05 January 2018, 03:58 | #2161 |
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We have to have one tiles set for each level. One huge is bite too much memory!
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05 January 2018, 07:17 | #2162 |
CaptainM68K-SPS France
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great to know that invent mapped all the levels
having one tile set per level should not be that complicated |
05 January 2018, 08:05 | #2163 | |
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Quote:
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05 January 2018, 14:55 | #2164 |
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Now with Tiled we can place: rocks' collision box, holes, platoforms, bonues and more to come!
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02 November 2018, 12:34 | #2165 |
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No news?
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02 November 2018, 18:58 | #2166 |
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No, since mcgeezer is doing a proper port now.
http://eab.abime.net/showthread.php?...=Rygar&page=15 |
12 December 2018, 09:27 | #2167 |
Inviyya Dude!
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Kind of sad though about all the work that has been done in vain on the OCS version...
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12 December 2018, 10:34 | #2168 |
CaptainM68K-SPS France
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the A500 can't support this game.
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12 December 2018, 11:16 | #2169 |
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12 December 2018, 11:18 | #2170 |
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12 December 2018, 11:28 | #2171 |
pixels
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Certainly was a fun process to create HalfBright graphics, as mentioned McGeezer is doing the conversion now.
Don't distract Sandruzzo too much, we are working on ProXima3 . ... although we have talked about creating a quick (production time wise) game on the Amiga. Have thought about converting "Dots Adventures", should work nicely into a HalfBright version (and not scrolling) , Flip screen style. |
12 December 2018, 12:01 | #2172 |
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12 December 2018, 14:46 | #2173 |
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12 December 2018, 18:17 | #2174 |
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Don't know what a good market is but Sam's Journey on the C64 has been sold to date 2000 copies, that is more than many games in the AppStore or Google Play store.
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13 December 2018, 09:24 | #2175 | |
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An OCS machine isn't capable of running Rygar at 50hz without serious compromise such as running at 25hz, losing the parallax or dropping colours. If you choose those compromises then the quality suffers. If I thought it was possible my target for Rygar would be OCS instead of AGA. The hardware sprites are the main problem. Geezer |
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13 December 2018, 11:21 | #2176 | |
Inviyya Dude!
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It's just that from what I have seen of arcade Rygar, there wasn't anything that seemed impossible to achieve on an OCS system (with the notable exception being the parallax layer in the background, which won't have the dynamic tilesetting of the arcadeversion and would loop after 128 pixels), and Sandruzzos version felt good enough to me. But, as stated, I don't know much about Rygar, and your demands on your conversion seem to be much higher than mine would be.. So, I am looking forward to your version of the game.. I am sure it will be a fantastic conversion, like Bomb Jack was. |
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13 December 2018, 12:51 | #2177 | |
CaptainM68K-SPS France
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Quote:
It uses 3 layers + 1 sprite layer using each 256 colors (1024 !). and it uses hardware sprites (a lot) ; the whole thing runs very fast at 60 fps per sec. a regular A500 can't do it. You'll loose the parallax, enemies on screen, etc. |
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13 December 2018, 13:45 | #2178 | |
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My point is, I think Sandruzzos version was good enough to end up as a perfectly playable and enjoyable version of Rygar. I have no worries though, that McGeezers AGA conversion will blow the abandoned OCS version out of the water when it comes to being true to the arcade original. |
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13 December 2018, 13:55 | #2179 | |
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However, in my opinion and based on what I seen his effort did not achieve the potential of Rygar running an OCS, it is no fault of Sandruzzo - the machine is simply limited in what it can do in one frame. |
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13 December 2018, 13:59 | #2180 |
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Rygar is not one of my favourite arcade. I think is better to do "original" game than porting.
I woulb be happy to spend my time on games Designed around Amiga Hw! Maybe i would be better to porta c-64 game on amiga! |
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