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Old 08 September 2012, 15:18   #201
s2325
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Der Ring (I can not start this german RPG):

Code:
"Der Ring" Dungeonmaster Clone Docs
===================================

1. Introduction
----------------

Some bad news and some good news...

First the bad news ...

This product won't EVER see a final release :(

Now the VERY GOOD news ...

A ENHANCED version of this product WILL see
a release, probably as a commercial game :))))

Some reasons for this :

- The code is very chaotic and i found it difficult to
build new functions in it. For the new version i will
code MUCH MORE structured, i promise !!!

- The old thing was written in C, now i will write the
speed relevant code in ASM, the rest in C !!!

- The intuition gadget code that i used for this game
makes some things VERY difficult. The new version
WON'T use intuition gadgets and will be easier to code
and faster therefor.

- This version CAN'T use Double Buffering on GFX Boards.
(Although it runs on GFX Boards). The new version will use
rtgmaster.library.

- Concurrence. Dungeonmaster II uses already 320x256 32 colors.
A conccurence to think over, as i use 640x256 256 colors up to
now (OS compatible !!!) and much faster, without any optimizing.
(irony on...)

- 640x256 looks SILLY on 640x480 Graphics Board screens...

- The keyboard code sucks. If you hold down a key, you may
end with the game reacting SEVERAL TIMES on a pressed key.

- My Game designer (Alex Grasso, who by the way is the graphician
of a LOT of graphics of Nemac IV) now has a concept for a
640x480 multiple height Dungeon :)

- NTSC users had to play on a 640x400 Interlaced screen (sadly
i can't do much for them in the new version... they will have to use a
640x480 Screen, Euro72 or what this is called... no NTSC
1084 support so... only PAL 1084 or Graphics Board)

Some information about this demo version :

- Non playable, only walk through...

- Uses iff.library and superplay.library (i hope this is okay
for the coders of that libraries...) It uses the latest version
of iff.library, maybe you will have to install that one, if you have
an old version...

- The display window is too small.

- The current engine is a bit... limited in the number of textures
  available for one dungeon.

- The engine consumes TONS of Chip RAM and a LOT of stuff *HAS TO*
  be saved in Chip Ram.

After this decision had been maid, i choose to

- Do an English instead of a German version
- Provide that game with a REAL great story instead
  of the usual "Fantasy Mix". The up to now story was only
  GARBAGE in my opinion, as i and Gee have the talent
  to write something down that sounds as Fantasy, WITHOUT EVEN
  THINKING :) But, i promise, i will now develop a REAL STORY
  (probably a Dark Fantasy scenario, in the tradition of
  Lovecraft story, with some "Tolkien-like" Fantasy added
  to it... maybe the name of the game will change too...
  but i won't tell anything till that story will be
  REALLY GOOD !!!
- Use a custom graphics format instead of IFF, and to write
  my own optimized graphics loading code :) (new engine won't
  use iff.library any longer...)

All that bad stuff about the OLD engine WON'T appear in the new one.
And with rtgmaster.library the NEW engine will get REAL Graphics
Board support, instead of this damned slow stuff in the old one.

2. Installation

- Unpack this archive to a directory
- Assign Derring: to this Directory
- Assign ringmisc: to Derring:misc
- Assign ringsave: to Derring:save
- copy ringmisc:Ecken.but to ram:
- copy derring:Dungeon/Tueren to ram:Dungeon/Tueren all
- copy derring:Tuere.brush to ram:
- Install the libs and the font
  (the other libs in addition to the two mentioned
  libraries are needed, as superplay.library calls
  them...)

(Sorry about all that garbage in Ram: ... won't be for the
NEW engine... :) That one was never intended for such an
early release... smile...)

3. System requirements

I do not know for sure, but a system with

- 2 MB Chipram
- AGA or Graphics Board
- 2 MB Fastram at least
- harddrive with enough place on it

should be okay probably...

The new engine probably will need :

- 8 MB RAM
- AGA (not sure, if this is enough...) or Graphicsboard
- 68030 at least (maybe 020...)
- If i can get my hands on a Power UP Board and a C Compiler
  that produces Power PC code, i ptobably will do a Power PC
  version too...
- 30 MB place for the game on harddrive (i am planning a LOT
  of in-between-animations... maybe i will do a CD ROM Version...
  a real CD ROM Version, no CD 32 stuff (a CD 32 does not
  have 8 MB RAM :) )

It will support :

- Multiple Height Dungeons
- Single Height Dungeons with TONS of Textures
- Round rooms
- Rooms where you enter upside down or down a shaft or something
  like that
- 640x480 8 Bit
- Real Graphics Board support with rtgmaster.library for
  EGS, CyberGraphics (and probably later Picasso II and Merlin...)

As i said above, if this NEW engine is fast enough, the old one will
die... if not, i will try to do some mixture of both systems... but
as to my current speed tests, it seems the new engine will be fast
enough :)

As the project will grow, i MIGHT be interested in :

- Someone who could write a level editor
- musicians/sound effect people
- people who could do some level editing
- Beta testing i will do myself, together with my friends
  and brothers... no chance, guys :)

But as i said, currently the project is in a too early stage
for that sort of stuff... maybe in some months...

I will try to release a walkthrough-demo in some months, but as
i am currently just before the MOST DIFFICULT test in german
informatics study i am unsure if i can make this in time...

Remember, this is a project by two Amiga Freaks, NOT a commercial
project (We might release a final project, if there will be one, as
commercial game, though...) About people joining the project...
about payment and that stuff we will talk in the time, when i
really NEED help from other guys... up to now Alex Grasso and
me are enough...

Comments about my plans or my engine are welcome... but stick to
comp.sys.amiga.games... only write REAL urgent mails to me... i
do not want my mail folder FLOODED by mails when i come back
from XMas holidays... :)

4. Some things for the end of this Documentation

A) That Doc-FIle SUCKS, i know...  but better do some coding then
to waste time writing Docs for an old engine, right ? :)

B) Try sometimes telnet 194.55.101.20 between 19.30 GMT and 20.30 GMT
   The Birdland BBS

C) I do not take responsibility, if this demo crashes your system
   or something like that... i only released it, because people
   wanted to see that i am for REAL THINGS, not only for big words :)

D) If you only get a black screen, do something to save CHIP RAM...
   This thing needs/consumes about 1.5 MB, or something like that :)

E) Some controls :

Number block for movement
o to open/close a door
CTRL-Q to quit
Try out all buttons :)
Try to give the main executable "Derring" parameters :

Derring

OR

Derring Derring:DungeonB001
Derring Derring:DungeonC001

for alternative dungeons...

F) Bugs...

Do not send me Bug-Reports... i KNOW those Bugs... and i will
recode the engine nearly completely anyways :)

Mainly buggy are :

- Some of the 3 Dungeon Files
- The "Money" Requester
- Opening/Closing Doors...

G) Credits for this and the next engine :

Coding, Story, Idea and Head of Development Team

MagicSN (haeuser@tick.informatik.uni-stuttgart.de)
(That's me !!! :) )

GFX & Gamedesign

Gee (Alex Grasso, up to now without email, soon reachable
as agrasso@gee.boeblingen.netsurf.de probably...)

The Soundfile

Some guy from whom i forgot the name (lost contact...)

All this stuff (code and GFX) is copyrighted by Gee and MagicSN.
Do not try to use it for own games/demos !!! It may be put
to PD series, CD ROMS, etc., though... (On Aminet CDs for
example...)

BTW, what do you think, does a GOOD Dungeonmaster engine still
makes sense in the age of Doom-Engines ? I think so...

BTW2, in the Dungeon directory, there are some GFX that currently
won't be used... look at it using a IFF viewer (all used
graphics are in IFF format...)

BTW3, if they do not make games for your Amiga (the big ones...),
code the games yourself and tell them, they can go to HELL with
all their PC games !!! We are and will STAY Amigans !!! :)

BTW4, the File Newone.iff is a Screenshot of the NEW engine :)
(A picture of HOW the new engine will LOOK, to tell the truth...)

MagicSN



ftp://easyjohn.dyndns.info/Amiga/CD%...ng/DerRing.lha

Screenshot from new, improved version was included in LHA archive:

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Old 08 January 2013, 23:22   #202
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Some announced conversions mentioned in SSI catalogs:

Wizard's Crown (Summer 1986 catalog)
Colonial Conquest (Summer 1987 catalog)
Shard of Spring (Fall/Winter 1987/88)
Computer Ambush (Fall/Winter 1987/88)
Phantasie II (Spring 1987)
Shilo - Grant's Trial to the West (Summer 1988 - this one has a more precise date - July 1988 was the supposed release)
Great Naval Battles (Summer 1992 catalog supplement pricelist)

Should all be listed at Moby
http://www.mobygames.com/browse/game...mulations-inc/
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Old 21 January 2013, 17:25   #203
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New article about unreleased polish Amiga games http://translate.google.pl/translate...ed=0CDIQ7gEwAA
more titles from comments:
Soccer 3D (preview was available)
Limes Inferior
Tajemnice Usticu (Ustic Mysteries) - adventure
trading game without title - graphics were lost
point & click adventure with first person view on submarine, 640x512, 3 disks

Last edited by s2325; 21 January 2013 at 17:46.
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Old 22 January 2013, 10:46   #204
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Pole Position:




Last edited by s2325; 22 January 2013 at 11:25.
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Old 29 January 2013, 18:57   #205
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Sierra's 3D Helicopter Simulator: [ Show youtube player ]
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Old 20 August 2013, 22:53   #206
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Quote:
Originally Posted by s2325 View Post
Divumex (Xevious):


gameplay [ Show youtube player ]
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Old 26 August 2013, 11:21   #207
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"Shaolin Kung Fu" is a game written with commercial intention, and completed,
but never released even in PD.
It might be possible to chase it down.
It's face to face fighter with computer opponent that learns how you play,
and becomes more proficient as time goes by.
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Old 26 August 2013, 12:22   #208
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Please provide any info, links and email addresses of the authors (if you have them) that you have You can of course PM Cody (or me) about it directly.
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Old 27 August 2013, 16:43   #209
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Old 28 August 2013, 17:57   #210
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Old 29 August 2013, 15:34   #211
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Old 03 September 2013, 03:54   #212
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How does one achieve a four way null modem link?
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Old 03 September 2013, 05:56   #213
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I don't know if anyone's ever picked up on the (unfinished?) projects that were featured in issue 51 of Amiga Format (October 1993):

http://amr.abime.net/issue_207_pages

Click on the link to page 32, and the game "Vulturia" featured in the bottom right panel is one that I was working on with a friend at the time.

I can guarantee that no trace of its code or INCBINs remain anywhere in existence, but we'd finished the shell of the first level (it was sort-of Rainbow Islands-y) and were starting to implement the gfx/animations to put together a (quite impressive) demo, expressly intended for Amiga Format.

Actually, you can find some test musical meanderings here:

http://fonix.dyndns.org/soamc/index....right&p=1&did=

(click on the MIX versions of the "Vulturialoader" tunes.)


But anyway.


The (brief) story behind it.

We'd contacted Marcus Dyson at Amiga Format, furious that they'd seen fit to put some half-assed AMOS game on their coverdisk (something to do with a chimp, written by someone called Brian Something-or-other). The death throes of the Amiga had already begun at this stage and I, in particular, felt strongly that AF's backing the output of a well-meaning - but hopelessly amateur AMOS bod - did little to promote the Amiga.

We felt we could do better - in a matter of days. Plus, we needed some money. I'd remembered that, in 1989, Future was paying (up* to**) £800 for contributions to the old ST/Amiga Format coverdisk - so surely their budget was more generous by 1993?

We never got to find out.

So impressed with "Vulturia" was Marcus Dyson that he sent a reporter (Andy Nutall?) all the way up the M1 to Nottingham to wine and dine us at Future's expense. Except, when Nutall belatedly arrived, with female companion in tow, he was more concerned with quizzing us about local eateries they might enjoy. Alone. After scribbling down a few things we said, and having taken some cursory photographs, they were off.

And that was that.

Perhaps he was wrong-footed by encountering some 18/19 year-old demo-scene freaks, but we'd tidied up and everything.

We briefly held out hope of getting the green-light to finish the coverdisk-quality game (Vulturia would have been hopelessly old-hat by 1993 as a commercial release, and was never meant to provide anything more than a few hours retro fun - certainly, we weren't hailing ourselves as the new Amiga Messiahs portrayed in the mag) and maybe a few quid, but phone calls went unanswered.

Soon after, we learned that Dyson had buggered off to Team 17, leaving AF (by all accounts) to slowly recover from the resulting disarray.

No doubt one of those passionate Amigan ex-AF staffers will swing-by at some point to straighten out a few of the above facts (they're here all the time, right? And certainly weren't just jobbing journeyman journalists - oh no). But that's how I remember it.

Charlie Chimp? Is that right? I can't be bothered to look it up.
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Old 03 September 2013, 07:14   #214
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Code:
Stuash by Power & Speed
5 Bitplans, 320*256 Overscan, 50 FPS
Developed between 1990-1992
[ Show youtube player ]
[ Show youtube player ]
Horizontal space shooter for Amiga 500
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Old 03 September 2013, 15:44   #215
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I read a preview of Test Drive III for the Amiga in an old mag today. Pitty they never released it.

Pole position above looks too good to be true.
 
Old 03 September 2013, 15:53   #216
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Just try Test Drive III for PC. It have nothing to do with first or second. Different gameplay, graphics, mood.
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Old 03 September 2013, 17:54   #217
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some unknown, unreleased Amiga games from Amiga Game Zone issue 3 (1994):
Adrenaline Factor - Mirage - CD32 - Science fiction adventure game
Bazooka Sue - Krisalis - CD32 - Could this be Joe's sister?
Breach 3 - Impressions - ECS AGA - Strategy game sequel
Casino Vegas - Beyond Ent. - ECS - Gambling without real money!
Cyberwar - SCI - CD32 - CD only graphic extravaganza
Daughter of Serpents - Millenium - CD32 - Long-delayed adventure title
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Old 05 September 2013, 15:44   #218
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more, from same source:
Evasive Action - Mindscape - CD32 - Dogfight with a variety on planes
Ferrari: Race of Champions - System 3 - ? - Lotus-style racing simulation
Fist - Supervision - CD32 - Role playing game for CD32
Flying Circus (not Monty Python's) - Empire - AGA, CD32 - Another flight simulation
Formula One - Krisalis - ECS - Racing management simulation
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Old 08 September 2013, 14:24   #219
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Chess Through The Ages by polish group Union Systems:
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Old 17 September 2013, 05:59   #220
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Quote:
Originally Posted by TCD View Post
Please provide any info, links and email addresses of the authors (if you have them) that you have You can of course PM Cody (or me) about it directly.
This is difficult, it may or may not exist anymore.
Shaolin Kung Fu, ran on Amiga 500, by a Brisbane (Australia) group called
The Barbarians, that did do some demos (not Megademos) like "Lazarus"
early on... they are only a month into coding then, so not bad.

I do have the Brisbane coders (demo) disk as ADF if that is unknown,
but it's not quite world class IMO.

What I remember of it, is the game was good, but poorly presented with it's
intros.
Animation was done by photographing martial artists performing forms,
and tracing with DPaint with transparencies over a 1084 monitor
Intelligence was also very good, watching two computer fighters was awesome,
and the programmer did comment on how proud he was of the CPU vs CPU demo.
Cheers, Brek.
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