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#41 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,954
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#42 |
Registered User
Join Date: May 2023
Location: Norwich
Posts: 428
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There are definitely bits, like the all blue level 4B in that video that are very much "Wait. You can stand on that?" And that's watching on a sharp modern display, I can only imagine it would've been a bit more difficult back in the day on a blurry CRT. Although some bits like the rocks emerging from the fire just look like they'd be awful to see regardless. The arcade equivalent definitely has a lot more contrast which helps to distinguish things (although still has all the horrible drop down off a platform and hope for the best gameplay "features")
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#43 |
Registered User
Join Date: Nov 2019
Location: Croydon
Posts: 594
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i agree and i dont like escalation i apologize is just that i am being misinterpreted and i get frustrated especially when told a bunch of stuff i already know but is not related to the matter. it always feels like any amiga development is not to be criticised or people lose their mind my critique comes from wanting this to look the best ever and seeing such wonderful character sprites i know the developer can probably work more on the backgrounds and make them look better
people are basically just saying "limitations" without even thinking and making things stop there. if all Amiga developers had that mentality we would have never seen amazing breakthrough games like we have |
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#44 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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I've given this one a go and it's very good!
Just be aware that if you bump it to 32 colours then you'll lose 25% CPU. |
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#45 |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 346
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#46 |
Registered User
Join Date: Jul 2023
Location: Norway
Posts: 18
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Thanks for the comments and feedback everybody
![]() ![]() @Bren: I agree with you that the level 1-1 tiles in the alpha are a bit lifeless and dull, and I appreciate the feedback. It's not because I'm slacking tho ![]() @Cris1997XX: I've been partial to the OCS look ever since I saw how Chaos Engine AGA looked compared to the OCS version. Personal opinion: A full 256 color palette is way more than most pixel art ever needs and can easily hurt the art more than it helps. Here are some advantages I think working with limited colors give you: - More visual clarity. - A more cohesive look. - Cleaner results. - Easier color swaps and color management in general. If you take a trip to pixeljoint.com and look around you'll see that many pixel artists there use very few colors, and it's because it forces them to make better choices with their artwork basically. The stricter the limits, the more conscious you have to be about where you place every single pixel and why. Going back to Chaos Engine, sure the AGA version looks good and is obviously more colorful. But imo the OCS version is the one that really shines. The gfx are just a little bit less generic-looking and a little bit more cohesive and interesting to look at. -- In other news I got an update coming very soon that'll have: - Updated and improved level 1-1 music by Tsak. - Fixes for most of the bugs people came across in 0.20. - Couple of gameplay tweaks. - Upgraded level 1-1 visuals. Here's a preview: https://vimeo.com/844527467?share=copy |
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#47 |
Moderator
Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,015
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Great update! Love the copper, too.
Is it possible or do you like to include a STATIC layer in the background? Could add some depth without too much perfomance issues, I guess?! |
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#48 | |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 346
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Quote:
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#49 | |
Registered User
Join Date: Nov 2019
Location: Croydon
Posts: 594
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see that's the spirit mate i am glad you responded and I didn't mean to imply you were being lazy more like you couldn't be bothered. now knowing that you agree with me i am sure that will be solved at some point as i said repeatedly it is clear that you have a lot of talent and can figure this out
![]() i'm the first one to admit when i fuck up and i will now say that the copper banding on the sky has helped this A LOT am looking forward to see what you do with the floor now! i noticed a bug when you press fire to attack if you press the opposite direction your character is facing our hero develops a case of " broken spine" ![]() ![]() Quote:
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#50 | |
Registered User
Join Date: Jul 2023
Location: Norway
Posts: 18
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Quote:
@Cris1997XX: Right, makes sense. I'll release a HD version so that'll help with loading times at least. @Bren: Lol yup, already fixed that one |
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#51 |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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#52 |
Registered User
Join Date: Jul 2023
Location: Norway
Posts: 18
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Oops yeah maybe not then.
It's been a while since I had an A1200 kicking about. Well a physical A500 too for that matter. The sound chip on A1200 and up uses some kind of emulation to support 8 channels is that right? |
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#53 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Quote:
I'd personally go for a sprite based main character in this case f.e. Cause not only this can free colors (probably) but also give a boost to performance. |
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#54 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
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Quote:
Making a AGA version is probably less frustrating as you can overcome a lot of limitations. For instance sprites can be 64 pixels wide, and still 3 colors but with individual palette. I combined 2 sprites to get 6 colors 64 bit wide sprites. I like the way you're handling this. Please do all the levels & enemies as soon as possible, and focus on the details later. Do you have a tiled map of the original? do you have coordinates of enemies/bonuses? to my experience, placing all items by hand is time consuming. I did that a long time ago for my Java remake of Gods on all 4 levels, and I'm never doing it again. |
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#55 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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#56 |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 346
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If you're using an optimized enough tracker, you can easily mix four software channels and run game code at the same time. That's almost a non-problem with the Amiga 1200
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#57 | |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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#58 | |
Registered User
Join Date: Jul 2023
Location: Norway
Posts: 18
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#59 | |
Registered User
Join Date: Jul 2023
Location: Norway
Posts: 18
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Quote:
![]() I have a pretty good blueprint yeah, including maps of the original levels with pickups. Enemies spawn in constantly in the arcade version and there seems to be some markers in place to make certain types of enemies more likely to spawn at specific places. But apart from the odd weapon pickup, it's mostly semi-random in the arcade. Ooh.. remake of Gods you say? I'll have to check that out |
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#60 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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