01 September 2021, 19:17 | #81 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
|
01 September 2021, 20:15 | #82 | |
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
There are only very very few people that can talk about these subjects from a calm, cool and analitc POV, it is RELIGION for most of them. I've seen recently an awesome video explaining with great detail, very good editing, extensive data and precise explanations on why the Sega Genesis was in fact technically superior to the Supernintendo. I felt relief for the author because nobody knows his real name and address, otherwise there would be a crowd of thousands that would give him a taliban sentence for that sacrilege Pd: I agree also each platform has their strong and weak points, but some people just follow "trends", and the ministry of truth says for this case that it must be: C64 > CPC > Spectrum, while in fact it is not like that at all. Oh: and the best part is that most of them didn't even play on those other platforms they critizise. Last edited by x-vision; 01 September 2021 at 20:20. |
|
01 September 2021, 21:09 | #83 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
|
16 well chosen colours might give you more space, or reducing a bit the horizontal display like Sandruzzo did in Rygar
|
01 September 2021, 22:57 | #84 | |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Quote:
May go to 16 colours if needed for speed or memory issues. |
|
01 September 2021, 23:04 | #85 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Update 5
Bug located in my sort routine so now I have z-ordering working pretty well and you can now go in front and behind things. Still drawing all sprites from top right which is a mistake so will need to recapture them and move the handle to bottom right to make sure the z-ordering is correct (forgot about this at the beginning - had it in my PC original). Also, I think I can use sprites to add the parallax to the game as I have in the PC version - may have to slightly modify the cars to keep the game OCS/ECS. If it were AGA, I have a lot more sprite width to play with. I may look at Earok's multiplexing code to see if I can use it in the game with the sprites. For those with a PC who want to get a flavour of the game, an early PC demo can be downloaded here (please note - buggy and crashes out at the lift if you can get the biker). I also, for some reason, made your player walk twice as fast as the bad guys! Space to start (I think) and arrow keys move, CNTRL punch, kick etc. Apologies for a PC demo on an Amiga board. I think the Amiga version is shaping up to be a lot better! http://www.havsoft.co.uk/WIP%20Section.htm P.S. Ignore terrible website - another thing on my todo list. Last edited by Havie; 01 September 2021 at 23:19. |
02 September 2021, 12:15 | #86 | |
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
The good: - Smooth moves and scroll - Good music. Sometimes it still has that "midi" feeling, but sounds good - Good sound fx,would need more - Graphics look detailed - Behavior of the sprites and priorities seem be working correctly The bad: - Enemies are in the "suffering" frame too much time - You can throw lots of punches without any feedback. A "swosh" fx (or punch if you are hitting them) or any other feedback would help - Even graphics look great, color is still a bit "flat", they would need at least some volume around arm muscles, floor. At this point I was thinking: instead of color+black squared lines, could it be possible to add halfbright (EHB) mode for all the shadow zones? it would look amazing - Behaviour of the enemies is still a bit strange: btw they don't attack, but also they either stay in shock after your hits, or recover too quickly Keep up the good job! Pd: There is an Amiga version of Renegade I had no idea about! (just in case it helps you somehow) [ Show youtube player ] |
|
02 September 2021, 18:09 | #87 | |
Registered User
Join Date: Jul 2020
Location: Montreal
Posts: 43
|
Quote:
Such a bad use of the amiga capacity, for a commercial game it is shocking |
|
02 September 2021, 19:33 | #88 | |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Quote:
EHB might be an option for the shadows - I'll look into it back that is adding another bitplane so speed may be a concern. Saying that, not many EHB actions games (could be a reason for this) so I like the idea! And as I said, Amiga version should be a lot better! |
|
02 September 2021, 22:25 | #89 |
Registered User
Join Date: Jul 2020
Location: Montreal
Posts: 43
|
[ Show youtube player ]
|
03 September 2021, 03:00 | #90 | ||
Registered User
Join Date: Jul 2019
Location: London
Posts: 63
|
Quote:
Quote:
|
||
03 September 2021, 03:47 | #91 | ||||||||||
Registered User
Join Date: Jul 2019
Location: London
Posts: 63
|
Quote:
Quote:
Seriously now... it looks like you're starting to understand the point I was trying to make from the beginning : it's just as much work (and probably more risk of diverging from the original style) to painstakingly remove dithering and re-imagine colour where there is none, as it is to start from the opposite side : sharpening already colourful sprites + possibly adding extra gradients to make use of the extra colours at your disposal. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Mate, you're your own parody. Quote:
Last edited by reno; 03 September 2021 at 03:53. |
||||||||||
03 September 2021, 13:04 | #92 | |
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
Good luck with your social life. Last edited by x-vision; 04 September 2021 at 02:00. |
|
04 September 2021, 10:38 | #93 | |
CaptainM68K-SPS France
|
Quote:
|
|
05 September 2021, 23:21 | #94 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
|
Update 6
Spent a little bit more time on the game this weekend. Realised that as z-ordering is based on Y position of bobs, that when you jump in the air, you disappear behind baddies as you move above them which rather ruins the pseudo 3d effect. For once, this was easy to solve as instead of reducing the Y coordinate of your player to create the jump, you just keep Y the same and use an offset variable instead. Works perfectly but need to remember this when coding the collision detection! Also, have initial collision detection working (just the punch for now) but realised that I have to rethink slightly as I have an array which holds the baddies variables and then sort the baddies and player in another array to set up the z-order. Problem is that the sorted array isn't matching the original array (obviously) so when detecting collisions, wrong baddy is detected! Again, simple to fix as just need to include all the baddie variables (and not just Y position and type of baddie) in the z-order array so when the Y values are sorted, the associated baddy variables are sorted too! I may be able to get away with one array eventually? Coming on reasonably well so hope to have a video quite soon (when there is something to really see rather than a player just wandering around and doing some moves). Also, sped up the punch animation which looks better to me but others can be the judge of this later. Update 7 soon... |
06 September 2021, 08:04 | #95 | |
Registered User
Join Date: Sep 2004
Location: Poland
Posts: 1,306
|
Quote:
Do Yo know that Commodore 64 have also many "exclusive 8bit" (and even exclusive overally) versions of games? But these games are mostly not with jerking scrolling and tragic animation like almost all CPC versions, but almost all C64 versions are fluent and smooth. Show me on CPC as dynamic game as e.g. Mayhem in Monsterland. [ Show youtube player ] So, please, leave out as senseless sentences like "other platforms couldn't handle", because it's without rational proofs. |
|
06 September 2021, 12:40 | #96 | |
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
I didn't want to ruin the thread, but sadly as usual by SOME (just some) Amstrad users, they can't stand other platforms have better features than "theirs", so they keep trying to bully annoying others with silly claims. The funny thing is: have you seen the cited games? those supposed gems "other platforms couldn't handle"? because I did. Some laughs ahead: [ Show youtube player ] [ Show youtube player ] Following ones are ok, but nothing other 8bit platforms couldn't handle. At all. [ Show youtube player ] (This one I think it even don't work in the 464 model, just 6128 cause it needs extra memory and diskette) [ Show youtube player ] Although you can see the usual blocky resolution and slideshow animation, this is what they consider "others can't handle" :facepalm: Meanwhile I counted around 50 spectrum games that are clearly better than their Amstrad versions or directly not available but also not possible with the same features. Sorry @Havie for the offtopic, but as they seem to never stop, this must end at some point, so they need some answers to shut them up. I was very tempted to publish videos of those Spectrum games but I thought it was not fair to the thread, but it's also a bit up to you to allow offtopics or not. Last edited by x-vision; 06 September 2021 at 15:24. |
|
06 September 2021, 13:16 | #97 |
Registered User
Join Date: Sep 2004
Location: Poland
Posts: 1,306
|
Souless serie are new games, and by the way I think Souless (first) is worse than Draconus (on which it was obviously based). Another World is interesting case, because actually there is one game with name made Another World, and THIS Another World is still WIP.
I do, and ever I've played in these (and more) games, because I was checking CPC game library to chose which I'll left to my collection. Theere are for sure interesting games for CPC, but hardly any was "not possible on other (8bit) platform" |
06 September 2021, 13:19 | #98 | |
Registered User
Join Date: Dec 2019
Location: Ur, Atlantis
Posts: 2,079
|
Quote:
"Sorry, but let me just pour some more oil onto the fire". To think this endless bickering nonsense comes from 40+ (allegedly) grown ups is utterly depressing In fact, I think we were better behaved back in the day, at least in my area. We used to poke fun at each other's machines, sure, but it was mostly friendly joshing, since we were all happy to have anything that played videogames at all, and appreciated it. And these days it seems much more mean and bitter. |
|
06 September 2021, 13:27 | #99 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,798
|
Quote:
|
|
06 September 2021, 14:29 | #100 | ||
Registered User
Join Date: Oct 2019
Location: USA
Posts: 47
|
Quote:
My only motivation to answer was: 1st: explain the authors decision to pick the spectrum version as inspiration for their port. A logical decision, as also the previous pc version proves, because they didn't have any restriction at all but they chose the same one. And for the reasons I already explained and that any artist would agree: filling defined but monochrome graphics with colors is a matter of SECONDS (FILL tool), having to redraw them all (including animations, backgrounds, etc... because they have a very low resolution) takes weeks or even months. Anybody with the slightest experience creating art for videogames knows that. 2nd: don't "make laughs" about other 8 bit platforms (unless you are 5), all of them have strong and weak points, and great catalogues reinforced by current indie scenes. That's all. I already moved on from the offtopic and trying to help with the Amiga version, and BTW: I was the only one reporting bugs and giving feedback about the alpha to the team, so I invite you guys to try it if you didn't yet Quote:
LoL agree. That's why we are Amiga fans But Atari ST is crap! Last edited by x-vision; 06 September 2021 at 19:25. |
||
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
What the...? Renegade 3? | the wolf | request.Old Rare Games | 16 | 12 September 2018 01:27 |
MEGARACE PROBLEM! (Yes I know I'm a renegade how uses PC also) | Old Fool | support.Other | 5 | 26 February 2008 22:50 |
renegade 3 | turrican3 | project.aGTW | 9 | 26 September 2007 17:51 |
Ruff'n'Tumble (Renegade) | AGN | project.WHDLoad | 6 | 02 May 2006 23:04 |
Renegade III | CodyJarrett | Nostalgia & memories | 5 | 05 April 2005 12:56 |
|
|