20 February 2019, 19:19 | #241 | |
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20 February 2019, 19:22 | #242 |
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20 February 2019, 19:28 | #243 | |
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If you want to go and create metal slug on the amiga then dont let me stop you, but beeare of dragging some other poor sod in to rip all the graphics and map all the tilesets for you on the way. The game cant be done justice on the Amiga by today’s standards. |
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20 February 2019, 19:31 | #244 | |
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specifications. Like I said many time, rygar wasn't meant to e finished project, and I prefer original game than conversion. Since the best Amiga games arent' converted... Peace |
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20 February 2019, 19:39 | #245 |
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Fine by me I'll happily talk technical about it.
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20 February 2019, 19:42 | #246 |
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20 February 2019, 20:39 | #247 | |
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I am by no means an authority on OCS coding, but I think anybody would have had a very hard time getting this stuff running on an vanilla A500. And on your comment that Metal Slug on the GBA would be easy on AGA, and possible on OCS: tool.anides.de counts 110 colours in this image. You have a background parallaxing with a lot colours in it (not in every level, but a few use very colourful backgrounds) which could be done as a poor mans version with a sprite background in one or two of the levels. In others, the background is freeform, so not really doable on an OCS system. Using dual playfield would by no means do the game justice, imo. Even on AGA, being able to use only 15 colours in the foreground would be a shit show. Don't even start thinking about using only 7 on OCS. |
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20 February 2019, 21:01 | #248 | |
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When I said that Aga version of MS would be easy, obviously. I was jopking, since I'm aware that is very difficult task to do. But Since NeoGeo have it's own version like GBA, and other consolle, MAYBE, a Version Design Around Amiga HW could fly. Btw 15 colors per lines... |
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21 February 2019, 06:17 | #249 |
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Additing hundreds of color with A500 is not a big deal on 256*192 pixel resolution. If you change palette every 16 pixel you'll get 96 of them! And since every screen will bite only 18k you can get 10 unique gfx for about 180k! With 8 way scrolling a little bit less.
The real problem is the Time To programm all that stuff! |
21 February 2019, 09:29 | #250 |
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21 February 2019, 10:53 | #251 |
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21 February 2019, 10:54 | #252 | |
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For the rest it looks on a par with a game like Ruff 'n' Tumble, in terms of the number and size of objects on screen etc. |
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21 February 2019, 10:56 | #253 | |
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21 February 2019, 11:04 | #254 |
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And look on the bright side: Metal Slug runs so poorly even on native hardware that a cut-down game with a 25FPS constant rate might be an improvement
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21 February 2019, 11:10 | #255 |
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21 February 2019, 12:33 | #256 | |
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I know you could do a SWIV and change palette tones over the course of a level, but together with copper use over the screen this adds a whole other layer of complexity. Been there done that in Inviyya, and in the end I decided against it since it's barely manageable and takes too much time designing stuff. But don't let us critics prevent you from creating something. I'd love to see what you guys come up with. |
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21 February 2019, 13:22 | #257 |
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21 February 2019, 13:39 | #258 | |
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21 February 2019, 13:53 | #259 |
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Well off course you can do a hundred crazy things with the Amiga chipsets.
But in the end I prefer to have created a game that is finished and playable, a goal which is by its nature more kind of a marathon run than a sprint. Which means, stuff must be manageable. In your Rygar thread you seemed to be most of the time waiting for assets created by other people, which were a lot of times in a wrong format. That was at least my impression. Something like Metal Slug seems to be a lot more complex than Rygar to me, and if you want other people to create assets with managing different palettes (vertically coded and horizontally through the levels) I don't really understand how you want to manage that if it didn't work out for you for Rygar.. Like I said, I had the same kind of ideas for Inviyya, but thought it's not worth the hassle. And I am creating the assets myself, and am not dependent on somebody else on this. Sorry, I just don't see that happening. I would be more than happy being proven wrong, though. |
21 February 2019, 13:56 | #260 | |
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