06 September 2019, 13:42 | #121 | ||
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First channel doesn't click, does it? [ Show youtube player ] Quote:
Right. Another issue with Protracker is it's limit of number of instruments. Stuffing it with lot's of different samples easily fills all slots. And honestly it is a bit of unnecessary hassle. Generating sample variants on the fly (or precalcing it), or finding another way to source them would at least alleviate it. Last edited by no9; 06 September 2019 at 13:49. |
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06 September 2019, 14:17 | #122 | |
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06 September 2019, 15:39 | #123 |
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I just wanted to say it's amazing and I really hope it becomes a full game. I will support your patreon.
Absolutely love the idea of a game showing the peak power of the Amiga after 35 years. Would have changed the gaming world as we know it had this been realised in the 80s, fascinating watching your video on how you did this. For sound I'd just go with atmospheric samples and maybe a heartbeat (which increases with lower energy?). |
06 September 2019, 17:05 | #124 |
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There is a nice synthesizer with full source code on Aminet:
http://aminet.net/package/mus/edit/harmonics maybe you can get some inspiration from that one... also: http://aminet.net/package/mus/edit/AproSYS (without source) |
06 September 2019, 17:13 | #125 |
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Hey, KK/Altair, can you put a pure gameplay video up on Youtube showing WIP?
This just makes me so giddy with happiness. |
06 September 2019, 17:22 | #126 |
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Please consider also a "donate" option, because I can't go patreon route ( I am a freelancer), and can't pay monthly.... but from time to time.. yes.
And of course, purchase of the game, when it's done. ------------- As for the demo release... it's a tough one.. Maybe many people would be satisfied only with a demo (as a proof of point, and a show of), and would never buy a full release. That would be unfortunate. But if you make a demo really short, and then with few pictures on how awesome future level will be (or short gameplay vids), maybe that would do the trick. But it will also require time spending on proper demo, rather then a full game. It's hard to be smart here. I'd personally perhaps do something like this: Demo would be a small level (no enemies, no guns), you can walk, and that's it. But also, a few scripted videos with enemies, and explosions, fast paced gameplay... something like you showed us already. |
07 September 2019, 00:00 | #127 |
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I don't think an Amiga game needs a demo these days. It's better to just focus on making a good game, make some videos and the game (if it's a good game) will sell like hotcakes! I think that something like this, even if it's a mediocre game, will sell quite a few copies. It's just such a cool achievement!
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07 September 2019, 00:40 | #128 | |||||
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07 September 2019, 21:13 | #129 |
www.resistance.no
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This looks quite interesting so far, keep up the good work KK and ignore those few who had a negative vibe in this thread.
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08 September 2019, 19:14 | #130 |
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About the limitations of protracker, remember that you can use complete loop-waveforms in PCM format simulating (c64) waves. The uncompressed module can be very big but when you crunch the samples with any compressor, the .mod goes very little.
For example, one of my tunes: [ Show youtube player ] As you can see, it is 57k long, but this mod crunched it is JUST 4k in disk!!!!!! Why? because I use line-based waveforms samples. I use an old program from 1994 by Pink/Abyss called Pretracker for make the samples. |
09 September 2019, 14:35 | #131 |
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Really excited to see this.
Just a thought on the demo thing perhaps it would be an idea to release a rolling demo of the game rather than playable to show off the engine. |
09 September 2019, 14:52 | #132 | |
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https://www.pouet.net/prod.php?which=80999 |
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09 September 2019, 20:39 | #133 |
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@Estrayk
That's really cool! I had no idea this was possible. :P And your tune is fantastic! Really creative. You've inspired me, sir! Off to the AMIGA EDIT: Well, I can't find a download for the Amiga-version of the PreTracker ANYWHERE, so I guess it's back to bingewatching Jeeves and Wooster on youtube.. Last edited by Overmann; 09 September 2019 at 21:34. |
09 September 2019, 21:09 | #134 |
Inviyya Dude!
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This is such an amazing new venture in Amiga games.
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09 September 2019, 22:21 | #135 | ||
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10 September 2019, 14:39 | #136 |
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Cool, can't wait to see it and try it for myself.
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10 September 2019, 14:45 | #137 |
morphos.pl
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We'll wait, let Gdansk not be hit by a flood, an earthquake or a fall of the comet
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12 September 2019, 09:37 | #138 | |
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1) Your map is divided up into subsectors of "ideal visibility", So, each wall is "raycasted" into the map and when you have done that for all the walls you have created a bunch of subsectors. Each subsector now corresponds to a number of walls visible from that subsector. 2) If you have too many subsectors, you merge similair subsectors (in terms of visible walls, eg, maybe they differ by only 1 wall) into bigger subsectors. 3) The subsectors are organized into a BSP (binary space partitioning) tree like Doom. However, I assume that unlike doom which uses somewhat arbitrary cuts, you always cut along the lines of the existing ideal visible subsectors? 4) The leafs of your BSP tree are the actual subsectors. I assume that each leaf contains a list with indices to all the visible walls right? Also, this list is presorted front to back. If so, your "wad" can be quite large right? I mean, if a typical subsector has 10 walls visible and you limit the map to 10000 subsectors than each BSP tree is easily 200...300 kbytes (assuming 2 bytes per wall indice) 5) During gameplay you traverse the BSP tree until you find in which leaf/subsector the player is. You can then directly render (after culling) the list of walls listed in that leaf. A lot of questions but hopefully the answer is a simple yes Also, I had an idea for the line-doubling and maybe better dithering: If the fifth bitplane is enabled during the doubled line (using the copper) and that bitplane is pointed to an "all 1's" plane, color registers 16..31 are selected instead of color registers 0..15 (if I'm not mistaken). Color register 16..31 could contain the same colors except for the dither colors which are swapped. This way you could have checkerboard like dithering albeit at the expense of some chipram bandwidth which could slow down the 68000 a bit. EDIT: now that I think about it, you could also just swap the dither color registers using the copper. Doesn't cost any bandwidth. Only drawback is that the palette is rather limited then… Last edited by Mathesar; 12 September 2019 at 11:07. |
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12 September 2019, 20:02 | #139 | ||
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1) No raycasting involved. Everything is computed geometrically on the map. 3) Doom only cuts sectors along existing lines. Both in Doom and my case, some cuts end up somehow arbitrary, because each BSP node splits entire map. E.g. first split will always split entire map along a line, which may not make any sense for areas distant from the cutting line/subsector. 4) It's not a simple list, because it contains conditions (disabled on closed doors) and sector numbers for thing rendering, but in general - yes. Currently IIRC it's about 64kB. But it doesn't have to be so. A lot of lines will usually be rendered together, so I could make line groups and use that as a simple form of compression. I just didn't get around to implementing it yet. Quote:
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14 September 2019, 09:44 | #140 | |
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And yeah, effectively you have a different palette for the top and bottom halves of each 2x2 pixel. Looking forward to the demo! |
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