03 September 2019, 23:46 | #81 | |||||||||||||||||||
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And if you mean the full-height vertical stripes flashing from time to time in random places - it's a known engine bug I didn't bother to hunt down so far. Quote:
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But keep in mind that I was experimenting with this engine from half a year - not counting previous experience with Wildcat wolf, or all the 3D engine prototypes I've done in my life. And here, I have rewritten code and changed assumptions regularly during this time, so it wasn't a matter of getting things right or wrong, but more like a constant improvement of details, which eventually added up. You simply didn't see how many things I got wrong and had to eventually reconsider. Quote:
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So, just to give a few examples of what's ahead: 1. Decouple map, textures and sprites from the executable and load them dynamically. Right now the game is just a big EXE with everything compiled into it. Much easier to code, but limits everything to just one map. 2. Complete sound system from scratch - right now it plays one MOD continuously, but the true dream would require some kind of custom music player (and probably a tracker :P) with dynamic allocation of channels, that would also be shared with SFX. SFX would really benefit from having accss to 2 channels or more (e.g. player shotgun + enemy dying sounds), but 2-track music is out of question. Ability to share instruments between tracks on same disk would also be awesome space saver. (yes, as I've said before - perfectionism) 3. Minor details required in each game - splash screens, menus, etc. 4. And mind you, the engine is not even half done with the fixed camera height and flat floors. That part requires serious rewrites, too (but I'm positive that it can be done). And so on... Quote:
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I hope I've answered the vertical lines question above in this post already. Quote:
But what's needed to make a fully finished game? More or less the above, but TONS of it. Quote:
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03 September 2019, 23:47 | #82 | |
Total Chaos forever!
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03 September 2019, 23:48 | #83 | |
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He's comparing an A500 to machines that have a CPU that is on the order of 10x faster (or more if he's talking about a 486) and come with much more memory. Strangely, he concludes the much faster system with the extra memory gets to have more impressive games. Who would've thought it? |
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04 September 2019, 00:01 | #84 | |
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Would be hard to implement though and probably won't do much that much terms of speed (given it's only 30% of the screen width). Note: this is just a random thought I've been having about C2P, not a well thought out approach nor a tested one. Probably best to ignore it and continue on using your current way |
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04 September 2019, 01:05 | #85 |
pixels
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KK/Altair welcome to EAB and thankyou for sharing your insight into the game/demo.
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04 September 2019, 01:44 | #86 |
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Thanks for your answers KK/Altair.
If you need someone to help testing, you can count with me Just let me know. |
04 September 2019, 08:13 | #87 |
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04 September 2019, 08:25 | #88 |
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04 September 2019, 08:42 | #89 |
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just watched the recording of the talk - very very cool!
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04 September 2019, 08:45 | #90 | |
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Now that is out of the way, let's talk about fun, cutting edge, creative programming on a 35 year old machine which I happen to be very fond of. |
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04 September 2019, 08:49 | #91 |
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04 September 2019, 09:09 | #92 |
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Another option is to target the CDTV so the CD tracks can play in parallel to the Paula voices. That would also help the texture mapping because the CDTV's 1 meg of memory is all chip RAM. The icing on the cake would be the 2 button wireless controller with numeric buttons to switch weapons with.
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04 September 2019, 09:25 | #93 | |
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In the spirit of creative programming, maybe what is needed is some creative music tracking as well. Using 2 channels and 64kb memory. The Wolfchild soundtrack shows that it can be done. Also, IMHO, a game like this doesn't necessarily need an overwhelming soundtrack but more like an atmospheric, low key soundtrack. Maybe perfectly doable with 2 channels? Maybe a tracker artist could comment? |
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04 September 2019, 09:36 | #94 |
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I wouldn't bother with ingame music at all. Or with the least priority. 4 channels for SFX in dynamic gameplay with lots of shooting is not a luxury either.
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04 September 2019, 09:55 | #95 |
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@KK/Altair:
About the dithering, have you tried how shifting the repeated line by one pixel looks? This should come for free and might break up the vertical line (but might as well look even worse, one can't know without trying). You could even consider shifting the first line but not the repeated line on even frames and the repeated line but not the first line on odd frames. This would be some kind of time-division dithering. But it might also flicker as hell. |
04 September 2019, 10:19 | #96 | ||||||
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*) Having a few 1-cycle full volume waveforms, and changing volume and waveform every frame according to envelopes & LFOs. Quote:
Also, the 1MB of chip RAM might sound cool, but this engine would benefit much more from Fast. Blitter, CPU and display DMA are running together most of the time. Quote:
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Also, this way, we could pair it up to have 2 SFX stereo channels. Quote:
- just don't use dithering - worked in Wildcat, but very limited colors in the long run, - shifting every odd line by 1px - blurs edges across pixels too much, reducing (the already low) image readability, - perfect checkerboard - best image quality, but requires building odd lines with extra Blitter pass I can't afford, - the existing solution with line doubling - acceptable tradeoff between the all three above. The Cyberwolf preview by Dekadence uses the same approach. |
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04 September 2019, 10:44 | #97 |
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first thank you for the answers !
When do you plan to share a demo and tools to help you with the stages ? what is your medium target ?? hard disk, df0 . how much disk do you think will be needed ? |
04 September 2019, 10:59 | #98 | |
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04 September 2019, 11:05 | #99 |
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could the dithering method be selected by the user?
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04 September 2019, 15:20 | #100 |
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KK/Altair really amazing work, hearing all these little technical bits is fascinating too
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