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#381 | |
Registered User
Join Date: Mar 2012
Location: Norfolk, UK
Posts: 1,157
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Quote:
It's certainly do-able, but it's very maths-heavy so would have to be precalculated, and when you're dealing with position granularity that's quite large compared with the size of the components there's a lot of scope for rounding errors and jitter. It would work fine if your target platform is something that can use a GPU to render 2D sprites with arbitrary scaling, rotation, sub-pixel positioning and anti-aliasing. On an Amiga it's... a bit more challenging! |
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#382 | ||
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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#383 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,699
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Here I did quick video in After Effects to showcase, what I was talking about.
[ Show youtube player ] Pretty easy to animate, isn't it? ![]() Though,it would need full character to setup like that. And if there's way to do IK animation, that would be pretty awesome. But nevermind... let me not distract you from workflow you already have. It's just an idea. |
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#384 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,699
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Quote:
Sorry about that. Forget it then. ![]() You are doing great job. |
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#385 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Yeah and it's not only that. As @robinsonb5 pointed out, try and do the same animation and rotations with these parts in their native resolution (say 16x32) and with hard edges, no antialiasing or color blending and using just the standard 16 color palette.
Believe me, it won't look as pretty and crisp as it looks now == you're much better off with manually tweaked and pixeled, pre-rotated part versions. ![]() |
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#386 |
Registered User
Join Date: Aug 2016
Location: FRANCE
Posts: 375
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What you done is just amazing and incredible and so cool that you share all your work with us, step by step and as a supporter, asking us some ideas in creation for make it better, Mike & Corey are perfectness and it will be a game who will make Amiga great again ! thanks.
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#387 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,601
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#388 | |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,043
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Quote:
[ Show youtube player ] |
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#389 | |
Registered User
Join Date: Aug 2020
Location: Sydney/Australia
Posts: 1,043
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Quote:
AGA may need to use the multiplexing sprites parallax method to avoid dual playfield's 16+16 color layer limits. AGA can do 256 color adventure games like PC VGA. Doom can use AGA's 256 color mode when coupled with a fast CPU e.g. 68060 or 68080. Metro Siege's color range can reach about 60 when copper color tinting is used to shade grayscale bitmap graphics. I only recently obtain A1200 by luck with my eBay bid when it was advertised as "broken, parts only" (i.e. the seller misdiagnosed disk drive's clicking sound as broken) and primary winning bidder backout of the bid (reached near $1000 AUD) and my bid was limited to $600 AUD. A1200 turns out to be working and in near mint condition. I didn't experience A1200 AGA in the 90s. Due to A1200, I signed up for Vampire 1200 V2. My Amiga is the 500 Rev 5 model (from my school friend who abandon it due to hardware fault e.g. later found out to be PSU problem) which later gutted into Rev 6 and added Wicher 508i. I like A1200's small compact shape which has footprint of a PC gaming keyboard. My early 1990s Amiga was 3000/030 25Mhz model (my Dad paid for it out of the blue and traded A500 Rev 6, ![]() My primary gaming machines are Ryzen 9 3900X + RTX 2080 and Core i9-9900K+ RTX 2080 Ti i.e. I'm a PCMR gamer who plays Blender 3D RTX as a hobby. Last edited by hammer; 30 September 2020 at 02:53. |
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#390 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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#391 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,437
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Quote:
With that, back to the topic at hand Quote:
Just out of interest (sorry if this has been asked before - it's a big thread and I may have simply forgotten): do you have any idea how many "key frames" there are in memory for Metro Siege? Perhaps key frames is the wrong term here, I mean the number of separate stored actual picture elements? Would be interesting to see that compared to the number of frames of animation actually achieved. It's just such a nice technique you're using, I keep wanting to know more ![]() |
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#392 |
Registered User
Join Date: Dec 2019
Location: Newcastle
Posts: 67
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#393 |
Eleventh Hour Games
Join Date: Feb 2011
Location: Carnforth, England
Age: 49
Posts: 560
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This game looks absolutely stunning. I especially loved seeing how you're using modern tech to help with hitboxes and animations etc!! That is staggeringly clever!
With every update I see for this game I get more and more blown away by it. Also, showing progress on a game for retro devices is a double-edged sword, on the one hand you want people to see your baby in development, but on the other it doesn't take long before opinions become a real drain on time as you address everyone who has something to say about your game. Excitement is always a good thing though at the end of the day. I cannot wait to play this game! ![]() |
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#394 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Thanks @LordNipple!
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Last edited by Tsak; 01 October 2020 at 05:09. |
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#395 |
Moderator
Join Date: Jan 2002
Location: Chicago, IL
Posts: 3,392
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Great game, when can we play this awesome beat em up joy?
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#396 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,437
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#397 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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#398 |
Registered User
Join Date: Mar 2017
Location: Stafford
Posts: 13
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Awesome progress!
I have been following the progress of this and can’t get enough of the visuals!
I have considered becoming a Patreon via your website but before doing so want to know a little bit more. What is the Expected completion and release date, will it be digital and physical copy release and how much would you be selling it for ? Finally is there a possibility of a single level demo ? Keep up the good work ! |
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#399 | |
Registered User
Join Date: Mar 2016
Location: Australia
Posts: 882
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Quote:
Completion date: This is the hardest one to answer. There will be some significant new functionality made public soon, from this you will be able to judge the progress we have recently made. Having said that, as time goes on and the engine and tooling are almost completed, the velocity of progress will likely increase. Release format and price: We hope to have a high quality physical release as well as a digital option. Pricing is yet to be determined, but my hope would be that we can provide a great value release. Demo: I think the last time we discussed a playable demo, the thinking was that it would be more than one level (possibly up to 2.5 levels?), but we have not arrived at an absolute final decision on that. If you’re primarily interested in the visuals I would say you should check out the BitBeamCannon Patreon as from what I understand it has lots of behind the scenes info (sometimes Patreons find out stuff before I do!), but I can’t say for sure how much stuff is on there as I’m not a Patreon myself and Mike doesn’t post here. Sorry for the “non answers”, but we really are just focusing on development at the moment. Lots of this stuff we haven’t discussed lately. Last edited by alpine9000; 19 January 2021 at 07:49. |
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#400 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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BitBeam Cannon has a YouTube channel you can subscribe to also. Not all of it is about Metro Siege though. Lots of it is about Daemon Claw, another game project developing in parallel.
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