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#101 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,460
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One of my kids had this odd 2D Minecraft type sandbox game for a while. This engine would be perfect for something like it, especially with the snazzy lighting variations.
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#102 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,597
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You COULD do a Gauntlet-style game, but to make sure it shows fine will need to move like Boulder Dash in ZX spectrum or C64:tile by tile
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#103 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Thinking about it, I see a bit of a problem turning this into an actual game with the current engine, as everything except the player is static at the moment.
Or maybe I am just not a good game designer and don't see the possibilities here... ![]() Add/edit: well, thinking about it, you could move objects horizontally without the need for a dynamic copper list. That would already give some nice gameplay. Damn, I need a coffee before writing here. ![]() |
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#104 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,469
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I was under the impression that most objects were sprites like the main character and could move by changing the sprite-sheet they just don't in this demo? Are you suggesting that dynamically changing the sprite-sheet per frame would have a big overhead?
Last edited by alexh; 06 February 2023 at 11:07. |
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#105 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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In which palette entries are changed every line to give them a much more colorful appearance. My educated guess is, that at the moment this is done by a prerendered Copper list where the start adress is changed dynamically as the screen scrolls up and down, so objects other than the character need to stay in their place or the colors would look distorted. Moving sprites up and down would also need some logic which objects can cross lines with other objects, because as you can only have one 3 color palette per sprite pair, this puts some further restrictions on the mingling of sprites in one line. |
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#106 | |
Registered User
Join Date: Oct 2021
Location: boston
Posts: 22
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I wonder what kind of game you can make with this game engine and with these restrictions then. I guess HAM mode jumper frog? Puzzle games? Street fighter 2 with no jumping? I hope the author can prove us all wrong and do vertical movement of all these multiplexed sprites without destroying frame rate or glitching all over the place. I mean, even if it runs at 25FPS it would still be a major breakthrough in OCS gaming. Imagine the plethora of 256 color (or more) OCS games appearing everywhere. It would literally make the Amiga a computer that is 10 years ahead of its time! Last edited by carlosgod; 06 February 2023 at 17:48. |
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#107 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
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Quote:
![]() It was the same reason that I told the author not to exaggerate, to avoid messages like this (of course it's not a criticism of you, dreaming is the first step to succeed, but there are things you can do and others you can't). With several precautions you can also make the sprites move vertically, limiting the presence of fixed (but animated) ones or making play areas in which a few objects are free to move (for a maximum of 6 + player), or limiting recolouring. Being an 8-way scrolling game there are many possibilities to create special subzones in which manage sprites with greater freedom. But forget about seeing the sprites from the demo move freely around the screen (so a Gauntlet-like game is not possible). I'm sorry to dampen the enthusiasm, but I do it for the sake of this game engine, which I repeat is technically and visually excellent. |
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#108 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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If you look at the horizonally multiplexed image with more than 8 sprites, every 8th sprite is the same shape. The colors are the same for every pair of sprites. I think @Tigerskunk was right about the 3 color sprites and the copper.
Finally, in this day and age, every Amiga should have real Fast RAM. That frees up bandwidth for the chipset to do a lot more work. HAM mode especially needs bandwidth. |
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#109 |
Registered User
Join Date: Jul 2022
Location: Munich
Posts: 6
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Congratulations to your first 'C/ASM Amiga game' or let's call it first glimpse at your tech/engine! Quite a bummer, letting idea flow and expectations skyrocket
![]() Now that some limitations have been pointed out I guess an important next step would be at looking how these limitations can be soothed and at which costs. Basically I see "just" two major things: a) can some sprites be released for vertical&horizontal or, best-case, free movement without losing the benefit of 3 col/line b) how to most efficiently blit into ham6 without friction. I'd also concentrate on the stock experience. Sure everyone has fast ram, 680x0++ or emulators but since it seems to be very well in reach to make a fantastic game for stock hardware, why aim for anything else. When I first saw the screenshot I *immediately* thought of three games, each with some hurdles to take. So there's lays the challenge mentioned, if you want to explore further possibilities before thinking about your own game build around what you've already archived. a) Worthy. Some of your sprites instantly remind me. While already looking gorgeous, ham tiles and sprite animations might make it shine even more. Not too many objects on screen and no scrolling needed. However multiple objects can move vertically and horizontally. b) Dynablaster. Classic. Challenge pretty much same as above. c) Total Chaos AGA. The blobs remind me of TCs "gooey blobs" growing across the map if not engaged. Eagerly waited for the original authors new vision called "Chaos Reborn", which turned out dull and boring. Total Chaos is really chaotic in every sense, yet fun to play, but also quite beefy (hires laced + lots of blits). No scrolling needed (in hires laced at least, but might be an option here), tile based map and non-moving player/NPCs/enemies. Perfect usecase? Unfortunately no, each tile in a row eventually hosts it's own item, so I guess no change without blitting. Last edited by faz; 07 February 2023 at 00:24. |
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#110 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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I knew James Conwell. We discussed Total Chaos development quite extensively. Your remark about stock configurations has him turning over in his grave. His next version was supposed to be for graphics card models because he had pushed AGA to its limits. |
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#111 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Quote:
![]() There are some other ideas and tricks around to make HAM mode more usable for games and get rid of the bleeding, though. But it's a huge give and take there. Simply not usable for every kind of game. |
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#112 |
Registered User
Join Date: Nov 2022
Location: Amiga
Posts: 1
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Spectacular achievement, I always was under the impression that HAM mode could show only still images.
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#113 |
Registered User
Join Date: Apr 2018
Location: UK
Posts: 490
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#114 | |
Registered User
Join Date: Jul 2022
Location: Munich
Posts: 6
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If I had compared apples to oranges here, for which fruit would that have been unfair? Tiles in this tech demo reminded me of TC:AGA (blobs and walls) and I put some emphasize on it idd because I think this techs strength and limitations match well for an OCS-game heading this direction. In a "Chaos-like" game every object is perfectly aligned in a square tiled grid. Just some effects are applied across tiles, like drawing a single line when casting a spell for instance. It's turn-based and you can take 'the time you need' to build/reorder copperlists or do calculations. HAM-tiles! You could build *incredibly* good looking maps with literally hundreds of colors, colorize or shade tiles around objects like generators, improve fog of war or even make it part of the gameplay as suggested. You barely see half a dozen dragons on a map, but usually dozens of animated 'grows' or trees. Too much for the blitter to animate them simutaneously. But here sprites could probably do, additionally breaking the 3-col-pair/8-per-scanline limitation and there's would be no need to trade multiplexing for scrolling. For the other objects: If being full tiles i guess you could do simple copyblits and I'm sure you gonna find some clever ways to fix bleeding when doing cookie-cut in HAM aswell. Lots of tricks can be applied to keep memory footprint low. And you certainly don't need 20 megs of male&female voice samples, 150+ protracker mods from the demoscene and beyond, Candyfactory-baked UI background images which flip each turn for no reason, three Hires laced background images just for the options menu etc. pp. It's hilarious and chaotic, but that's TC:AGA. About your remark on my 'stock' remark: I didn't know James, but we also had some conversation about his future plans and he also told me how his disease is hindering him from making desired progress. This was a very long time ago thou. Sad to hear he passed away. I guess TC:AGA is part of his legacy and will remain on of the best original amiga games in my book. RIP. Last edited by faz; 09 February 2023 at 23:47. |
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#115 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,975
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Have you actually run the demo? It is far off an actual game, but I don't think those are problems that need to be addressed.
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#116 | |
Registered User
Join Date: Jul 2022
Location: Munich
Posts: 6
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Quote:
What needs to be addressed depends on the game/genre you have in mind in first place. And I was pretty detailed about what I was thinking. Sure I did. What makes you think I did not? What do you think need to be addressed? |
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#117 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,975
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#118 | ||||||||
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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Also, the optional summon magic and ball lightning project out of the wizard. That also overlaps background tiles. Quote:
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A discrete graphics card on a "BGPC" (thats Bill Gates' Personal Computer) is a non-stock confuguration. A sound card was also an upgrade back in the 90's. (Heard of the "PC Speaker"? That was their stock configuration back then.) Stock configured Amigas are behind Commodore's downfall. |
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#119 | |
Registered User
Join Date: Jul 2022
Location: Munich
Posts: 6
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Quote:
Sure can do, although I might repeat myself a bit. I guess you're looking at the demo and think about what's missing to make it a game while I was more looking at the tech behind and thinking for what kind of game the showcased technique can be applied and what are the obstracles. For a turn-based strategy game in the sense of Chaos it's the amount of different objects to be possibly displayed in a row (=20) which requires to additionally make use of the amiga blitter (within a 'stock'(=512k+512k) environment). Now using the blitter in this scenario is, I guess, kind of a no-go considering HAM display in general, additional bitplane+copper DMA and sharing slots with the 68k. To the rescue comes, that it doesn't scroll, tiles are aligned and it's turn-based which I suppose enables distribution of load across multiple frames. However, if you want to see the non-hidden part of the background tile behind the object and assuming you outlined the object with a base color you might still have HAM artifacts on the right side of the object until the next tile starts with a base color again. This unwanted effect in general I know as 'HAM color bleeding' and shortened it here. Hope this clarifies. And I'm sorry if that's technically incorrect, confused you or deemed inappropriate. |
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#120 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,597
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Wonder if a turn based JRPG a la Final Fantasy or Shining Force is a good fit for this
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