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#1 |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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Blitz pang
I have been working on the pang game engine with Blitz basic for more than 2 weeks. In the first try, I modeled the movements of the game balls. I created player control. Then I moved more than one colored ball together. Then I wrote the collision controls.
I created the screen as a dual playfiled screen. I used the second screen plane for the player and the balls. However, when there is more than one ball on this second screen plane, the frame rate drops significantly. ![]() Note:Frame rate drops on Amiga 500. The frame rate is very good for the Amiga 1200. first video [ Show youtube player ] second video [ Show youtube player ] last video [ Show youtube player ] Last edited by seko; 25 October 2023 at 21:19. |
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#2 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,674
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What if you render balls with sprites? Usually are not much that three colors
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#3 |
Registered User
Join Date: Oct 2021
Location: England
Posts: 1,318
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in all these years, i know "of" pang, seen it played by others, but it's weird i have never actually played it myself, i think the closest things to it i have played are Oops Up and Super Obliteration.
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#4 |
Registered User
Join Date: Nov 2014
Location: Italy
Posts: 2,517
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a very nice reworking
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#5 |
Registered User
Join Date: Jan 2022
Location: Wales
Posts: 92
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Looking great!
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#6 |
I've got a new byline
Join Date: Mar 2002
Location: Manchester, UK
Posts: 1,219
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You have to correct that DI. Pang is one of the few games with a perfect difficulty curve. That's how it lures you in, then you're hooked and find yourself progressing with each try. It's so well designed it should be studied in game dev courses if it isn't already.
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#7 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,441
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Quote:
you generally can't as there are max 8 sprites and 16 pixels wide in ECS I'd go AGA & 16+16 dual playfield to avoid all the cookie cut blitting that WILL slow down if there are too many balls. |
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#8 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 47
Posts: 1,117
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The soundtrack sounds a bit weird, like multiple playing a sample for one note...?
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#9 |
Registered User
Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,413
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How are you drawing and erasing the balls? I think you should be able to blit them on an A500 without slowdowns, especially when you're using a dual playfield because there's no background to restore.
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#10 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,441
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ECS + dual playfield = 8+8 colors. Very limited unless you're talented & you use colored sprites for main character like they did in Leander.
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#11 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,511
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#12 |
Registered User
Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,413
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Yup, but from the OP it sounds like that's what was used. If not, then maybe more clarity is needed... It should still be possible to draw and erase those balls without frame drops on an A500.
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#13 | ||||||
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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Quote:
Balls must consist of at least 4 colors. Using sprites is a problem in terms of color. Another problem is that the sprites remain within the 16 pixel width limit. Multi-plexing the sprites will significantly reduce the frame rate in the game. balls were created with blitter. Quote:
I agree with what you said. A correction will be made. Quote:
I think the same for AMIGA 1200 Quote:
mod music file i can be shared with you Quote:
I used a double play area. background layer 8 color. foreground 8 color. Blitz basic used qbilit for biliter operation Quote:
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#14 | |
Registered User
Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,413
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The A1200 can use 64-pixel-wide sprites. It's probably still not enough to use the sprites for all the balls because for 15-colour sprites you can still only have 4. 3-colour sprites you could have 8...
But instead of using sprites for the balls, what about using sprites for the player and the harpoons? That would free up some blitter time and also allow for the player to have different colours to the foreground playfield. Quote:
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#15 | |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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Quote:
the hooks are made from sprites. only full length hook graphic block starting point multiplied by number 8 pixel height pieces step by step incrase are shown in sprite. simple method easy. there is no blitter operations for hooks. Attached sprites made for player character tryed result low frame rate The best way is to use the qbit command. However, more than five blitter objects reduce low frame rate . When I tried it on Amiga 500 standart 1 mb chip ram . The game consists of simple arithmetic and logical operations, comparisons and loops that are not very complex. It consists of game subroutines. Subprograms were created with very short codes. The longest is twenty-five lines. If I had designed this game for the Amiga 1200, it would definitely have better gameplay and graphics. This is due to Amiga 1200 hardware efficiency and AGA chipset. Below New video show Sound fx test. Hook sound fx and bursting balloon. [ Show youtube player ] Last edited by seko; 26 October 2023 at 22:29. |
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#16 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,674
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Another way is still dual playfield but use a similar method to what Ocean did for the original pang and make custom copperlists changing the palette on the fly.
I would get in touch with colin vella to have insight on how to accelerate the rendering, though; you could update enemies position not every frame but every two And i could help with the soundtrack but this time will use my own samples or melodies to make it more relevant |
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#17 |
Registered User
Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,413
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Hmmm, if you're still getting slowdowns when using joined sprites, something else is causing the slowdowns. Sprites are more or less free to display, so the slowdown must be caused by the game logic somewhere.
Are you doing any multiplication or division? They're very slow on a 68000 and much faster on a 68020. Also, make sure you're defining variables as words or bytes where possible, because Blitz uses "quick" variables by default and these are also much slower to deal with on a 68000 than a 68020. |
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#18 | |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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Quote:
Daedalus, you are right. When I convert the variable value of the vector speed value types of the codes that model the movement of the balls from a float number to an integer type, the frame rate improves. Now there is a problem here. When the variable vector velocities are integers, the ball's movements are very fast. and at the same time the ball moves linearly. I will fix the code for linear motion. Thanks.Daedalus ![]() |
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#19 |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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Ball move and reaction fixed and balls move speed up.
![]() ![]() Adf disk image : https://drive.google.com/file/d/1YVc...ew?usp=sharing [ Show youtube player ] Last edited by seko; 05 November 2023 at 19:15. |
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#20 |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 94
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Shoot the balloons and balloon splitted.
![]() New Video [ Show youtube player ] |
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