Yesterday, 17:11 | #581 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,850
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Can't wait to play more
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Yesterday, 17:15 | #582 | |
Registered User
Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
Posts: 2,059
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Quote:
4+1 is normal game 5+1 is hard game If player finished 4+1 version, then perhaps will be try 5+1 version. |
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Yesterday, 17:59 | #583 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,633
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My unhinged opinion:
Please leave forced DEI off Amiga, is already doing a lot of damage out there |
Yesterday, 18:06 | #584 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,179
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Yesterday, 18:26 | #585 |
Registered User
Join Date: Sep 2009
Location: Sweden
Age: 43
Posts: 58
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Just tried the Demo!
Wow, this is really amazingly good. Not only is it high frame rate and really well drawn graphics, it was also all the details. Like in the subway station, when the trains pass by the paper note reacts to the wind, the train headlights light up the surroundings. Clearly much work and love has been put into this piece of software. Well done! I´m curious to what the last playable character will be... Oh, and bug reporting. I personally did not encounter any bugs att all. was lazy and used Winuae A500 with Kick 1.3 512+512 |
Yesterday, 18:59 | #586 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,633
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Yesterday, 19:15 | #587 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 698
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Yesterday, 20:13 | #588 |
Registered User
Join Date: May 2020
Location: Figueira da Foz
Posts: 440
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Yesterday, 20:25 | #589 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,303
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People are too busy shooting the messenger, and now I might get caught in the crossfire just for saying this
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Yesterday, 20:35 | #590 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,525
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Quote:
Pure Streisand effect. And don't forget that if it was because of offended people, we would'nt have Cannon Fodder on the first place. Last edited by sokolovic; Yesterday at 21:04. |
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Yesterday, 20:46 | #591 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,633
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Quote:
(it was Cannon Fodder, btw - below obligatory Ahoy video) [ Show youtube player ] |
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Yesterday, 23:59 | #592 |
Registered User
Join Date: Mar 2016
Location: Australia
Posts: 894
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Here is some trivia and details on how Metro Siege works internally.
The coding project's internal name is Frieza, not to be confused with the teams internal name for the game which is RoidRage. Why not call t MetroSiege ? The game had undergone quite a lot of development before we settled on the name. engine9000 has a kernel/operating system named Goku. The kernel hides the differences between ADF and System Friendly host environments from applications and provides the following facilities:
Next we have a shared library named Vegeta. This library contains code shared by some applications but not all. This currently includes:
The Goku kernel code loads applications. These applications are developed using the Gohan framework. The same applications run unchanged between the ADF and Hard Drive versions with the Goku kernel shielding the applications from the host environment details. These applications use a custom hunk format named DragonBall. This format has an option to compress some of the hunk sections and then the format becomes DragonBallZ - you will see in the HD version of metro siege many files with a ".dbz" extension - now you know where that originates Now we move onto the applications, these are quite boring and don't have interesting names except the main game which is named roidrage. roidrage goes a step further and it loads a level effects engine for each level. These again don't have interesting names, they are just named for example l1e.dbz for (level 1 effects) If you look at the files in the HD version, you might wonder why all the files have number prefixes . This is how we lay out the files on the floppy version such that when it load multiple files, the floppy drive head doesn't need to skip between tracks out of order. The goal is to load nice and sequentially. The files are written to the floppy in alphabetical order, so I just have to change the name of the files to match the order that the game loads them. Doing this massively improved the floppy loading time (moving the disk head is slow, so skipping around the disk really slows down loading). Why do we have such a complex architecture ? It's mainly about minimising the code we have loaded in ram at one time. Also Metro Siege also works on many other platforms, and this design makes it easier to maintain a single codebase that supports many platforms. If people find this kind of stuff interesting I'd be happy to do more writeups about the way MetroSiege works internally. Last edited by alpine9000; Today at 00:20. |
Today, 00:05 | #593 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,969
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Interesting stuff!
Btw any idea why the game won’t boot on a CDTV? I see you put a rmtm file in the startup for that purpose, i even remade the iso and it still won’t boot even with extra memory, is this a known issue, will it be fixed for final release and boot on a CDTV with extra memory like Worthy? |
Today, 00:05 | #594 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,525
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Alpine9000, yep very interesting.
Also, I've just played the demo today and it is probably one of the most impressive OCS game I've ever seen. Really looking forward to buy a physical copy. The game is so much polished, that's really amazing. Congrats ! |
Today, 00:07 | #595 | |
Registered User
Join Date: Mar 2016
Location: Australia
Posts: 894
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Quote:
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