![]() |
![]() |
#261 | |
Registered User
Join Date: Jul 2020
Location: Montreal
Posts: 43
|
Quote:
I m pretty much done with all the art for this games now. I m currently working on the box art for the games. we also have a few stuff we want to add as special easter eggs and stuff but i m almost done with kungfu master arts. |
|
![]() |
![]() |
#262 |
Registered User
Join Date: Jul 2020
Location: Montreal
Posts: 43
|
|
![]() |
![]() |
#263 | |
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
I just have a small "but..": Why always use only 32 colors when Amiga has 4096? HAM is perfect for title and cinematic screens, cause it make them they look a lot better. |
|
![]() |
![]() |
#264 | |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
|
Quote:
Having a wider palette doesn’t necessarily help IQ, as the 4096 available colours still limits your choice of smooth gradients.. you just end up with weird HAM fringing for no benefit. — I love the perspective movement on the title screen. ![]() |
|
![]() |
![]() |
#265 | |
Registered User
Join Date: Jul 2020
Location: Montreal
Posts: 43
|
Quote:
Not a fan of. Also the asset in ham take more memory Finally i haven’t used a real amiga for a long time but from what i recall ham6 wasn’t really fast and not pratical for animation. |
|
![]() |
![]() |
#266 | |
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
[ Show youtube player ] The difference in size is inappreciable. And I just meant for static screens or minimal movements, but HAM is fast enough to be used even for video (with better results than this example): [ Show youtube player ] And in game (even fps): [ Show youtube player ] If you don't wanna use it is ok and I respect it, just wanted to suggest you cause I've seen you are ambitious about the project, but the static screens don't seem to have quite the same level as the rest. |
|
![]() |
![]() |
#267 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
|
|
![]() |
![]() |
#268 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,694
|
Just Wow!
Love the foreshortening you did, and also love the mcgeezer tests with parallax. Great idea, and amazing execution. How many colors on the guy? 16 or 32? Either way, the gradients you pulled off (for shadows and lights), the overall lighting, the pose.. I love everything! I can only imagine if this was released in the early '90's. You'd be definitely mentioned in all Amiga related magazines on the world, and many would use this as a front page art. ![]() |
![]() |
![]() |
#269 | |
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
But these two seem quite good also http://mrsebe.bplaced.net/blog/wordpress/?page_id=374 https://github.com/alpine9000/amiga_..._ham/README.md And you can find good info here :P https://eab.abime.net/showthread.php?t=101282 |
|
![]() |
![]() |
#270 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
|
Six bitplane bitmaps/blitter objects are 20% larger than 5 bitplane ones. Which is quite a lot for A500 games, where Chip Memory size is one of the biggest system bottlenecks. You'd be surprised how little memory you have left once you start playing around with large screens using many bitplanes
![]() Quote:
Code:
320x256x5 vs 320x256x6 Total DMA 71050 71050 Refresh/audio 2304 2304 Bitplane DMA 25600 30720 -------------------------------------------------- DMA free 43146 (60,7%) 38026 (53,5%) Difference: 7,2% Blitting cost 32x32x5 vs 32x32x6 2880 3456 (120%) Bob capacity (theoretical): 14,9 vs 11,0 (73,8%) Not saying it absolutely can't be done (some of the other methods mentioned might still work), but my gut feeling says it's asking a lot from the Blitter to manage this in HAM. Quote:
![]() Personally, I think the title sequence is pretty neat as is though, the hand moving separately is a nice touch. I can almost hear the arcade-like sound when pressing the 'start' button ![]() Last edited by roondar; 21 October 2021 at 13:51. |
||
![]() |
![]() |
#271 |
Registered User
Join Date: Jul 2020
Location: Montreal
Posts: 43
|
Also guys remember the part where i ve said i ve reworked the title screen. There more that what you have seen so far.
|
![]() |
![]() |
#272 | |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
|
@X-vision Those face images mostly look good through very smart dithering during the HAM conversion, which is a postprocess thing done to images created elsewhere from an artist's POV (photos, 3d renders etc), kind of the opposite of carefully executed pixel art, which looks the same everywhere (if planned correctly) and needs no damaging conversion. Nobody wants to do pixel art in HAM, as ham is a horrorshow of chromatic aberration and artifacts even while you're drawing it.. HAM really only ideally suits certain types of image - none of those portraits even have background detail for example.
Also I'm certain that slideshow example is HAM interlaced. Look at the height of the pixels in Alexandria Daddario's eyeliner, it's much less than 1px. That's not Low res. You brought up the same "why not HAM?" thing for DREAD.. HAM kinda sucks (for most things), that's why! If you were drawing in a detailed low res way like 10shu does (in Photoshop?) but with loads more colours then converted it into HAM.. It'd mess it up. HAM doesn't make most graphics better at all. Quote:
![]() |
|
![]() |
![]() |
#273 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
|
Quote:
![]() Quote:
As for more colours = better, I'm not so sure this is true. I've seen some extremely cool 16 colour stuff that looked awesome precisely because it didn't use thousands of colours. Sometimes, art gets more unique or more 'alive' when it's purposefully limited in some way. Limiting colours is one of those ways, IMHO. |
||
![]() |
![]() |
#274 | |
Registered User
Join Date: Jul 2021
Location: Sandy, UT
Age: 55
Posts: 230
|
Quote:
![]() |
|
![]() |
![]() |
#275 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
A bit more on the title screen.
I'm pretty happy with it now... but I just need to optimise the fade in routine... too many muls in the interpolate routine I have. [ Show youtube player ] Graeme |
![]() |
![]() |
#276 |
Autistic 'n IRN!
Join Date: Jul 2012
Location: -
Posts: 2,984
|
![]() |
![]() |
![]() |
#277 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,795
|
Wow...
|
![]() |
![]() |
#278 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
|
That looks great!
|
![]() |
![]() |
#279 |
Registered User
Join Date: Nov 2019
Location: Greece
Posts: 992
|
Amazing!
|
![]() |
![]() |
#280 |
Registered User
Join Date: Jan 2021
Location: Rostock
Posts: 12
|
I like the graphic style.
|
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Kung-fu Charlies | frikilokooo | request.Old Rare Games | 1 | 06 August 2023 20:20 |
Let's get Kung Funky | saimon69 | Music. Work In Progress | 2 | 27 September 2020 06:47 |
Yie Ar Kung-Fu vs Kung-Fu Master - Which is Best? | ZEUSDAZ | Retrogaming General Discussion | 10 | 20 September 2019 11:37 |
Bruce Lee - Master System port | Retro-Nerd | Nostalgia & memories | 25 | 06 April 2015 20:56 |
Changing video port master clock | BuckoA51 | support.Hardware | 4 | 24 June 2012 17:10 |
|
|