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Old 27 September 2020, 19:55   #541
Mathesar
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What a huge improvement! The sprite based weapons look amazing and the chaingun animation is smooth as butter.

It's also a nice video, I liked the "John calling" part, angrily stamping his feet proclaiming your weapons suck! "Hold my beer!", Hilarious

"Dread" is getting better with every update.
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Old 27 September 2020, 19:56   #542
manossg
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What a great video and awesome progress!
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Old 27 September 2020, 20:07   #543
b0lt-thrower
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Can't wait to see how the plasma rifle and BFG look!
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Old 27 September 2020, 20:12   #544
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That's awesome! Really looking forward to being able to run this!
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Old 27 September 2020, 20:24   #545
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I understand that the video before this one was just a teaser
This is almost to good to be true
Gratz!!
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Old 27 September 2020, 21:20   #546
malko
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Quote:
Originally Posted by KK/Altair View Post
And the next episode is online.

[ Show youtube player ]
Whaou ! Guys, you are sooooooo talented !
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Old 27 September 2020, 21:20   #547
E-Penguin
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This is literally the best thing in 2020
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Old 27 September 2020, 21:30   #548
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That’s a brilliant video and the game is looking so impressive and professional. It’s really remarkable.
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Old 28 September 2020, 00:21   #549
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Astonishing!
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Old 28 September 2020, 00:23   #550
Zabi
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Amazing weapons upgrade!
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Old 28 September 2020, 00:44   #551
ESC
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Yeah I'm amazed! During the last video I was like yeah it doesn't look the best but what can you do it's an Amiga, we have to live with some limitations, then this videos came along and I was blown away, never underestimate the Amiga.
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Old 28 September 2020, 08:35   #552
hammer
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Quote:
Originally Posted by KK/Altair View Post
And the next episode is online.

[ Show youtube player ]
Looks good.

I plan to run Dread on my A500 with overclocked 50Mhz 68000 via Wicher 508i e.g. [ Show youtube player ]

Despite the fast 50Mhz 68000, most Amiga FPS games require the 68020 instruction set support which runs on my A1200 (with 8MB fast ram + 40 Mhz FPU).

I tried Run68017 and it didn't resolve the 68020 instruction set issue.

Last edited by hammer; 28 September 2020 at 08:49.
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Old 28 September 2020, 13:04   #553
d4rk3lf
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Thank you KK, and Tsak.
Not only you did an amazing update on the weapons, you provided sort of tutorial on how you did it, and personally, this helps me a lot.
Thank you Tsak for this conversion tips, it gave me some ideas how I can do better mine conversions.

What about explosions? Can they be used as sprites, or it's a part of level 16 color palette?
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Old 28 September 2020, 16:09   #554
Tsak
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Thanks for the kind words guys!

@d4rk3lf: yes, explosions are part of the level's 16 color palette. However all the gfx (including the palette) are currently reworked so these are gonna get much better later on
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Old 28 September 2020, 16:14   #555
nikosidis
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Originally Posted by Tsak View Post
Thanks for the kind words guys!

@d4rk3lf: yes, explosions are part of the level's 16 color palette. However all the gfx (including the palette) are currently reworked so these are gonna get much better later on

Whow, that will be great to see
I been looking at the weapons and the smooth gfx, fireing. The explosions does not exactly keep up with that quality.
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Old 28 September 2020, 20:08   #556
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This is going to look even more amazing when it all comes together. Such a cool project.
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Old 28 September 2020, 20:41   #557
Mathesar
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Quote:
Originally Posted by Tsak View Post
Thanks for the kind words guys!

@d4rk3lf: yes, explosions are part of the level's 16 color palette. However all the gfx (including the palette) are currently reworked so these are gonna get much better later on
The little tricks you do to make it all look good within the limited resources are really neat. (changing sprite pallet halfway for better nozze fire colors ) I also like how KK used the sprite offsets to create a smooth animation with only 3 frames or so.
It's amazing how these little tricks can make a game look so good. Truly professional
But now you got me curious to the reworked textures and palette...
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Old 29 September 2020, 08:37   #558
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Great work, guys....
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Old 29 September 2020, 11:45   #559
d4rk3lf
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little of topic.

@KK
I just saw in the youtube comments that you basically agreed with John Carmack, that Amiga can't run Doom.
That is probably true for Amiga 500, but I think you're missing the part, that Carmack thinks that just about any Amiga (except 040 + hardware chunky pixel), can't run it.

Let's quote him.

Quote:
The amiga is not powerfull enough to run DOOM. It takes the full
speed of a 68040 to play the game properly even if you have a chunky
pixel mode in hardware. Having to convert to bit planes would kill
it even on the fastest amiga hardware, not to mention the effect it
would have on the majority of the amiga base.
John Carmack
As we know, 030 and 020 Amiga can already run Doom, even it's based just as port, and not specifically written for the hardware (like your engine).
Can we safely say that Vanilla A1200 with some Ram addition, and clever coding, can actually produce even better result then 386 - 8MB Doom version?
What's your thoughts on this?
(and everybody else)
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Old 29 September 2020, 19:41   #560
saimon69
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Did anybody showed him?

Not a programmer but i think is because John think as a C programmer using C programs and therefore does not know well - or consider impractical - the demoscene approach of bashing the metal with assembly code? And it does not know the Amiga architecture? and consider detrimental to downgrade for OCS/ECS to 16+16 colors, therefore thinking "if it does not run as i made it does not run at all" in very polarized way?

Is also to be said that, at least as i remember on my doom sessions in Adoom, the way you play Doom in a slow machine is completely different from the way you play it in a fast one; therefore, if for him doom HAS to be play in the fast frenetical head spinning way, that was hardly possible on the AGA amigas without RTG, but that is a conjecture...
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