![]() |
![]() |
#701 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,593
|
Quote:
[ Show youtube player ] |
|
![]() |
![]() |
#702 |
Registered User
Join Date: Dec 2006
Location: france
Age: 45
Posts: 224
|
The amiga scene is split between OCS AND AGA. Develloping on c64 is more challenging
|
![]() |
![]() |
#703 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,593
|
|
![]() |
![]() |
#704 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
|
Quote:
Edit: Nope. Last edited by Samurai_Crow; 21 January 2024 at 07:06. |
|
![]() |
![]() |
#705 | |
Registered User
Join Date: Apr 2021
Location: UK
Posts: 18
|
Quote:
There's no real-time scaling going on in 8/16-bit Outrun ports or similar games. Everything sprite is pre-scaled (often hand-drawn or at least touched up at each size), for example: https://www.spriters-resource.com/ge...n/sheet/36255/ |
|
![]() |
![]() |
#706 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,795
|
|
![]() |
![]() |
#707 |
Registered User
Join Date: Dec 2006
Location: france
Age: 45
Posts: 224
|
The batman group looks very skills, when i saw their amstrad cpc port of pinball illusion i remember asking myself, why a amiga demo group is not doing something for amiga ?
I understood then that they were looking after bigger challenge and in my opinion challenging the cpc hardware is a big big one. |
![]() |
![]() |
#708 | |
Registered User
Join Date: Jan 2022
Location: Wales
Posts: 91
|
Quote:
Developing on the C64 is the easiest it's ever been, with multiple gfx/sfx/msx tools, cross-assemblers and emulators. Developing on Amiga is almost just as easy and it's the developers choice whether to support all Amiga formats (as I tried to do with my simple puzzle game) or just target AGA. I'm not looking for an argument here, it's just how I see it having done it...? |
|
![]() |
![]() |
#709 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,795
|
Creating a demo is mostly just what's the fun part in creating a game as well.
Most game projects get abandoned when the realization kicks in that you have to do 80% chores now like creating a hi score list, a working start/game/death loop plus tons of other "infrastructure", level structs, fun gameplay, have people testing if they can break shit you haven't thought about, etc etc etc. You don't have much of that in demos. After realizing this, my respect for most demo people went down a big notch. |
![]() |
![]() |
#710 | |
Registered User
Join Date: Dec 2016
Location: Warsaw area
Posts: 153
|
Quote:
But developing for C64 is so much easier. It's because of the simpler platform but also great tools, from compilers, debuggers, to tile level editors. Pls there's tone of tutorials and example code to start with. [edit] hahaha, and what aNdy/AL/COS said ![]() |
|
![]() |
![]() |
#711 |
Registered User
Join Date: Jul 2010
Location: sthlm
Posts: 226
|
Megadrive has sega cd, 32x. C64 has c128. Its just people ignore the crappy hardware itirations and focus on the real deal.
Honestly the there are a lot of projects happening all the time on amiga these days. Its much better than it ever was. It has matured a lot. Its not as good as c64, nothing is, and the the top end on mega drive is of higher quality with games like paprium, xenocrisis, Demons of Asteborg. Id rate it like this c64>md>amiga/spectrum But megadrive and c64 has something amiga does not yet have. Games distributed on cartridge. Cartridge games are the best way to sell retro game. Its a great way to utilise the hardware(se games on c64), they are hard(er) to pirate, and people are much more willing to pay a premium. Md games sell for 90 dollars a pop. Cartridge games has an inherent value that floppy discs do not. That has to be at least 25 bucks in the pocket of the developer for every game sold. Which is a good incentive. If i developed an high end amiga games, id release it on an amiga 500 cartridge. just the news of being the first cart game would garner lots and lots of attention. Last edited by donnie; 23 January 2024 at 18:33. |
![]() |
![]() |
#712 | |
Registered User
Join Date: Jun 2008
Location: somewhere else
Posts: 524
|
Quote:
|
|
![]() |
![]() |
#713 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
|
I'd be happier if people would take full advantage of fast RAM instead of targetting anemic stock configurations. Then you wouldn't need to worry about cartridge games.
|
![]() |
![]() |
#714 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,087
|
Eh, we had cartridge games on the speccy. 10 of 'em in total. They don't always take off.
|
![]() |
![]() |
#715 |
Registered User
Join Date: Aug 2008
Location: Salisbury
Posts: 763
|
Problem is if you target anything with more than 512/512 ram and a stock 68000 and the community come after you with pitch folks while simultaneously demanding a WHDLoad slave.
|
![]() |
![]() |
#716 |
Registered User
Join Date: Dec 2006
Location: france
Age: 45
Posts: 224
|
Rockstar should finishtheir 90 s amiga project like gore for exemple. They got enough people to do so.
|
![]() |
![]() |
#717 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,593
|
|
![]() |
![]() |
#718 |
Registered User
Join Date: May 2015
Location: Somewhere in Time
Posts: 492
|
I think it has to do with two things:
1. The number of macines in the wild. Yes, Amiga sold well but it still probably sold a fraction of what the C64 sold, particularly in NA. As a result, there is less nostalgia and documentation about it. 2. The configuration is all over the place. There is no single standard to go for other than the OCS - and the OCS was probably 95% exploited within the Amiga's lifetime so there is little new ground to cover and little reason to retread what has already been done. As for expanded configurations, particularly AGA, there is a very minute install base and probably very, very little coding experience for it. |
![]() |
![]() |
#719 |
Registered User
Join Date: Dec 2021
Location: Australia
Posts: 188
|
@Amiga Lifestyle
I dont think it was that it wasnt identical. Its more likely that its nothing at all like the arcade version, is slow, is sluggish and unresponsive. It's a horrendous conversion. Super Street Fighter 2, despite looking worse is a much better game. I agree with the sentiment, but not the example (SF2). |
![]() |
![]() |
#720 |
Registered User
Join Date: May 2023
Location: Norwich
Posts: 428
|
It was the interface 2 that had the cartridge port. Each cartridge is a 16K ROM which effectively replaces the Spectrum's own ROM, so executes at full speed
|
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
What is the technically most impressive A500 game? | mc68060 | Amiga scene | 67 | 03 June 2015 22:32 |
The Tales of Grupp - Another impressive homebrew ZX Spectrum title! | Neil79 | Retrogaming General Discussion | 3 | 24 February 2015 19:19 |
New One Of "Homebrew" 68k Amiga Magazine Idea | fishyfish | Retrogaming General Discussion | 6 | 16 April 2013 08:57 |
Impressive and Amazing PD Software! Any thoughts? | hamster | Retrogaming General Discussion | 0 | 18 July 2004 01:42 |
|
|