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Old 21 June 2024, 13:05   #701
AestheticDebris
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Originally Posted by saimon69 View Post
Well, it creates a "customer-client" relationship that make them feel more entitled to it; money might NOT make him bend the will but, especially in hard times, goes hardly unappreciated.
Putting copyright issues aside for a moment (lawyers are far more likely to come knocking if you're charging for something).

Let's say you charge £50 a copy for Final Fight Enhanced, exactly as it is today. Your total market sales are probably likely to top out at maybe 100 copies. So that's, at best, around £5000 for three years work and leads to an expectation of a series of additional updates and fixes for free. It's just not nearly enough for money to be a sufficient motivation.

It's better to have your own goals for what you want to achieve and why you want to do it. And then walk away if and when you feel you achieved them. It might not make all the fans happy, but that'll probably never happen anyway.
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Old 21 June 2024, 13:27   #702
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AestheticDebris where did you get that 100 copies estimation ?
There is some numbers for recently released Amiga games and they exceed 100 copies (not sold at 50£ each thought).
Final Fight would probably far exceed also that number, copyright issues put aside, obviously.
I won't say that this is a good business but still, 100 copies at best seems underestimated.
I doubt they've made just 100 copies of Cecconoid and the game is already having a new batch.
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Old 23 June 2024, 06:38   #703
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@JonnySevern - your version of the visuals and palette swaps look quite amazing! I hope you pursue this and can provide a full set of assets that can be worked with, whether for Bricks project or for anyone else who might be willing to do their own version. Please see the link below hopefully what I've included here might be useful to your efforts.

@Brick Nash

As a follow on from my original post on the thread I got around to doing the quantizations on the backgrounds - from the arcade not the Amiga version. However both should be quite similar in resolution.

What is provided is for testing purposes.

1.The arcade background with an added alpha channel added (to remove pink from the ripping background). These may not contain all elements of the arcade and they're just the best I could find as backgrounds. This is for reference to see how results compare to the original.

2. 32 Color test - This yielded, unsurprisingly, the best results and actually look very close to the arcade. It's almost a shame that the extra bit plane can't be used for the Amiga, as even with the reduction in color it provides some exceptionally good results. I'm including this incase someone figures out how to get enough speed for ECS version to work with the extra bit plane or wants to use this for an AGA version with a few color tweaks. It also may make a good a reference if any further pixel edits are undertaken.

3. 14 Color test - this provided some great results with some minor trade offs. This is probably a good candidate for a semi fixed color palette with some palette swapping at times, if the right color selection is chosen and some additional pixel editing is done. I've left a color empty for a background color, and another for the copper.

4. 9 Color test - this is for a palette of 9 colors for backgrounds. 5 colors for bobs, 1 for the background and 1 for the copper. This is more of a base conversion which allows a pixel artist to add color back while still yielding ok results. This version loses the most detail but still looks ok in most cases.


Link is here - https://mega.nz/folder/pqNgAJQC#MrUV3QtW3x6MvK5Q8PHidg

I'll leave this up for a couple of weeks before taking them down.

24/06 - I've added a second test group using a different method. Provides similar results, but some screens which turned out poorly in the first group of tests may have turned out better using this method and vice versa. The second test group retains more detail in general.

I've also added two additional groups in the second test - 24 colors & 16 colors.

Use freely and with no pressure or expectation, I just want to see the best 'enhanced' game possible come about whenever it feels right.

Last edited by Iskbob; 24 June 2024 at 15:06.
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Old 06 July 2024, 13:48   #704
Marcio D.
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It's a valid point, though; maybe we should. I don't want to upset anyone. It's just a bit of fun

Hey, I thought yours was only an art project, but it turns out that you're making your own port of Amiga Final Fight.

Congrats!


Web:

https://www.timeextension.com/news/2...for-amiga-fans


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[ Show youtube player ]
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Old 06 July 2024, 23:09   #705
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Hey Johnny, if you need music for your FF version and is not needed that sound EXACTLY like the arcade i have all songs in-game on two channels that were done for another attempted port; let me know
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Old 08 July 2024, 00:58   #706
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The GFX looked amazing...
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Old 17 July 2024, 04:32   #707
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Ugh, what the heck...aren't you tired of arguing 24/7, hammer?
Amiga OCS had a 4096 color palette advantage and I like Elf Mania's graphics tech demo, but the control system needs improvement.

With a good color palette selection, the Amiga OCS version can close the gap with the Arcade version. It's an interesting "What If" when Atari ST wasn't part of the design factor.

I played the Metro Siege demo on A500 (with PiStorm-Emu68), and it ran well. I plan to purchase it.

Last edited by hammer; 17 July 2024 at 04:40.
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Old 18 July 2024, 03:06   #708
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I played the Metro Siege demo on A500 (with PiStorm-Emu68), and it ran well. I plan to purchase it.

You will literally need to plan your health and fitness to ensure you're still here when (if) Metro Siege ever gets released. Don't expect the release to occur for at least another six or seven years, if at all.

The development team isn't 100% serious about it. By their own admission, they often stop working on it for long stretches of time. And when they do work on it, it's a part-time endeavour, as they already have day jobs to focus on. Plus, they often sidetrack themselves by shelving the Metro Siege project to start developing new games like DaemonClaw, etc.
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Old 18 July 2024, 20:06   #709
saimon69
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You will literally need to plan your health and fitness to ensure you're still here when (if) Metro Siege ever gets released. Don't expect the release to occur for at least another six or seven years, if at all.

The development team isn't 100% serious about it. By their own admission, they often stop working on it for long stretches of time. And when they do work on it, it's a part-time endeavour, as they already have day jobs to focus on. Plus, they often sidetrack themselves by shelving the Metro Siege project to start developing new games like DaemonClaw, etc.
Hey, if you are looking for full time commitment maybe you are in the wrong section: retro is mostly made out of free time since numbers are too small to make a living - and full time commitment is possible in the majority of cases when shoulders are covered
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Old 18 July 2024, 20:34   #710
Marcio D.
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Hey, if you are looking for full time commitment maybe you are in the wrong section: retro is mostly made out of free time since numbers are too small to make a living - and full time commitment is possible in the majority of cases when shoulders are covered

But Metro Siege isn't being positioned as a not-for-profit retro homebrew project. It's being promoted as a commercial venture that'll be released on Amiga and a number of other machines. So I don't believe it's wrong for followers to expect some type of professionalism when it comes to development time.

Metro Siege has already been in development for five years. If it gets finished six or seven years from now, that'll have been a total development time of around 12 years. C'mon now... do you seriously consider that to be OK? That time frame is basically the entire lifespan of a pet dog!

It's not necessarily even the part-time aspect itself that's truly hurting it. If development had chugged along nicely on a part-time basis since the start, the game would've been finished by now - or close to it. But what's killing it is the constant falling off the rails due to a number of reasons - temporary loss of interest, fatigue from day jobs, starting new games or working on other games, etc.
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Old 18 July 2024, 21:32   #711
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Powder took eight years to make, not FULL eight years, but so is still ok, we are still not at Duke Nukem Forever levels ^^ [semi serious]
(by the way have a shoot'em up engine second hand, anyone interested?)
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Old 18 July 2024, 21:41   #712
viddi
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Powder took eight years to make, not FULL eight years, but so is still ok, we are still not at Duke Nukem Forever levels ^^ [semi serious]
(by the way have a shoot'em up engine second hand, anyone interested?)
Still need a Powder trainer/ cheat!
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Old 18 July 2024, 21:51   #713
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Have just the enemy editor, level data and source codes to build
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Old 18 July 2024, 22:17   #714
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But Metro Siege isn't being positioned as a not-for-profit retro homebrew project. It's being promoted as a commercial venture that'll be released on Amiga and a number of other machines. So I don't believe it's wrong for followers to expect some type of professionalism when it comes to development time.
If they aren't asking for money yet, then I don't think you have entitlement expect anything from them.
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Old 18 July 2024, 23:28   #715
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If they aren't asking for money yet, then I don't think you have entitlement expect anything from them.
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Old 19 July 2024, 05:55   #716
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fatigue from day jobs
That's why you should use the term 'commercial' lightly. It is not for free, but it's quite far from being a job.
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Old 19 July 2024, 07:18   #717
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But Metro Siege isn't being positioned as a not-for-profit retro homebrew project. It's being promoted as a commercial venture that'll be released on Amiga and a number of other machines. So I don't believe it's wrong for followers to expect some type of professionalism when it comes to development time.

Metro Siege has already been in development for five years. If it gets finished six or seven years from now, that'll have been a total development time of around 12 years. C'mon now... do you seriously consider that to be OK? That time frame is basically the entire lifespan of a pet dog!

It's not necessarily even the part-time aspect itself that's truly hurting it. If development had chugged along nicely on a part-time basis since the start, the game would've been finished by now - or close to it. But what's killing it is the constant falling off the rails due to a number of reasons - temporary loss of interest, fatigue from day jobs, starting new games or working on other games, etc.
You have missed a very important thing. Just because the end product will be commercial, that doesn't mean they have a company behind them that's continuously funding the project and they have to answer to. Like it or not this makes Metro Siege a hobby project worked on by people in their free time, when they have the motivation to do so. If you don't like the development model then get them a publisher, and if they start missing deadlines then you can complain about the lack of professionalism
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Old 19 July 2024, 07:57   #718
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I mean, we got a 3 level demo that is exceptionally good, possibly (and probably) the best of its kind on amiga and this guy is complaining. It will be done when it will be done. Be happy we get this kind of development on basically a dead platform (albeit being revived by the current HW offering everywhere).
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Old 19 July 2024, 08:05   #719
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It's not the complaint itself, I'd like the game to be released too. Complaining about the lack of professionalism in a self-funded project is what is ridiculous. Maybe he is an investor and we just don't know about it
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Old 19 July 2024, 09:34   #720
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But Metro Siege isn't being positioned as a not-for-profit retro homebrew project. It's being promoted as a commercial venture that'll be released on Amiga and a number of other machines. So I don't believe it's wrong for followers to expect some type of professionalism when it comes to development time.

Metro Siege has already been in development for five years. If it gets finished six or seven years from now, that'll have been a total development time of around 12 years. C'mon now... do you seriously consider that to be OK? That time frame is basically the entire lifespan of a pet dog!

It's not necessarily even the part-time aspect itself that's truly hurting it. If development had chugged along nicely on a part-time basis since the start, the game would've been finished by now - or close to it. But what's killing it is the constant falling off the rails due to a number of reasons - temporary loss of interest, fatigue from day jobs, starting new games or working on other games, etc.

You know that comments like this are exactly what put devs off projects?

If you want to encourage them say good things, if you want to REALLY encourage them send them some money and a lovely message.
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