24 April 2022, 00:55 | #301 |
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@Mixel
It's mindboggling this is ECS and not AGA! |
24 April 2022, 00:57 | #302 | |
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Here's a weird thing.. (captured from my A1200) [ Show youtube player ] - it was a while since i played through it in NTSC, and last i tried I got horrible slowdowns, but it turns out that was my capture setup.. Through the direct output it's 100% smooth.. (so smooth it's impossible for me to capture it accurately, just like in PAL.. Grr) so it's a good option for people who either want the extra challenge or have inflexible displays that make CMO look tiny with a massive black bar at the bottom. Last edited by Mixel; 24 April 2022 at 01:24. |
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24 April 2022, 01:24 | #303 |
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Thankyou! I wish more games had used EHB and targetted A3000 spec, imagine what things could've looked like if they'd just included even a tiny amount of fast ram in a standard config. Argh.
I am going to experiment with an AGA build in part to play nicely with the A500mini (which seems to hate overly complex copper stuff) but also potentially as my "low spec" build (the most common 2MB chip/no fast setup obviously being unexpanded A1200s and CD32s.. So the AGA version is potentially going to look quite a lot different, potentially (subjectively, i suspect) worse than the ECS one, as by using AGA and not EHB I won't be able to use the crazy tricks with translucent half bright rainbows and other funky stuff. On the other hand I'd gain really intricate big overlapping parallax layers like in Earok's Gothicvania demo, so swings and roundabouts? |
24 April 2022, 04:24 | #304 |
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I agree about fast RAM. All chip and chip/ranger setups are extremely hobbled bandwidth-wise.
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24 April 2022, 14:20 | #305 |
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Great work on this it looks amazing so far. It runs on the A500 mini also which is a nice bonus.
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24 April 2022, 14:49 | #306 | |
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Really interested in the performance, particularly with all the parallax stuff. |
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24 April 2022, 14:56 | #307 | |
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Without the copper function enabled there is no graphics glitches but it does have quite a bit of slowdown. |
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25 April 2022, 01:11 | #308 |
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Ahh! I think in the long term I really do need to get an A500mini to test this properly, and the comparitive merits of the new AGA parallax system to different iterations of ecs/copper parallax. things like.. maybe switching the game to 25fps cures the glitches?, I would like to tinker and see what it’s theoretical limits are. My previous lowspec build only had about half of the screen doing copper stuff, maybe that would work better!
I’m glad it’s not too bad though. I wonder how the motorbike stage looks. Annnd I’ve watched two playthroughs now with a particularly unfair feeling death in them.. Nooo! It’s fine though that can stay in the demo, haha. Possibly tweaked in the final game. |
25 April 2022, 10:45 | #309 |
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The tweaks made after recent feedback has made a huge difference, as far as I'm concerned. Really enjoyed my playthrough and after watching 1 or 2 of your streams, know players are going to be in for a huge challenge in completing this beast!
Fantastic work Mixel |
27 April 2022, 06:47 | #310 |
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Thanks Acidbottle!
[ Show youtube player ] - AGA parallax test. Was curious seeing everyone else post AGA parallax so had to try it too. This was partly for fun and partly to establish how much work I’d have to do to adapt it for AGA, and basically, not tooo much? The ECS build is still my lead one, but this is pretty interesting too! I probably won’t be streaming today, having health issues. :/ |
30 April 2022, 01:58 | #311 |
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And now an AGA city parallax test!
[ Show youtube player ] I started streaming way later than usual, health issues earlier then home stuff after but soo glad to be learning how this works. Still rough around the edges, but it really does go a long way to making the background less distant, it’s pretty hard to use the ECS system and not have it trail off into the horizon, but this, this is crazy. So much fun.
Weirdly - despite technically using way fewer colours, the fact that the layers are overlapping, and you have a copper rainbow behind means you’re more free to experiment with the colours in relation to each other and make interesting things happen. In terms of the main build I’m in optimisation mode now, I have a lot to go back and streamline that will speed up creating further levels. |
30 April 2022, 09:02 | #312 |
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Now this is excellent!
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30 April 2022, 10:41 | #313 |
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I missed a lot of your stream sadly (hope your feeling better to) but what a great job on the parallax there! Looks utterly awesome
Have to admit, am addicted to the sprite parallax to, opens up a new dimension and have been creating prototypes left right and center, which is distracting as hell when stuff needs done |
30 April 2022, 10:52 | #314 |
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Mixel: That is fantastic What a depth in the picture.
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30 April 2022, 15:02 | #315 |
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Looks awesome, I would say it even look better than static part of background to the point I would consider deleting some static buildings pictures to show background instead.
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30 April 2022, 18:57 | #316 |
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30 April 2022, 20:58 | #317 |
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Stay away from anime, then - those often use purple in industrial quantity -_-
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30 April 2022, 21:24 | #318 | ||||
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Thanks
Quote:
Thanks! Glad you like. Quote:
Quote:
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The pink-purple colour space is one of the platform's most distinctive trademark visual features, spanning back to the very beginning of it's game catalogue. There are probably hundreds of examples. Last edited by Mixel; 01 May 2022 at 03:14. |
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01 May 2022, 17:34 | #319 |
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Y'know, I never noticed that until just now
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01 May 2022, 18:49 | #320 |
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Yup I couldn’t make an Amiga game without mining a purple-magenta vaporwave-like palette occasionally! And Francis has had a purple jacket since 2002 or whenever I first drew him. So.. pfft.
It’s not just an “Amiga thing” (though it is moreso than some platforms) The whole era has so much purple outside of games, particularly in animation.. Don Bluth and Hana Barbera frequently went fully purple any time they had atmospheric/spooky backdrop stuff happening. |
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