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#61 | |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
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Quote:
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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#62 | |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,575
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A few more
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#63 |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
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#64 |
Registered User
Join Date: Apr 2013
Location: .
Posts: 269
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#65 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,072
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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). ![]() |
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#66 | |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
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Quote:
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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#67 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,464
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Very cool stuff. Love the use of HAM mode, really quite cleverly done.
Looking forward to the full game already ![]() |
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#68 |
German Translator
Join Date: Aug 2018
Location: Drübeck / Germany
Age: 50
Posts: 217
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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! ![]() |
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#69 |
Registered User
Join Date: Jul 2022
Location: Schwarzwald / Germany
Posts: 3
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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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#70 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,938
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Love it. So smooth and colourful.
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#71 |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,761
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It seems you have solved the problem of painting in/converting to HAM for the background!
![]() 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! ![]() 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. |
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#72 |
Registered User
Join Date: Jul 2022
Location: Schwarzwald / Germany
Posts: 3
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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. |
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#73 |
Registered User
Join Date: Mar 2021
Location: Portugal
Posts: 1
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Wow this is so awesome. Great job, looking forward to play games using this engine.
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#74 |
Registered User
Join Date: Oct 2007
Location: ManCave, Canada
Posts: 1,676
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amazing good ol Ham rocks
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#75 |
Registered User
Join Date: May 2020
Location: Figueira da Foz
Posts: 460
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Damn! About 1150 unique colours! :O
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#76 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,645
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How is this possible
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#77 |
Registered User
Join Date: Apr 2017
Location: Cambridge
Posts: 136
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Looks amazing
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#78 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,224
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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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#79 | |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
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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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#80 | |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
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Quote:
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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