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#221 | |
Registered User
Join Date: Sep 2018
Location: Germany
Posts: 35
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Quote:
SWIV was the first Amiga 2D-action game (at least the first game I saw) with dynamic frame rate, but SWIVs best frame rate was only 25 FPS (it could slow down to something like 10 FPS). Also most of 3D games have a dynamic frame rate. And Battle Squadron was the first game I saw which has a mixed frame rate (Sprites and Scrolling @50FPS, BOBs@25FPS) Looking forward to Reshoot Proxima III ![]() |
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#222 | |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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Quote:
The trick is: Movement of all onscreen objects is updated at 50 fps no matter what. Sprites and scrolling keep a steady 50fps too. The bob drawing code is not synced though and may be 50fps, 25fps or 20fps. This means player vessel, bullets, all objects keep their momentum all the time, regardless of the density of onscreen action. Actually I, too, thought it´d be easy to implement such a dynamic drawing thingy on Amiga. But real life taught me otherwise. I found it pretty challenging and also relieving when it finally worked. |
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#223 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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What about some sort of Variable shading Rate? Like object in focus will run at 50hz others at 25 and 17fps the more the distance, less the rate..
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#224 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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Interesting proposal, might be very useful under certain circumstances. You want to open a new thread in Coders.general before D Bossmod steps in and closes / moves this thread (again)?
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#225 | ||
Registered User
Join Date: Sep 2018
Location: Germany
Posts: 35
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Quote:
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And yes the theory is always easier than the implementation. I remember a implementation of double linked list in C++. This should not be too hard to implement, but the number of bugs showed me something different. Last edited by Chrille; 28 April 2020 at 11:30. |
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#226 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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Had to bughunt for a few weeks, but finally got that little jerk. Wrote a bit of text about the bughunt – it´s on Patreon but it´s still free, so please y´all check it out!
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#227 |
Registered User
Join Date: Sep 2008
Location: UK
Posts: 318
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Since you guys are talking tech - is there ever any need to triple-buffer games? I always wondered what the point of that would be??
I remember Andrew Braybrook saying he tried it on Fire and Ice to start with. |
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#228 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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Depends on what you mean by triple-buffer. I've used a third buffer that only contained the background many times to accelerate blitting. But I've never used three buffers to actually draw to in sequence.
Standard triple-buffering could still be useful if you have an unsteady frame rate though. Using three buffers in the traditional sense (drawing&displaying in sequence) allows you to smooth out the frame rate at the expense of latency. |
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#229 | |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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Quote:
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#230 | |
Registered User
Join Date: Sep 2008
Location: UK
Posts: 318
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Quote:
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#231 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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You save the time for the 'save'-blit.
Speeds up blitter stuff a lot.. |
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#232 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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Yeah, it's a big win. Costs quite a bit of memory though, which is a bit painful on OCS machines.
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#233 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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I am adding narrative elements to the shmup action. The screenshot shows a test case of my approach; also the first glimpse of the beautiful hero and antagonist portraits which Rod March created. Should add some kind of purpose to the whole game, make you feel more proud of your accomplishments.
What do you guys think when you see this? |
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#234 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Nice! I loved that Reshoot-R also had a similar mini story going on. But I hope this time that the portraits will be treated better. The super dithered portraits of Reshoot-R felt really out of place compared to the -otherwise- pretty neat overal artwork.
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#235 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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I feel you. This time, each portrait will have its own dedicated palette / does not need to share its colors with the game-view as in RESHOOT R. Therefore color quality will be much better.
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#236 |
Registered User
Join Date: Jul 2016
Location: Sydney / London
Posts: 592
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Lookin' sweet
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#237 |
Registered User
Join Date: Aug 2016
Location: FRANCE
Posts: 375
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yeah it's really gorgeous colorful now and really love the background artwork of each side of the screen, deadly ambiance , really emphasizing the atmosphere , thankfully you had a save and not lost this awesome progress, I believe that making a game like this is not a bed of roses ! keep the good work
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#238 |
Registered User
Join Date: Jul 2017
Location: Budapest
Posts: 355
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I had plenty of fun with the prequel, interested in this one too. Looks great so far. Do you have a release date estimate? Would be great to play this summer..
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#239 | |
Registered User
Join Date: Aug 2016
Location: FRANCE
Posts: 375
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Quote:
end of year or 2021, it’s a hard work with great content, so let time to go ![]() |
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#240 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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This summer is out of the question, so sorry. I´d share @thairacerjps estimate of availability. If all goes well, the game should make a end-of-2020 release.
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Thread | Thread Starter | Forum | Replies | Last Post |
Request: install for Reshoot | Puggsy | project.WHDLoad | 22 | 05 January 2024 10:38 |
RESHOOT R in development | buzzybee | Amiga scene | 248 | 24 October 2023 22:18 |
Reshoot R crashing! | trydowave | support.Games | 28 | 26 April 2023 21:53 |
Reshoot R CD Version | Blunder | support.FS-UAE | 3 | 15 October 2019 22:46 |
Reshoot & Reshoot R - Screenshots | DamienD | HOL contributions | 11 | 14 July 2019 01:51 |
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