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#121 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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Quote:
I liked Shining Force too. It would be great to have that on Amiga. The scrolling would be back and the sprite on the left side would be needed to cover the color fringes though. |
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#122 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,603
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Quote:
(then there are the attack scens, but could be done with bobs in regular resolutions) |
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#123 | |||
Registered User
Join Date: Jul 2022
Location: Munich
Posts: 6
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Quote:
I get your point though. I think i'm pretty naive when it comes to the chipmem limitation of OCS hardware. One ham6 buffer roughly 60k and same sized buffer for tiles and object for a total of 320 (=20x16). 320 sprite animation frames (3+1 col) =~16k, one mod + sfx 80k, additional buffer (copperlists, ..) 40k -> 256k chip with code, variables, stack fitting in 512k slow. BINGO! .. I must be missing something!? Quote:
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Sounds scary. Outline with base color would fix one half, next tile the other. But to outline in a tile just 16 px in size is far from great thou. Last edited by faz; 11 February 2023 at 00:38. |
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#124 | |||
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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Yes. Figuring out how to rotate and overlay without using BOBs is the graphical limit. TC only uses 2 sprites because they are too inflexible and few. It uses CPU-blitted BOBs and tiles instead. This drives the CPU cost to well above the bandwidth limit of OCS. |
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#125 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 5,041
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#126 | |||
Registered User
Join Date: Jul 2022
Location: Munich
Posts: 6
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Quote:
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Last edited by faz; 11 February 2023 at 21:35. |
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#127 | ||
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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Quote:
Also, copper moves are 4 bytes each so you'd need 12 bytes for 3 copper moves. Quote:
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#128 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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@remz: Congratulations on some well-crafted visuals in your demo. I loved the use of dynamic sprites and colors on top of HAM tiles from the very first moment I saw a video of your demo some days ago on youtube. Exceptional!
I wish you the best of luck in finding a suitable game design for your tech. May I suggest focusing on gameplay mechanics that emphasize the strength of your tech. If its colors and real-time lighting what you can do exceptionally well, make that an integral part of the game experience. I guess it might be worthwile to enhance the versatility of your tech. Adding moving objects feels crucial to me, otherwise you might be too restricted to create an interesting gameplay experience. From what I read in this thread, it feels like it is technically difficult to move sprite-based objects on the x- or y-axis as you cannot simply change coordinates. If so, you might want to emulate x- and y-movement of small ingame objects by using a tile based animation approach comparable to common techniques used on ZX Spectrum and such machines. This is done by pre-rendering mobile objects into a set of word-based tiles. Each tile displays the object, moved one or two pixels left/right/up/down. You then just need to blit one or two tiles into your bitmap each frame update, and so create the illusion of a moving object. Almost like in a flip book. If implemented cleverly, you should be able to add moving objects and simultaneously avoid HAM colorbleed, as the tiles are always copied onto word-based boundaries. Last edited by buzzybee; 20 February 2023 at 23:30. |
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#129 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,844
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Games like Advance Wars (GBA and NDS) and Fire Emblem (GBA) seem ideally suited for this graphics engine.
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#130 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,977
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A bomberman style game might be a good kicking off point. It needs to be something on the smaller scale because during the first game it's going to be half time working on the game and half time reworking the tech.
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#131 | |
Registered User
Join Date: Oct 2021
Location: boston
Posts: 22
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Quote:
https://www.alamy.com/bomberman-worl...363749437.html Still, this could be the first ever attempt by anyone to port a PS1 game to the stock A500. Mind blown. |
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#132 |
Registered User
Join Date: Mar 2021
Location: SWEDEN
Posts: 40
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Absolutely amazing stuff.... Rock on dude!
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#133 |
Registered User
Join Date: May 2022
Location: Canada
Posts: 140
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I'm making progress and adding enemies and gameplay elements, hopefully planning to have a playable demo in the coming weeks or so.
There is so much to do! |
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#134 |
Registered User
Join Date: Dec 2006
Location: france
Age: 45
Posts: 224
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Well done, that's impressive....
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#135 |
Bug hunter
Join Date: Jul 2006
Location: Italy
Age: 48
Posts: 2,171
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Amazing work. Hope to see a game out of it one day...
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#136 |
95th User
Join Date: May 2001
Location: Brighton/UK
Age: 48
Posts: 3,120
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Wow! Great tech demo... kinda remind's me of 'Enter the Gungeon', the light sourcing idea is pretty cool and could be integrated into level design, where puzzles could be light dependant.. which leads me to concept, personally I think the Amiga could do with a loot shooter, think Destiny with random loot and weapon/gear progression. Structured campaign and then repeatable content to reach endgame final mission. Embrace modern mechanics with spreedrun times and unlockables.
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#137 | |
Registered User
Join Date: Oct 2021
Location: boston
Posts: 22
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Quote:
Really excited to see this tech working. I've always felt that the lack of interest in HAM mode by Amiga devs during the early 90s was a huge, huge missed opportunity - esp since the Amiga had to compete with the likes of SNES, Megadrive and early PCs at the time and was failing on multiple fronts (Except may be sound). This project would prove that the A500 could have potentially remained competitive for a longer, may be add 3-4 more years to its lifespan (or in the best case scenario, expired at the same time as the SNES which was early 2000). It would also kick off a new wave of retro Amiga gaming development! 4000+ colors for OCS and 250,000+ colors for AGA would be the new base line! |
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#138 |
Registered User
Join Date: May 2022
Location: Canada
Posts: 140
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Hi carlosgod,
I've been continuing to work on the game and adding various elements. At the moment I am focusing on making a sort of "playable demo" for magazine. I am managing to have minimal HAM fringing and keeping the framerate always at full speed. I hope to be able to show something soon to all of you! |
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#139 | |
Registered User
Join Date: Oct 2021
Location: boston
Posts: 22
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Quote:
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#140 | |
Registered User
Join Date: May 2022
Location: Canada
Posts: 140
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Quote:
Feel welcome to give it a try, and thank you ![]() |
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