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Old 08 October 2022, 20:01   #101
saimon69
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That Was my question exactly - unless he means has problem in porting the songs
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Old 09 October 2022, 19:35   #102
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If a amiga has 512k fast and 512k slow is that not the same thing as a 1mb amiga ??

And yes the amiga music format makes it difficult for any non musician to port over a track but I will give it a try.
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Old 09 October 2022, 21:06   #103
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1MB amiga can be 1MB chip amiga like A500+ or A600 or CDTV. More video/sound memory, same speed (AFAIK 512k slow isn't fast, it's just that blitter/paula cannot access this memory)
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Old 22 October 2022, 21:45   #104
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Just updated the github page. I have made progress with the game its getting very confusing now with all the logic. Here are some updates off the top of my head:
  • Camera that will hold the centre of both players.
  • All Ryu's animations.
  • HUD with working health bars.
  • Enemy AI can now attack the player.
  • Enemy AI will always face the player.

I will make a video showing the progress soon.

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Old 23 October 2022, 10:09   #105
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it looks great! Not sure Scorpion will be as helpful in a fighting game as in other game genres (platformers)
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Old 23 October 2022, 10:58   #106
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Nice!
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Old 23 October 2022, 20:48   #107
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Quote:
Originally Posted by jotd View Post
it looks great! Not sure Scorpion will be as helpful in a fighting game as in other game genres (platformers)
Well, Scorpion is not a 'platform' oriented games engine, so it should be good enough for almost any genre (that includes top down games, rpgs, puzzle, strategy, point'n'click, shooters, beat'em'ups, sport e.t.c.). Only ones it cannot do at the moment is anything that is polygon based. The reason you most often see platform games made with Scorpion is because of the genre's popularity with new creators rather than the engine itself.
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Old 25 October 2022, 22:44   #108
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Here is a video preview as promised

[ Show youtube player ]
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Old 25 October 2022, 22:48   #109
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that really looks good. Coding the A.I. last is a good solution. Animations/various levels are really tedious are difficult to make work properly

Figuring out the A.I. by disassembling the real game and re-coding it is even better.
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Old 22 January 2023, 20:32   #110
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I did this a few years ago using HAMconvert, 32 colour mockup for Retsu and Ryu from the arcade graphics.

The background is 16 colours with copperlist giving 50 colours, arcade background reports 53 colours. The sprites are converted into 16 colours per pair of fighters too and have no copperlist.

Was just curious what you could do with modern graphic tools. Don't know if these are useful for something like Scorpion Engine, haven't had a chance to even look at it yet let alone learn how to use it.
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Old 02 March 2023, 15:46   #111
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Quote:
Originally Posted by ImmortalA1000 View Post
I did this a few years ago using HAMconvert, 32 colour mockup for Retsu and Ryu from the arcade graphics.

The background is 16 colours with copperlist giving 50 colours, arcade background reports 53 colours. The sprites are converted into 16 colours per pair of fighters too and have no copperlist.

Was just curious what you could do with modern graphic tools. Don't know if these are useful for something like Scorpion Engine, haven't had a chance to even look at it yet let alone learn how to use it.
i don't know if this goes in vain, because the project has been stopped since december, I have to ask to msmalik if he will continue the project.
at least this project taught me a lot of things about game music on amiga

Now seriously, I use paint dot net to decrease the colors of an image, but if someone uses something outside of scorpion (like blitz basic and AMOS.) know that the program does not export to .iff

Last edited by Potato7542; 02 March 2023 at 15:52. Reason: I made a mistake with a user's nickname and gave a possible answer to a user.
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Old 02 March 2023, 16:21   #112
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Originally Posted by saimon69 View Post
That Was my question exactly - unless he means has problem in porting the songs
I had a lot of issues with porting the music.

I'm not very good at porting music unless I arrange it in a DAW. (seriously, the only good cover I did on a tracker was the sixth level song from kang fu)

even more so that I hadn't discovered OpenMPT's sample trimmer and didn't use chip samples (or as you call it, microsamples)

Now that I have those two things in my hands, I can make an amiga game song (as long as it's not an arrangement or a complex two-track song)
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Old 02 March 2023, 18:59   #113
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This port is always on my mind but not being able to target a 1mb system is depressing. I could finish the game as is then for the release I would say it will work on a a500 as long as you have 8mb of ram.
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Old 02 March 2023, 19:26   #114
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Quote:
Originally Posted by msmalik681 View Post
This port is always on my mind but not being able to target a 1mb system is depressing. I could finish the game as is then for the release I would say it will work on a a500 as long as you have 8mb of ram.
I think a game of this type should run with at least 2mb of ram
but I don't know much about that, I just developed "games" for AGA machines.
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Old 02 March 2023, 20:04   #115
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Ok 8mb might have been a exaggeration 2mb fast ram would be needed guess i could just target the a1200 and try to cut it down when scorpion supports real time sprite flipping.
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Old 03 April 2023, 14:32   #116
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OK I have a renewed interest to work on this again but to avoid confusion I have decided not to split up the actors as the code was very hard to manage. To further simplify things I was thinking of ditching the one button setup and using 2 buttons one for hard and one for light but still have the player hold in a direction for kicks and idle for punches.

I would like to know if people would prefer 1 button setup or 2 as when I has a a600 I had a mega drive controller that supported 2 buttons I think.
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Old 06 April 2023, 08:23   #117
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I think we shouldn't really think about the single button anymore, especially when creating new games and porting. If I were you I would go directly to Pad CD32 compatibility (See Turrican 2 AGA)
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Old 06 April 2023, 10:05   #118
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2 buttons please !
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Old 07 April 2023, 01:30   #119
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Yes, at least 2 buttons, we're not trying to relive the 1 button hell of the Amiga back in the day which held it back compared to consoles.
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Old 07 April 2023, 08:35   #120
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IIRC SF1 already had 6 buttons.

I don't know if you tried Mortal Kombat on MAME (similar buttons to SF / SF2) but without a proper joystick with aligned buttons it's hell to pull the moves.

I'm using a pair of big Playstation joysticks with usb adapters. They have 2 rows of 4 buttons which make them perfect for MK / MK2. But with, say, a CD32 joypad or even SNES joypad it's terrible because buttons are everywhere, very difficult to go from arcade to those.

So 2 buttons like Amiga MK setup is a good compromise.
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