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#41 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Quote:
Game design and assets creation will take a lot more of time than coding a competent engine. |
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#42 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,665
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KEitH! Really appreciate you showing up and sharing the source code to the game!
If we manage to salvage your tools on disk, there's a really good chance the game can be expanded to completion and I believe this would be pretty awesome. But then we'll need proper game designers and am not sure how many are really active in this community. Hopefully this gets picked up and worked on! Love your game, really impressive. |
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#43 | |
Zone Friend
Join Date: Sep 2001
Location: Germany
Posts: 815
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Quote:
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#44 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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might have to up my game to compete with this
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#45 |
Global Moderator
Join Date: May 2013
Location: Setúbal, Portugal
Posts: 621
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Actually, in my honest opinion, judging by your own games (in terms of game design), you're a good candidate to "pick Blaze up" and finish the game.
Ideally a team of talented people should do it. We're humans after all and each person usually occupies a niche in which he/she is really great. But very few of us are real polymaths in the sense that few of us are "one-man-bands". So a team (graphic artist, coder, musician, play-tester, etc) would be the best-case scenario for this situation (like it was in the recent excellent and happy-ending case of Putty Squad). I know this ideal scenario is somewhat over-idealistic (if you pardon the pleonasm) but a man is allowed to dream, is he not? ![]() |
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#46 |
Registered User
Join Date: Nov 2013
Location: Spain
Age: 45
Posts: 314
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Amazing work! didn´t see anything like this before on amiga. I´ll love to see this game finished. If you need the music here´s my hand.
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#47 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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Another video, glitchy graphics but with better aspect ratio
[ Show youtube player ] Because of these big flowers all I can see is Kid Chaos, not Sonic the Hedgehog.
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#48 |
Registered User
Join Date: Apr 2010
Location: London / UK
Posts: 423
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Very fast and glitchy, is that on an A1200? Somebody really needs to make a WHDLoad install for this which would hopefully solve the compatibility issues
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#49 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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I don't know, sorry, it's not my YouTube account but he is using mostly A1200 settings.
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#50 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 7,123
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Quote:
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#51 |
Registered User
Join Date: Feb 2013
Location: Dublin/Ireland
Posts: 403
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That's pretty impressive! You mentioned in your blog that you had lost lots of work, including a Street Fighter 2 clone, due to a damaged HD in your A1200. That's a real shame. Not knowing the ins and outs of recovering information from a damaged HD, is there any potential for salvage? Obviously you're busy with real life, but just considering how relatively poor the various Street Fighter 2 ports are on the Amiga (for various reasons), and how good your Sonic clone is, it looks like the Amiga lost out on a good SF2 clone. Thanks for sharing your work anyway!
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#52 |
Registered User
Join Date: Nov 2017
Location: Italy
Posts: 7
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Awesome work, really.
Unfortunately the Assembly code is almost unreadable for my knowledges ![]() It would be a great thing for the community if some of the skilled people (like Asman, CodeTapper, Photon and many others) of this community while optimizing the code could find the time to comment the code step-by-step. I mean a sort of Assembly game making tutorial for newbies like the one that Amiga Format published years ago about the creation of Menace. The progress could be posted in a dedicated thread and the project could involve many people (there are also graphic designers and musicians on this board). |
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#53 |
Registered User
Join Date: Dec 2008
Location: Norwich, UK
Posts: 674
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This game looks really good for OCS/ECS.
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#54 |
Into the Wonderful
Join Date: Mar 2002
Location: England
Age: 49
Posts: 2,336
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Very impressive stuff. I'd be interested in seeing a version with Sonic's gfx applied to this, just to see how the Amiga version compares to the Megadrive.
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#55 |
Registered User
Join Date: Nov 2015
Location: Birkirkara, Malta
Posts: 13
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Hey, I've recovered all the remaining files necessary for building Blaze from source and made a short video about it - basically, how to build the game using Devpac 3.18 on the Amiga:
https://keithbugeja.wordpress.com/20...ce-code-redux/ The blog post also contains links to the missing files and a playthrough of the level using the binaries just built. The aspect ratio is correct this time round :P Enjoy! |
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#56 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,681
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If anyone want music for it lmk
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#57 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,908
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Trired on my A1200 and managed to get it running but lots of very glitchy graphics - might be something to do with 030?
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#58 | |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,908
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Quote:
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#59 |
Registered User
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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Assembles fine with VASM Devpac compatible mode. Takes the better part of a second on my PC. Also noticed pressing J repeatedly gives great jumping capability.
![]() WinUAE tests: - Failed to load at all with Kickstart 1.3 - Loaded OK with Kickstart 2 but mildly glitchy graphics - A1200 looks fine. - saw this message on 68000 "FATAL CPU CRASH!" a couple of times. Maybe I'll try Devpac later and see what happens. Fine looking game. ![]() EDIT: Using Devpac 3.02, Kickstart 1.3, game looks perfect. Kickstart 2.0 still some slight gfx trouble. Neither showed the fatal message this time. Didn't bother with A1200. Last edited by clenched; 23 November 2015 at 00:35. Reason: update |
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#60 | |
Registered User
Join Date: Nov 2015
Location: Birkirkara, Malta
Posts: 13
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Quote:
In Blaze, scrolling doesn't happen this way - instead, the screen is composited from tiles each and every frame. Hardware is still used to control the scrolling at the granularity of pixels, but no 'software' scrolling is used, so to speak. The advantage of this method is that the whole playfield could be animated without any penalty in performance. Moreover, since the screen is basically redrawn at each change, one doesn't need to save the portions of background behind software sprites (bobs). The flip side is that the technique is limited in terms of fill-rate, which is why Blaze runs at around 25 Hz. In a later project, I had experimented with decoupling the pixel scrolling from the rest of the rendering, and running it at 50 Hz. This resulted in silky-smooth scrolling, but sprite movement became very jittery (Think Superfrog). For the player sprite, solving the jitter was just a question of using hardware sprites, which are independent of the background, but for the other sprites, I had no suitable solution. Hope this makes it a bit more clear. |
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