01 April 2021, 04:15 | #661 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,541
|
Quote:
For what it's worth, I really want Scorpion's performance to be comparable to native games. To the point where it really should be able to make a Jim Power like-game for the same requirements even if it doesn't quite push the hardware the way only a custom one-off engine could. |
|
01 April 2021, 10:27 | #662 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,857
|
Thank you for this vision @earok
|
01 April 2021, 12:47 | #663 | ||
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
Quote:
Quote:
If I have learned one thing, you will never make everybody happy in the Amiga community, it's just too diverse in its hardware setups and preferences. Just do what YOU feel like is your vision for an Amiga game, whether that's a OCS Amiga1000 game without any additional RAM or a game for Vampire accelerators or whatever. YOU need to be happy with it and feel it's fun for you to work on it.. And then people can follow, and get your game, or they don't. Just don't give a fuck, and it will work out anyway. |
||
01 April 2021, 18:31 | #664 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
|
This is why C64 is much more popular than Amiga. Even if there is C128 it is almost no games made for that config and that is only more RAM! Think about Amiga with all the different hardware! It is crazy and actually not a good thing regarding interest in developing for the platform. A lot have found out that A500 with 1MB is what most have and most aim for. More than A1200 with standard 2MB chip is at least asking for almost no sales and very little interest.
What can be done and done before is to make some extras if extra ram is detected. |
01 April 2021, 20:03 | #665 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
Quote:
I have heard sooooo many things and lamentations over the years. But in the end, if people would really want to play your game they'd find ways to. "Could your game please be..." * NTSC * AGA * WhdLoad * hard disk installable * for 68060 CPUs * for RTG cards * with more dithering * with less dithering * more like game XYZ (most often "Turrican", regardless of if your game is a SHMUP, Run&Gun, or a text adventure) * less like game XYZ * faster * slower * harder * less hard, need a health bar or I cannot play it (which comes back to "can your game please be more like Turrican") * with music that's less shit * 14 bit music streaming ("Oh, you release a game on floppy? That's shit, please release on CD, go with the times on this 36 years old retro platform. So it's less like 1992, and more like 1994. So modern!") * with some special enhancements that targets something my exotic setup and nobody else has, but will cost you a full two weeks to develop * fill in your own complaint here In the end the answer is: no Last edited by Tigerskunk; 02 April 2021 at 06:44. |
|
01 April 2021, 20:35 | #666 | |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
|
You guys are the best btw I sometimes need to hear this stuff apparently, haha.
Is anyone solely making a living from indie retro dev anyway? I'd have thought it's all just labours of love regardless of platform? The diversity of Amiga is a boon to me.. If everyone targeted the low end we'd be seriously hobbling the potential for original games (not just ports from other platforms). When I originally "left" the Amiga platform I had an A1200/040, if you'd told me, in the late 90s, that I'd be making Amiga games in 2021(!) but for some reason I'd be targeting the 1MB A500 I'd abandoned years ago by that point (of all things) I'd think you were crazy, haha. My dream project is not a game for an unexpanded A500+, and for me to keep momentum I have to love what I'm doing... Market size isn't even part of the equation. If I wanted maximum reach I wouldn't be making it for *any* retro platform, I'd be bludgeoning my head against a wall trying to make it work in Multimedia Fusion or something. (and abandoning it early in the process most likely) IMO Scorpion has the potential to be a way bigger deal than folk realise. From my POV it's becoming the best tool of it's type for making certain styles of game *for any platform* (for a certain subset of creators) and by some miracle it just happens to export Amiga games. If it outputted games for other systems I'd still rather use it than any other system I've tried, and I've tried a lot. LOL that sounds embarassingly Scorpion evangelical, but I can't think of any other system that gives this balance of ease of use/results/performance. Even if Scorpion stayed at its current optimisation level and people used it to make Vampire/Pi/Mister/UAE games in the same way people make Pico8 games it's a stupidly nice tool already. Quote:
I've already had almost half of those suggestions(usually more suggestions than complaints, though I've had a couple of those too) and people have seen less than 5% of the game. Last edited by Mixel; 01 April 2021 at 20:56. |
|
01 April 2021, 23:58 | #667 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
|
Mixel: It is fantastic to hear the way you think about Scorpion Engine. I also have the feeling it is something very special and it is great it is just for our platform
Most of us been there with 040, 060 or NG Amiga systems. It is just not where our system does anything special. The special about Amiga, C64, Spectrum is in its limitations. That is what make it original compared to modern stuff. The low res. where you can see the pixels. The limitations in colours, sound. Market size is not huge but for sure growing. Sam's journey on C64 sold around 3000 copies and the price is 20 Euro for digital download, boxed versions more. Most developers do retro development for fun but most like to target specs. people have. The more feedback and money there is in something the more quality we will see. |
02 April 2021, 06:40 | #668 | |||||
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
Quote:
Quote:
I'd just add, that the reason why people are doing game dev on these old machines now doesn't need to be the reason why people did it back then. Quote:
Quote:
Quote:
If this follows through with what is already possible on it, I see most Amiga game dev happening on it over the next years. |
|||||
02 April 2021, 06:44 | #669 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,541
|
Thanks for the kind words @mixel @nikosidis @malko @steril707, I really hope that Scorpion lives up to the promise you guys see in it!
And yeah, @steril707, really sorry you've had to face that too :/ @Mixel Interesting you brought up multimedia fusion! The Klik N Play series is one of the main inspirations for Scorpion, I never really got into Multimedia Fusion but KNP and TGF were what I swore by before I learned to code. ---- Anyway, experimental update for the day! The "parallax distance" property has been replaced with "parallax scroll rate". This is a floating point value so you've got much more control over it than before. - A value of 0 won't scroll the background at all, it'll stay static. - A value above 0 will scroll relative to the camera movement speed (it's possible to scroll faster than the camera, which may be useful for foreground parallax effects) - A value below 0 will scroll backwards (See: Jim Power SNES). Maybe not a great thing to use but it's there. A good default value is probably the player x speed divided by 2. Note that the one caveat is, the scroll rate is fixed and it scrolls whenever the camera moves left or right in a frame. So it might look a little weird if you've got a character that accelerates - I'll need to do some testing/experimentation there. Over the weekend I think I'll look at adding a couple more features to parallax, and then releasing an official update. I don't think I can include the DaemonClaw demo but I can certainly add parallax to Amigo the Fox so there's at least one working parallax demo in the pack. |
02 April 2021, 15:35 | #670 | ||||
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
|
Quote:
Quote:
Quote:
Quote:
|
||||
03 April 2021, 01:55 | #671 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,541
|
I haven't done much on MMF myself, I think maybe the reason I couldn't get into it was because it seemed a lot more complicated than KNP and TGF (which were specifically designed for making games as opposed to general apps).
Anyway, so.. I was planning on looking at releasing the next update over easter since I haven't had any major bug reports in a few days, but I've kind of made a complicated mess of things. Line by line parallax is working and IMO it's pretty neat, but it's far from finished. The copperlist has way too many unnecessary instructions, foreground is a bit broken and a bigger problem is adding some sort of editor for it. I guess I could do something extremely rudimentary for this release and work on a tidier visual editor for a future release. |
03 April 2021, 02:37 | #672 |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
|
“IMO it’s pretty neat” hahah understatement much? Rudimentary editing is great too!
Totally unsolicited idea and you probably know exactly how it should work already, but.. If making a visual editor would be complicated could you load a separate png of the same height as the bg image with just pure black with white pixels to denote where slices would start/stop? That’d be a nice easy way to set up and test the slices in a graphics app instead of scorpion itself? (Genuinely may be a really dumb idea, I don’t know!) then it would just display the number of speed selector boxes as read from the slices file? I have no idea how the foreground ones would work though. Going to look incredible in practice, so exciting! |
04 April 2021, 15:10 | #673 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,541
|
Fixed up the foreground scrolling and added the ability to have non-repeating images (eg, the moon). This is all with two sprites, so there's still six available for other things. Every time I work on parallax I get a new idea for improving parallax more. So I'm still not done, but I'm getting closer. I've got one more big idea for really making it shine, and then I think that's about as far as I can push it. Maybe another week before all of the parallax stuff gets rolled into the official release. For configuring it, I think it's just going to have a CSV "spreadsheet" with values that you can tweak. Since there's a fair few things you may want to tweak (how fast it scrolls left, how fast it scrolls right, if it scrolls automatically even if you're not moving, if it's background, if it's foreground, if it only uses part of the screen like the moon and if so, where on the screen it is etc) and those values might be different from one line to the next. |
05 April 2021, 03:13 | #674 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,541
|
I think this is going to be my last experiment on parallax for awhile. You can see there's now multiple overlapping layers of mountains and spikes. But the addition of this comes at an additional RAM cost, so I'm not totally happy about it. The technical explanation is this - before, 8 copies of the background were generated to create the background parallax, in addition to using SPRxCTL to nudge by 1 pixel (see: Codetapper's analysis of Risky Woods). What I've done here is disabled the SPRxCTL trick and created 16 copies of the background, each of which can be manually edited. (eg, the back layer of mountains is manually painted to be in the same place on all 16, whereas the front layer of spikes is manually painted to scroll 2x pixels across each time). In theory this could be exploited to do rain, snow and other weather effects, or maybe animated parallax backgrounds like the gears on that mechanical level in Apidya, or maybe waves that bob up and down. But anyway, that's enough for now. Going to take a clean break for a bit before I tidy it up for experimental branch release. |
05 April 2021, 11:01 | #675 |
Moderator
Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,007
|
Wow, simply stunning.
|
05 April 2021, 15:27 | #676 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
|
Hehe, sick that what is possible with this program now!! Whow.
|
05 April 2021, 15:45 | #677 |
Registered User
Join Date: Dec 2002
Location: sweden
Age: 46
Posts: 430
|
Very very cool Earok!
Progress is very fast! |
05 April 2021, 17:34 | #678 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
Everybody, get into Amiga game dev asap!
|
05 April 2021, 17:37 | #679 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,857
|
^ cool and impressive, yes
One tiny question @earok : Since the initial post with the moon, the moon is aligned with the hero : centred on the screen). Can it be anywhere on the x axis ? |
05 April 2021, 23:42 | #680 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,541
|
Cheers everyone
I need to do a little more work on it, but it should be possible both to position the moon anywhere or make it scroll/wrap around the sides of the screen. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
2D Platformer Engine | carrion | Coders. Blitz Basic | 27 | 06 June 2019 14:35 |
New Chaos Engine!! | arpz | Retrogaming General Discussion | 75 | 31 August 2013 22:20 |
F/S Warp engine 32 mb | tabuhuso | MarketPlace | 0 | 24 February 2012 15:13 |
PC Engine CD | TodaysForgotten | Retrogaming General Discussion | 47 | 13 May 2009 23:57 |
Scorpion (100% working) | andreas | request.Old Rare Games | 13 | 01 August 2003 08:48 |
|
|