03 February 2023, 15:25 | #61 | |
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For this quick-and-dirty tech-demo map, I didn't place a lightsource exactly lining-up with torches, so this is normal. |
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03 February 2023, 15:25 | #62 | |
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A few more
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03 February 2023, 15:27 | #63 |
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03 February 2023, 15:53 | #64 |
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03 February 2023, 16:46 | #65 |
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@remz
Just wow man! This is a breathtaking, outstanding achievement you've managed to pull-off there! Absolutely brilliant!!! I'd really like to know what's next. Are these your gfx or some placeholders? What about game design? Do you have any idea on the genre or gameplay in general? From the hud layout and general looks, this gives me strong roguelike vibes basically. Also reminds me a bit of 'Worthy' (with the blobs, swords, floor spikes and block based-level design style). |
03 February 2023, 17:16 | #66 | |
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The tileset and graphics I am using come from this package: https://secrethideout.itch.io/rogue-...-tileset-16x16 It definitely has a 'rogue-like' look and feel. The game design is not done at this stage, but I was aiming at a sort of sokoban/puzzle type of game, with keys to unlock doors, levers and buttons to disarm traps, urns that you can push, sword, potion, armor and trinkets for passing obstacles like enemies. And perhaps some notion of dynamic lighting, like needing to light up a torch prior to entering a dark area. |
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03 February 2023, 17:27 | #67 |
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Very cool stuff. Love the use of HAM mode, really quite cleverly done.
Looking forward to the full game already |
03 February 2023, 18:20 | #68 |
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I love such games! And it looks on the first view not like Amiga for me, because it has so much colors and shades!
Very impressive technical datas! |
03 February 2023, 19:39 | #69 |
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This demo is incredible well done. I'd love to see the source code and use it for some experiments of my own. I just started to develop something similar, but for AGA, HAM8 and your code would surely save me a ton of work.
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03 February 2023, 19:52 | #70 |
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Love it. So smooth and colourful.
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03 February 2023, 19:53 | #71 |
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It seems you have solved the problem of painting in/converting to HAM for the background! The gfx look very good.
Level editing might incur some limitations if they extend far horizontally, but even this can be managed to an extent with dynamic horizontal timing; the problem is scrolling left. And then you need enemies (or friends, now there's a new idea! ) and maybe projectiles or effects. My best recommendation is to try to keep everything that moves across tiles in sprites to avoid fringing. It's possible of course to use bobs if you run out of sprite channels, but this is quite costly on any Amiga due to the fixed bandwidth of chipmem vs. bitplane DMA. Another challenge is fitting enough graphics for a level in chipmem - in HAM, you can't remove bitplanes easily if clear, it will reduce color depth. |
03 February 2023, 20:10 | #72 |
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I wouldn't say that a 1MB chip ram requirement is too much for a real game. Expecting only 512KB is already a very strong limitation.
Last edited by gilead; 03 February 2023 at 20:17. |
03 February 2023, 20:26 | #73 |
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Wow this is so awesome. Great job, looking forward to play games using this engine.
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03 February 2023, 20:31 | #74 |
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amazing good ol Ham rocks
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03 February 2023, 21:23 | #75 |
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Damn! About 1150 unique colours! :O
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03 February 2023, 21:26 | #76 |
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How is this possible Great job!
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03 February 2023, 23:45 | #77 |
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Looks amazing and looks super on a CRT
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04 February 2023, 03:34 | #78 |
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My guess: the leftmost pixel of every tile is a base pair palette register value so the colors never fringe more than a 16 pixel width. The 3-color HUD on the left side of the screen is a sprite with no transparent pixels and covers up the fringes. The main character is also a sprite but doesn't use the 3 colors used by the HUD sprite, limiting the sprite pair to 12 foreground colors.
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04 February 2023, 05:14 | #79 | |
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Quote:
The main character is a sprite, as well as all the objects (urn, torch, coin, blob, etc.). |
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04 February 2023, 05:16 | #80 | |
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In my initialization code, there was a part to get the VBR hardware vector which attempted to execute code that was located in data. This will be fixed in the next version I'll upload. |
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