21 December 2023, 21:29 | #61 | |
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Kudos bro! Question about engine: Can it support camera shake? I guess it could add a lot to the feeling, while you are being hit from enemy, or when you throw a missile type of weapon... or maybe even some level design could justify shaking in some parts. |
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21 December 2023, 22:58 | #62 |
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And it looks like an actual minigun and not some plastic toy (with matching sound effect) like in Doom
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21 December 2023, 23:31 | #63 |
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22 December 2023, 01:05 | #64 | |
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Afaik the 2mb version of TKG doesn't even include any weapons, does it? So we're talking about 4mb fast which makes the cost even more insignificant. I'm 99% certain that horizontal shaking is possible. Vertical might be possible as well by shifting the display perhaps? At some point we will be looking at screenshake anyhow as this feature is already in our list. |
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22 December 2023, 02:02 | #65 | ||
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22 December 2023, 02:27 | #66 | |
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In fact we already do that with Grind (weapons already flash/change lightness levels when they shoot), except the engine doesn't know (yet) on what light level sector you are on so we can do it with map lights as well. He, he |
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22 December 2023, 16:53 | #67 | ||
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If it weren't for the silly lack of rotational views, it could have been really special. Another enhancement for the list, but I don't think the original 3D models are in the source dump. Quote:
Last edited by Karlos; 22 December 2023 at 19:20. |
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22 December 2023, 21:21 | #68 | |
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22 December 2023, 21:39 | #69 |
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23 December 2023, 23:35 | #70 | ||
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We are talking about 2MB Chip, not added 2MB Fast? We are talking about TKG for vanilla A1200? Back in the day, I haven't even tried to install it on my vanilla A1200, because I've read in the magazines it require at least 4MB fast, but I am curious how bad it would crawl on plain A1200 , considering that even original AB3D was pretty damn slow (but I enjoyed that game very much, nevertheless). I've tried to google it... and it seems that is 2MB version really exist, but I couldn't find a youtube video to see how it really performs. Btw... while searching and watching videos of TKG... damn... these lightning effects in TKG was so impressive, considering the time they were created... wow... I could run Winuae and test it myself... but then again... everything above 68000 emulation, seems to run a bit faster then on real hardware, so that wouldn't be of much realistic. Quote:
Everything you guys did so far is far above excellent. Any chance that there will be level editor... or... let me be even more greedy and ungrateful ... levels that we could make with our own textures, our own level design, sprites, and our own quests? Release our own games? I know KK already released something similar, and we talked about it, and I even created some test level in it. But I am talking about something more rounded... where we could use our own palettes... pretty much everything that KK released, but.. more intuitive to use, and with engine changes you are doing all the time. What KK released for level building, is great... but I am not sure if it's enough that someone create complete game from the scratch, without him, or you guys helping. If the answer is no - I completely understand. And will buy the game anyway, and will (if finances let me) give some hefty bonus. After all, you're so busy trying to make this game (as a game) works in it's full capacity, and other stuff are secondary (and I'd do the same as you, if I would be in the same position). |
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24 December 2023, 00:06 | #71 |
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It came as a separate floppy disk. You had the 2MB version and the 4MB FAST versions, the data disks were used by both. I remember going from a vanilla stock 1200 to one with a 50MHz 030 and Fast RAM, it was like night and day in TKG.
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24 December 2023, 02:34 | #72 |
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Yep, there was a 2MB chip ram only version and it had a lot taken out. No floor or ceiling graphics, no lightsourced bitmaps, wall textures reduced to 1/4 res, no weapon view model. It was in almost every way a step down from AB3D1, visually.
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24 December 2023, 05:10 | #73 | |
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Laugh upon us that have only A1200 with 2MB? I remember how painful was to play AB3D on my plain A1200... |
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24 December 2023, 11:56 | #74 | |
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Expanded A1200s were pretty rare especially at the time the original released, at least around our way; I didn't pick up my first HDD until '96 and I was the first to do so amongst my friend group. My 1230 didn't come until xmas '97. |
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24 December 2023, 12:01 | #75 |
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Exactly that. Plus you'd have an excuse to upgrade, since your save game slots would work on either version. Anyway I hadn't intended to hijack this thread, there are two others for it.
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24 December 2023, 12:11 | #76 |
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@Tsak
Are there any plans to enhance the game for machines with more memory? Not that it needs to, I'm just curious. |
24 December 2023, 17:04 | #77 | ||
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I'm not sure this is the actual performance on vanilla a1200s but this is how it looked in general. [ Show youtube player ] As for why they did it, as previously noted they most surely went with it only to get sales from unexpanded machine owners. Within the already diminishing Amiga market they just knew pretty well they would not do many sales if they relied on accelerated machines only. Indeed it is a massive downgrade but at least the game is playable. On the flip side the 4mb version really needed 040 and above to be even remotely playable. The game was notoriously slow in general even on 060s, so 030 owners were already at a massive disadvantage with it, practically making the 2mb version a must for them as well. Quote:
On this matter in general, I have to say that I find the idea of the game and engine being fully user friendly and moddable quite respectable. But to be honest I was from the start against making this an actual priority. KK was imagining that by making the engine this way he would manage to mobilize various people to help with the game's creation, making it a true community effort. I knew on the other hand that such a project would need massive dedication from actual experts and game devs to get it close to the standards we aspired to reach. And in no way the Amiga community is big enough to make such a difficult task happen. I mean sure, we do have many talented and driven individuals, but the reality is that most would just see this as a novelty. Perhaps toy a bit with it, make a couple maps and such but not actually dedicate serious time for the full deal. And you simply cannot have a rigid artistic vision and a high quality, fully realized result by relying on part time contributors from a small pool like that. In the end these are two clashing goals unfortunately (making a full game vs a general purpose- fully moddable game engine). If we just focused on the actual game from the get go (instead of pushing the public SDK agenda and community effort idea), chances are that development on both the game and engine would have progressed much more than now. Again (and to be cear) it's not that I am (or ever was) against the public SDK goals in general, just saying that making that a priority seems like placing the horse behind the carriage. I.e. it would make much better sense to make the full game first and then consider opening it for actual modding. This means more assets, different maps and eventually even more base game versions than now (we also have to deal with the ST and Mega Drive ones which already add a lot to the workload). So probably not. Additional enhancements of any kind will only be considered once the base game and versions are ready. In addition to that I would also like to see if anything could be done to improve performance on 020 and above or even tap on some of AGA's potential, but only if this does not require extra assets or considerably additional work. Otherwise a follow up version (or even a second installment) which does focus on expanded machines could also happen if the game succeeds and the demand is there. |
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24 December 2023, 17:40 | #78 | |
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24 December 2023, 21:45 | #79 |
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02 January 2024, 21:02 | #80 | |
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And you know what? It's a perfect answer, that I have hoped for. Fully agreed with your choice that the game should be top priority, and only later (after the bugs are fixed, and after all of your team is even much more familiar with engine) you can think of SDK, and/or pushing the Aga limits... or even before that... figuring out the stairs.. height.. with KK... and after figuring all out... making Dread 2 (with stairs ) and then releasing SDK. I know it takes years and years... and I am very grateful for the work you, and your team have done so far. After all, we already have SDK KK gave us, and it's in great state for anyone wanting to experiment... create a level.. texture it... etc. Personally.. without too much experience, it was pretty straight-forward for me to create demo level... the only thing that bothered me is how to change the color palette, but thanks to the good guys from Discord, I figured it out. Keep up the awesome work Tsak! |
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