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Old 24 June 2023, 14:51   #181
carlosgod
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The statement applies in case you compromise. F.e. leave enemy sprites be only 3 colors or make the sprites attached and manage to keep only 3 per scanline (somehow). 'Solutions' are far from ideal in this case.
If I remember correctly there was also another amiga shooter using ham and they used bob enemies there but with thick black outlines. Not exactly sure if that was indeed the case though.
Oh I see. Yeah, 3 colors sprite would not be ideal and look a bit out of place in this kind of setting. 3 per scanline would be very difficult to do logistics wise. Even the thick black outline solution - presumably to avoid smudging effect - (knights of the crystallion?) will look odd.

I thought of another cheap work around... just have the enemy "hop" or "teleport" when they move vertically, but that would also look weird and ruin the immersion.

But let see how the author tackles these issues - may be there are things that people haven't thought of... I mean - he did come up with this new technique despite 40 odd years of people coding on the Amiga!

Last edited by carlosgod; 24 June 2023 at 14:58.
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Old 24 June 2023, 15:28   #182
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Apologies if I have missed this question and any responses in the thread, but what benefits (if any) would you get if programmed for AGA & HAM8 as compared to OCS/ECS and HAM6 ?

Many thanks
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Old 24 June 2023, 15:30   #183
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Originally Posted by AlphaAmiga View Post
Apologies if I have missed this question and any responses in the thread, but what benefits (if any) would you get if programmed for AGA & HAM8 as compared to OCS/ECS and HAM6 ?

Many thanks
Bigger sprites and deeper color depth. That's about it.
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Old 25 June 2023, 16:20   #184
carlosgod
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Bigger sprites and deeper color depth. That's about it.
Wouldn't the faster CPU associated with Amiga AGA machines allow for more possibilities? Not that it's running that slowly in OCS at the moment but may be it can pull off more cool tricks... like polygon Hamulet?

I have no idea how that would work by the way, just trying to think of something that involves a lot of math to take advantage of faster CPU.

Last edited by carlosgod; 25 June 2023 at 16:26.
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Old 25 June 2023, 16:49   #185
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A lot of home versions of Gauntlet handled the enemies as background tiles (because the hardware simply couldn't manage that many sprites) and so things moved in very course jumps but it was still pretty playable (with lots going on you didn't notice it so much).

I wonder if a similar technique could be used alongside this HAM approach so that you could get similar results but retaining the wealth of colours that HAM gives you? By aligning the enemies at key horizontal positions you shouldn't have so many cases where HAM fringing interferes in unpredictable ways. If the player characters were sprites and able to move freely, you might not notice the constraints elsewhere.
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Old 26 June 2023, 14:01   #186
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You can treat Gauntlet mobs in two different ways:
- Stuck in traffic and locked onto a fixed grid position. Does not move until the adjacent grid it wants to move to is completely vacated
- Moves across the screen unhindered until it gets stuck in a grid position

The non-moving mobs can be updated at a very slow frequenzy; animating a full screen slowly so to give a wave effect can be cool.

Ofc, the real coin-op had 24x24(?) sprites that sprawled out around all 8 edges of the 16x16 backgrounds they snap-aligned to which is a mega-mess using a blitter compared to hw sprites. The home ports went for 16x16 non-overlapping gfx as a very obvious optimization.
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Old 26 June 2023, 22:50   #187
Samurai_Crow
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Originally Posted by carlosgod View Post
Wouldn't the faster CPU associated with Amiga AGA machines allow for more possibilities? Not that it's running that slowly in OCS at the moment but may be it can pull off more cool tricks... like polygon Hamulet?

I have no idea how that would work by the way, just trying to think of something that involves a lot of math to take advantage of faster CPU.
Not without Fast RAM. There's a memory bottleneck problem in AGA.
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Old 29 June 2023, 10:10   #188
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@remz 8-way scrolling in HAM - super impressed
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Old 24 July 2023, 05:00   #189
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Very nice and promising game - technically already a masterpiece! It's hard to believe that you can get graphics like this on Amigas without an AGA chipset. Our German-language preview can be found in our recorded livestream starting at 02:38:15. Subscription to our YouTube or Twitch channel is welcome.

[ Show youtube player ]
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Old 25 July 2023, 07:47   #190
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Not only that the technical side is impressive, the game design with its japanese kawaii style is lovely.

Maybe the thread could be renamed and moved to the Amiga games Factory section ?
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Old 30 October 2023, 16:14   #191
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Any news or updates on this amazing game? Thanks.
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Old 31 October 2023, 13:27   #192
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Any news or updates on this amazing game? Thanks.
Hi! I'm still working on it: since the playable demo, I've been modifying some elements from player feedback, and starting to design and prepare multiple levels to explore.

The project is advancing, albeit slightly slower than I hoped!
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Old 31 October 2023, 15:06   #193
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Hi! I'm still working on it: since the playable demo, I've been modifying some elements from player feedback, and starting to design and prepare multiple levels to explore.

The project is advancing, albeit slightly slower than I hoped!
Excellent, really looking forward to this one!
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Old 31 October 2023, 15:32   #194
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Please rename this thread!
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Old 15 December 2023, 07:19   #195
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Any news about your great game?
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Old 18 December 2023, 10:52   #196
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Any news about your great game?
It may be better to search for Hamulet.
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Old 18 February 2024, 03:07   #197
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I tried to make an adf out of it but it wouldn't fit so I made an hd floppy but then it wouldn't boot, so I made an hd folder, and it run. But then I couldn't run with just 512k I add to up it up to 512k+512k, perhaps due to be run from hd.
I had no trouble making a bootable low-density diskette of it using ADF2Disk and then running it on an Amiga 500. I just unzipped the RemGame_2023-02-02_v2.zip file into the 880K .adf file.
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Old 18 February 2024, 03:12   #198
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Absolutely brilliant work. After running this on my Amiga 500 (68000 CPU, 512k Chip RAM, 512k Slow RAM) in PAL mode, I'm truly impressed. No fringing at all on my Amiga monitor.
Personally, I think you have everything you need in this demo to make a full game. I wouldn't stress too much about trying to throw everyone's ideas in there. Clearly, all the requisite graphics and sound elements are covered in the demo.
Bravo!
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Old 18 February 2024, 03:13   #199
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Bigger sprites and deeper color depth. That's about it.
Higher HAM resolution as well.
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Old 18 February 2024, 03:16   #200
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Higher HAM resolution as well.
True, but not useful in most games other than cut-scenes.
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