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Old 10 March 2021, 06:50   #41
OmegaMax
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You mean from the dos version to the amiga version?if so yes.I'm not that far into the enemy logic of the dos version as I wanted to document the differences in how the structure logic was being handled,it's close but not the same but this could be to the amiga version not being complete.
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Old 19 April 2021, 23:17   #42
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We are waiting (im)patiently
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Old 04 October 2021, 22:20   #43
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Wonder if there is any news...?
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Old 20 October 2021, 06:24   #44
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Quote:
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Wonder if there is any news...?

Well is any news good?I know how all the game logic is programmed,there is no possible way it could be done on a standard amiga,a lot of things were going to have to be cut out compared to the dos/windows versions.An amiga 1200 version would never compare to the other versions either,so there's that news.But of course I watched a few people today playing Doom & Quake on Amiga with accelerators at 10/14 fps and they claimed it was amazing........I bring this up because some people don't care how a game should play at an enjoyable level,as long as it plays.

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Old 20 October 2021, 10:09   #45
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Quote:
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Well is any news good?I know how all the game logic is programmed,there is no possible way it could be done on a standard amiga,a lot of things were going to have to be cut out compared to the dos/windows versions.An amiga 1200 version would never compare to the other versions either,so there's that news.But of course I watched a few people today playing Doom & Quake on Amiga with accelerators at 10/14 fps and they claimed it was amazing........I bring this up because some people don't care how a game should play at an enjoyable level,as long as it plays.
can the logic be simplified coding wise ? I mean, Look at Street Fighter 2 AI system : in no way the SNES could had run the Arcade AI logic. They had to simplify it to make it run on the SNES CPU.
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Old 20 October 2021, 10:38   #46
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can the logic be simplified coding wise ? I mean, Look at Street Fighter 2 AI system : in no way the SNES could had run the Arcade AI logic. They had to simplify it to make it run on the SNES CPU.

Absolutely,if it was the logic..it's the amount of objects.I can limit the amount of baldies and Harries that spawn,that is a different game though,Like I pointed out earlier.

Last edited by OmegaMax; 20 October 2021 at 11:02.
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Old 20 October 2021, 11:05   #47
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The amount of baldies also effects the AI,so a major rewrite.
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Old 20 October 2021, 14:36   #48
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The amount of baldies also effects the AI,so a major rewrite.
they are that numerous on screen ?
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Old 20 October 2021, 17:30   #49
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they are that numerous on screen ?
I presume it's not just about the visible characters, but all the others performing activities.
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Old 11 October 2022, 09:54   #50
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A standard amiga no,but a faster amiga could,share that knowledge
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Old 14 October 2022, 16:41   #51
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Is this a settlers clone with Slapheads? Bromigo!
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Old 21 October 2022, 13:18   #52
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Absolutely,if it was the logic..it's the amount of objects.I can limit the amount of baldies and Harries that spawn,that is a different game though,Like I pointed out earlier.
Wonder, if there is still any progress?
Besides of the countless projects we have nowadays I'd still would be ready to give some cash for a complete version...
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