 12:58

wow! Great news, respect! ;)

JoeJoe 03 September 2021 13:01

Nice one...another fine port :)

Mixel 03 September 2021 13:20

Quote:

Originally Posted by acidbottle (Post 1504641)
I did have a quick run on some settings this morning. Results were not as stellar as I may have hoped. It does run on OSC with 512 chip and 512k other ram, 68000 cpu, but there is very noticeable slowdowns and a couple more visual bugs to. Runs on 1.3 right through to 3.1.4 to which was nice! However, despite bumping up the stock A500 cpu to 68020 it didnt help too much. Will keep optimizing though as there is plenty of scope for that, including shifting bobs to sprites. Cannot shift the main character though due to my palette setup, doh!

Depending on how you go with sprites.. I'd probably try frameskip2 to have it run 25fps, at least to see how it plays.. I'd make the full speed version first though. :D

A stable 25 is better than a irregular 25-50 imo.. On a related note.. Now things like Yield support variables, one of the things I'm going to do with my low spec CMO is abstract all my timings so I can replace every eg 15yield with a 7 tick yield by just changing a single variable. That will save some time when converting code blocks for the 25fps build. :)

UltraNarwhal 03 September 2021 14:04

Quote:

Originally Posted by Mixel (Post 1504656)
Depending on how you go with sprites.. I'd probably try frameskip2 to have it run 25fps, at least to see how it plays..

This'll definitely need frame_wait 2 to make it smoother experience on a OCS/ECS system.

KONEY 03 September 2021 14:19

NICE!!

Why not add some copperlist gradient to the sky? Maybe with an option disable them, but having improvements to the original is always nice :)

jotd 03 September 2021 14:58

is there something that scorpion engine (and talent :)) can't do ?

I'm amazed about the number of people who successfully adopted this engine. This is incredible work (and Wonderboy is a long awaited game too).

The competition is going to be crazy. Good work.


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