20 January 2015, 20:09 | #621 |
Glastonbridge Software
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BC Kid was an Amiga conversion of a Japanese console game by Factor 5, so that one kind of proves our point!
It's interesting to look at the release dates of the others. Apart from Turrican II (1991) they were all fairly late. We were well into the "trying to copy Sonic" era by then. Lionheart: 1993 Arabian Nights: 1993 Ruff 'n' Tumble: 1994 Kid Chaos: 1994 |
20 January 2015, 20:22 | #622 | |
Amiga Tomcat
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20 January 2015, 21:34 | #623 | |
namm namm AMIGA
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That proves the point; if it done right , the Amiga could do it all |
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20 January 2015, 21:49 | #624 | |
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The original "prototype" scrolling platform demo was written in AMOS Pro, then gradually all converted into Asm.
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In fact in the early days of the Amiga, the 8-bit home computers were still popular in Europe and the US so games were still being developed for them, Amiga titles were often only the "Amiga version" of C64 games, so they were designed with much lower specifications in mind. They managed to do even Turrican II for the C64. Last edited by Mrs Beanbag; 20 January 2015 at 22:09. |
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20 January 2015, 22:09 | #625 | |
Phone Homer
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I know your more than capable, I dont want to see Amos or Blitz turned into a command line version of BackBone etc.... |
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20 January 2015, 22:20 | #626 |
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21 January 2015, 11:47 | #627 | |
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I like Mr Beanbag but it makes me feel kind of dizzy after a while of playing. Something about the way the screen scrolls when jumping, like it stays fixed on the player rather than following him gracefully. Sonic was able to do fast scrolling without making me dizzified somehow whereas Mr Beanbag makes my eyes hurt. It's a great game though, that's my only minor gameplay complaint.
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Amiga 1200 was a leap closer to the consoles. But it needed faster blitter, a high density floppy drive, more sprites, more sound channels and some fast RAM. Plus it was released too late. |
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21 January 2015, 14:11 | #628 | |
TinkerTailorContentMaker
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Fast multi directional scrolling at 50fps: Check Large playfield area: Check Multi layered parallax: Check Music and SFX together: Check Talented artists: Check A guy can dream! |
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21 January 2015, 14:49 | #629 | |
namm namm AMIGA
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Well, i dont think the Mega Drive or The Snes had something like LIONHEART !!! (and i know every Mega Drive game and SNES game - besides homebrew) (Panorama Cotton/Flink is pretty much the best on Mega Drive & Rendering Ranger/Donkey Kong Country are pretty much the best on SNES) This games where awesome !!! ( and both have some things, the amiga 500 dont have & vice versa ) BUT if you think of how old the OCS/ECS chipset is and what it can do its pretty mindblowing. No game on SNES or on Mega Drive have THAT much colors as LIONHEART. Just saying, there are places in Lionheart that have thousands of colors on screen ,,, pretty amazing stuff. But i give you that, the A-1200 was to late and underpowerd. AND i love my Mega Drive & SNES just to make that clear, and both learned A LOT from the AMIGA !!! Last edited by Nibbler; 24 August 2018 at 11:12. |
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21 January 2015, 19:58 | #630 | ||
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Think about it. Lionheart will run on OCS. So why was there not such a game in 1987? You can't blame hardware limitations for everything. |
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21 January 2015, 20:36 | #631 | |
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I think this is a human factors issue rather than a technical issue. Put yourself in the place of a programmer in 1985 considering whether or not to learn the technical details of a new system. The Atari ST has come out. Will it beat the Amiga or not? Commodore has the Commodore 128. Are they committed to the Amiga? How long will it take to learn the more complex OS? What's Commodore's commitment to programming tools? The uncertainties held back many programmers. What's remarkable is how well the hardware held up over the years, despite all the economic, legal, and corporate buffoonery that held the machine back. |
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21 January 2015, 20:46 | #632 |
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another issue was just the sheer novelty of the system's design. The graphics hardware in consoles were clearly designed around map-based scrolling games with lots of sprites. The Amiga had instead a bitplane-based frame buffer, which was very flexible, and a blitter that could copy data around fast-ish. The problem was, to get smooth map-based scrolling with a lot of action on top, takes a bit of lateral thinking. The obvious way to do things is just to blit everything every frame, and i think that's what a lot of games did. I know that's how i first attempted scrolling when i first started out, hardware scrolling seemed great if you only had a limited area to scroll around in, it never occurred to me at first that you could use the hardware to create an infinite area by wrapping around at the edges, using copper tricks. It's literally "thinking outside of the box". Plus 50fps hardly ever happened on 8-bit home computer games so even 25fps seemed amazing.
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21 January 2015, 20:49 | #633 | |
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Its a shame it doesn't work better (as a general technique) because your thinking is good, it would be great to see further ahead than behind and some games really benefit from this... I generally dislike games which have the opposite - where you can see 1/3rd (or even less) ahead of you, and most of the screen is behind the player, wasted space... I can think of one very well liked amiga game (a whole series infact) that I find unplayable because of this. Last edited by Steve T; 21 January 2015 at 21:00. |
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21 January 2015, 21:11 | #634 | |
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21 January 2015, 23:05 | #635 |
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When I do camera leading in platform games I usually give the camera a mass - it has a position and a velocity and tries to follow a (wildly moving) aim-point set by the player character (usually the character velocity*leading). Now, in a platformer there's gravity so a jumping player often comes down quickly, so vertical (especially -Y) leading can be a bit slower, experiencing more friction and slower acceleration. I think a similar approach would make the camera in Beanbag feel a bit less disorienting. There can also be timers controlling when the leading position moves away from the player, preventing some quick turn jitter. If the player has accelerated movement this helps to smoothen things too.
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21 January 2015, 23:16 | #636 |
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yes that is what i was already thinking, implement a sort of spring force with damping towards the target point.
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22 January 2015, 13:29 | #637 | |||
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The hardware is certainly very capable but I'd be very surprised if the Amiga 1200 could pull off something like Gunstar Heroes at 50fps. Quote:
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22 January 2015, 14:14 | #638 |
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22 January 2015, 21:11 | #639 |
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it seems a lot of folks here had C64s... well i have to say they were also well ahead of their field, i watched some of the Turrican II C64 longplay the other day and was amazed. C64 had smooth hardware scrolling* and hardware sprites, quite unique for its era.
But owners of Sinclair Spectrums, Acorn Electrons, Amstrad CPCs etc didn't have such luxuries. Especially on the Spectrum, any kind of scrolling was a major feat, and that was the most popular machine in this country. Anyway the bottom line is, 25fps was considered a perfectly acceptable framerate for an early Amiga game. And it's so common on the Amiga that it seems many people still accept it. *some other 8 bit platforms could do coarse hardware scrolling, or programmers managed to hack smooth scrolling on machines that weren't designed for it Last edited by Mrs Beanbag; 22 January 2015 at 21:17. |
22 January 2015, 21:35 | #640 |
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Playing Turrican on the 64 as a kid and a few years later on the amiga was like watching a movie remake in HD.The game itself was basically the same. And as a platformer it is definitely not mediocre. On both systems it has excelent gameplay and graphics. It can even compete with similar games of the genre on other platforms like metroid/megaman on the snes or nes.
But I wouldn't dare to compare with a Donkey Kong,Mario or Sonic.These games might fall into the same category as platformer(jump&run) but they are also totaly different games imho. And there is the typical 1 button layout for most amiga games. That way it was a lot harder to port a console title that was made for a 6(+2) button snes controller for example. If we only had a CD32 like controller, back in 1985, included in the original A1000 pack. Things would look a little different today. |
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