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#101 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,974
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#102 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,590
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We are talking about a doom clone and two track music - my speciality: i actually have a music i made for the pseudo 3D game Blask but then the coder went with another author and style, should fit your needs as RAM requirements (69k) and number of tracks if interested will send you the mod file
[ Show youtube player ] Last edited by saimon69; 04 September 2019 at 19:59. |
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#103 | ||
Registered User
Join Date: Feb 2018
Location: Poland
Posts: 362
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Well... this is Spart... I mean Amigaaa! And it has to sound kind of raw
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Number of voices available was more bothersome limitation and it is hard to overcome without sacrifices. Killing music channel just to play some sound effect not always gives result pleasant to listen. Quote:
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#104 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,050
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Talking about music and sfx, I personally think that 2 channels for sfx might be an overkill, especially for an fps game. I mean besides picking up an item or opening a door or the occasional roar from an enemy at the distance, the only time there's real sfx traffic going on is during shooting your gun, getting enemies hit and killed or enemies shooting back at you. And during these times a single channel is -usually- more than enough to accommodate the action. Even shoting your shotgun and having an enemy killed does not happen instantaneously, there's a delay from action to reaction, therefore there's no real need to play the 2 sfx at the exact same time. Something you could (anyway) do by having a mixed version of the attack and death sfx (which does cost ram but provides a nice alternative).
Having said the above, there's obviously a hell lot more things you can do having 2 channels, like f.e. give stereo/audio cues to the player for the possitioning of enemies attacking you and for other ambient stuff. |
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#105 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,682
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Well, since Tsak explained sfx in a such a simple way (I could never)...
I can only add, that sometimes "less is more", in regards to music, sometimes the absence of it would made a much better atmosphere, then with it. That being said, it's only a creator of the game choice, if he would rather choose "action drived music - serious Sam type of game", or rather "atmospheric slow, ambient music type of feel". For me personaly, AB3D1 is one of the most atmospheric fps games of all times, with perfect sfx and lack of music, only helps. I've heard sound track from CD32 few months a go... man.. that was such a disaster. But then again.. it all depends what atmosphere creator wants. |
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#106 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
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I totally agree! I couldn't enjoy listening to music within the FPS action part, it would totally distract me from the game. AB3D did a perfect job with the foot step sound changing with the ground and other SFX. I would use all four channels just for sound effects and do some stereo panning. Distant screams that fit the game map and monsters' (or NPC victim's) position can add a lot to the game atmosphere and you wouldn't want to have to mix them together with other SFX or music in that hardware setup just because you already have some cheesy music playing on two channels. It's supposed to be a game, not a demo...
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#107 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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I agree fully with the 'atmospheric SFX' crowd. If done well it can make a game incredibly tense or exciting. The same can also be done with music, but I prefer the SFX to be able to shine in games like this
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#108 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,856
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Yup, in contrast to other genres, atmospheric SFX are usually preferable. Could have some intense music playing while nearing a big foe or an area full of enemies though.
Last edited by vulture; 05 September 2019 at 12:47. |
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#109 |
Registered User
Join Date: Feb 2018
Location: Poland
Posts: 362
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I also think that looped background mechanic drone or wind sound can contribute more to general location atmosphere than music.
Besides menu and loaders music can also escalate boss fights tension, if you plan such thing. |
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#110 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,590
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Little dirty secret: sometimes ambiance is made using a protracker mod with effects; together with in-game effects that should make it
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#111 |
morphos.pl
Join Date: Aug 2014
Location: Kraków, Poland
Posts: 105
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Krzysztof, can you release a demo / preview in such a form as in the film so that everyone can test?
BTW: Very good job! Last edited by waldiamiga; 05 September 2019 at 20:43. |
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#112 |
Registered User
Join Date: Jun 2010
Location: US
Posts: 111
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This is so cool - I'd have thought I'd died and gone to heaven back in '89 when I got my Amiga 500 if someone had created such a game. As it is I think "rot3d" was the first time I saw texture-mapping, first-person "gaming" on the Amiga, and it barely ran on my friend's 030/16 A3000. It was a slide-show on my A500.
The engine implementation reminds me a lot of Legend of Valour, which was available across all Amiga platforms, and had variable-height buildings (you could go upstairs in a room and look out over the city, something you still can't do in Bethesda's Elder Scrolls games, which cite LOV as an inspiration!) When Legend of Valour came out in the early 90s I thought, man, if the Amiga can do this (and it could, obviously) why couldn't we get a port of at least Wolf3d?! Anyway, this is just amazing and I'm so glad to see a project like this. Carry on and up! ![]() |
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#113 | |||||||||||||
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
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As for the size - looks like it will be definitely multidisk, but at this point there's really no telling how much content will be there in the end. But as enabling modding is one of my top priorities, there hopefully will be some additional content. Or maybe even additional GAMES (e.g. like Heretic & Hexen), if there will be people willing to go this far. Object scripting is already at least partially working, so it should enable having quite some fun with the engine. Quote:
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(and on a side note: I really liked how Blask came out) Quote:
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#114 | |
Registered User
Join Date: Feb 2018
Location: Poland
Posts: 362
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Quote:
Like Turbo Imploder Music [ Show youtube player ] There were early trials to enrich Protracker sounds with wave modulation. EFx command is an example but the way it was implemented made it almost unusable (in most cases). It is explained in details by Wasp here: [ Show youtube player ] Interesting use of that command in track by Zabutom [ Show youtube player ] I can imagine other modulations that could/can be implemented without putting to much burden on CPU. Like for example access to loop frame parameters (start, end, length) on the fly - that suit more for today's glitchy music. I think there are quite a lot things left to discover in sound of Amiga but that's... really wide topic for another place and time, and I don't want to takeover this one which is about your very much promising game so I just stop now ![]() Keep up great work! |
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#115 | |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
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#116 |
Registered User
Join Date: Feb 2018
Location: Poland
Posts: 362
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Yeah. I think that's what most chiptunes do while switching looped sample number.
By that 'CPU burden' I meant it's something that A500 could manage contrary to software channels mixing or realtime instrument generation (more complex than basic ones). I believe that would require some coding wizardry as well. But that goes to much out of the topic here so I don't want to elaborate it further. |
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#117 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,193
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SynthSounds on MedPlayer.library do short waves scripted with a waveform list and an envelope list. ProTracker doesn't.
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#118 |
Registered User
Join Date: May 2013
Location: Grimstad / Norway
Posts: 852
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This being something I have absolutely no experience in, I thought the 'trick' to stop samples was to set the period to max, wait until a new scanline starts so the new period kicks in, and then point to the sample you want?
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#119 |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
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Musicline Editor has quite advanced wavetable synthesis features, and there is also some replay routine for Eagle Player with source code .
it might be a bit CPU-heavy for an A500 game project, tho, and the format seems to be rather sparsely documented. |
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#120 | ||
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Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
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