19 June 2020, 09:32 | #41 |
This cat is no more
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hardware sprites save a lot of blitting so it's worth. But my (failed) experience shows that you can't easily use them for enemies like you can for blitter objects. You can't blit a sprite, you have to duplicate the memory of each instance because the size is followed by the bitmap data, which (probably) explains that most games use sprites only when they can multiplex them (backgrounds, bullets) or for the main character (using 2 or 4 sprites to use 15 colors and big widths)
(also a lot of games were crap ports from the ST that explains the other half ) If I was to create a game engine, I'd limit the sprite usage to those above. |
19 June 2020, 15:37 | #42 |
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Yeah... there's advantages and disadvantages with sprites. No blitter time (though some DMA time of course) and no need to 'redraw' the underlying tiles is a nice advantage, but the limited number, palette restrictions and inability to easily draw them underneath a bob or foreground tile is another thing.
I think, I need the ability to be able to 'tag' which animation frames should be rendered with sprites instead of bobs. At the very least, that would save me blitting (and redrawing the tiles for) between 1 and 8 bobs, maybe more with clever multiplexing. It'd be so much easier if I just dropped OCS support and went full blown AGA 16 colors for sprites anywhere in the 256 color palette range, separate palettes for even and odd sprites, and 64 pixel wide sprites. |
19 June 2020, 16:56 | #43 |
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I feel so dumb..
I implemented the plant monsters in such a way that the full plant monster is rendered every frame, even when going up and down the pipe, because the pipe is blitted as a foreground tile over top of the plant monster. This meant that, whenever the plant monster was moving up and down - The monster would have to be blitted at full 32x16 pixels - Four background tiles would need to be redrawn (fast unmasked blit) - Up to to two foreground tiles would need to be redrawn when moving up and down (slow masked blit) Although Scorpion doesn't (yet) natively support any kind of "cropping" method that would allow me to hide the bottom of the plant inside the pipe, there was no reason why I couldn't simply implement an up/down animation that scales from 1 pixel high to 16 pixels high. Which means that, other than the monster, I never have to redraw two background tiles to render it, and no foreground tiles at all. So I've done that, and it was (from a coding point of view) a much simpler solution. Doh. |
19 June 2020, 22:04 | #44 |
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Nice debugging @earok !
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20 June 2020, 15:11 | #45 |
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First alpha release of Amigo (six levels) is in the zone. I'll take a breather for a couple of days, before I collate any feedback and release an update to the Scorpion Editor that includes all source assets for the game. (Edit: Whoops. Missed a bug, will reupload soon) (Edit 2: Done, reuploaded) (Edit 3: Crap, removed again) (Edit 4: OK NOW should be good. Bad versions either had a purple outline or started on the wrong level (the one with the smiling cactus things). Going to bed, will do a new upload in the morning if there's any obvious breaking issues) Last edited by earok; 20 June 2020 at 15:29. |
20 June 2020, 18:21 | #46 |
Saberman
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and small gameplay :-)
[ Show youtube player ] |
21 June 2020, 14:00 | #47 |
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Cheerss zzbylu
Alpha V2 is out and in the zone. Jump controls have been much improved, there's also a handful of minor tweaks such as this 'idle pose' I should have posted a list of acknowledgements and sources. This is what went into the game: Music: JMD Original project: http://www.wieringsoftware.nl/mario/source.html Fox sprite sheet: https://opengameart.org/content/harv...haracter-sheet Tileset 1: https://opengameart.org/content/kenney-16x16 Tileset 2: https://opengameart.org/content/supe...-land-tilesets SFX: https://jdwasabi.itch.io/8-bit-16-bi...d-effects-pack |
21 June 2020, 15:29 | #48 |
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Yes, much better Now it is enjoyable to play. I would put less time on when cactus go down. Boring to wait
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21 June 2020, 20:35 | #49 |
Saberman
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alpha v2 - gameplay:
[ Show youtube player ] |
21 June 2020, 21:02 | #50 |
Puttymoon inhabitant
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Just played it. Works ok on 030/50MHz.
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21 June 2020, 21:47 | #51 |
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do you want this thread renaming?
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22 June 2020, 07:46 | #52 |
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Cheers all!
@nikosidis That's fair. I'll do some tweaks to monster speeds/timings as part of the V1.0/source project release. On that topic, anyone - let me know if there's other tweaks you'd recommend. I'm not going to spend too much more time on it before the release of the project assets, but I could do a little more. @zzbylu Most of the way there! I think you reached level 4/6 @predseda great! I'd be embarrassed if it didn't run well on a beast of an Amiga like that @BippyM Yes please. Is "Amigo the Fox (Scorpion Engine sample game)" OK? |
22 June 2020, 11:54 | #53 |
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Title changed
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24 June 2020, 12:09 | #54 |
cheeky scoundrel
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Thank god for platformers without inertia Looks absolutely great. That opengameart site looks fantastic too.
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04 September 2020, 18:24 | #55 |
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Yes, looks and plays great I wish there would be some way to have that animated grass from original source and maybe add some colorful gradient in background.
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04 September 2020, 21:50 | #56 |
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Runs mostly 50fps (smooth as butter with vsync 50hz on my monitor) on WinUAE, 68000 at 4x a500 speed, 1mb chip/8mb fast, KS 3.1 (tried to match my A500+ with ACA500+). But if you run at A500 1x speed, 1.3, 512+512k will have slowdowns when 3-4 enemies move.
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26 April 2021, 07:05 | #57 |
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Working on the next update to the game in tandem with the next update to Scorpion Engine. |
26 April 2021, 09:59 | #58 |
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Very cool
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26 April 2021, 12:59 | #59 |
Banned
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26 April 2021, 17:24 | #60 |
Inviyya Dude!
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