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Old 03 November 2021, 20:49   #61
kriz
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Woah , this is looking so cool already !!
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Old 04 November 2021, 09:25   #62
vulture
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very very nice!
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Old 05 November 2021, 13:41   #63
Daytona675x
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Smile

@kriz
@vulture
Thanks for the flowers, guys
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Old 05 November 2021, 14:06   #64
nikosidis
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Looking great
So nice to see that it run perfectly smooth with all the players on the field.

Only complain is that when the ball is kicked it sounds like snooker

Keep on the great work
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Old 08 November 2021, 10:12   #65
Daytona675x
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@nikosidis
Thanks, mate Yes, it's coming together nicely. And glad that the ball's sound is your only complain
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Old 08 November 2021, 10:43   #66
malko
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Quote:
Originally Posted by Daytona675x View Post
New wip video #20
https://www.youtube.com/playlist?lis...yr1OhOssiA0axW
[...]
Cheers,
Daytona675x
Nice
By the way, I bet on Germany, other team doesn't get a chance
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Old 08 November 2021, 12:17   #67
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Oo-er - the little men are running around. Looks soooo good!

When it's done - can we have a mash up with Cannon Fodder please
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Old 08 November 2021, 20:34   #68
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I guess the cheat mode/debug mode will only work for the German team so they never loose or gain a +10 goal advantage <joke> But seriously the game looks great.

Is each player stored in with 3 word structs (x, y, z) or maybe more (x, y, z, speed, stamina, skill, card value (red/yellow) or just the ball? I'm guessing your using 3d tables like the coders use for their cubes and vector matrix calculations?
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Old 09 November 2021, 09:15   #69
Daytona675x
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@malko
Thanks and rest asured: I'm no real-world soccer fan at all (to be honest, I couldn't even tell you who's world champion right now, no kidding), so I'm one of the most impartial referees you can think of
And, most of all, I'm too lazy to add such type of cheat-mode

@Havie
Thanks! Somebody else already mentioned "Lemmings Soccer"

@redblade
Thanks If you're asking whether there's a full fledged 3D engine working behind the scenes then the answer is "no". The perspective view is fixed, there is no rotation and whatsoever, so the coordinate transformations of the moving objects are actually pretty simple. Technically it has much more in common with pseudo-3D games like Lotus than with Starglider or your favorite 3D donut effect. Right now the player-struct doesn't contain much more information than position / direction / velocity / some flags. There will be more once real gameplay logic is being added. Coordinates and stuff are usually 16.16 fixpoint longwords for simplicity.
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Old 15 November 2021, 18:41   #70
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New wip video #21

https://www.youtube.com/playlist?lis...yr1OhOssiA0axW

This time a few remaining graphical details have been addressed:

- the center point has been added! Weird that nobody complained about that one missing until now

- corner flags, well, simple corner flag sticks have been added. Sticks were much easier to do and cost almost no performance and other resources because I could get away with just three different sprite shapes for everything. Sprite handling was a bit tricky nevertheless because some special handling is necessary in situations when both far away flags are visible at the same time.
Side-note: Super Formation Soccer on the SNES has no corner objects at all...


- smoothed camera movement, a very subtle effect, almost exclusively for the horizontal coordinate. There's also a micro smoothing on the vertical component but it's practically unnoticable because I want to keep the ball pretty much fixed here. However, horizontally two mechanics are applied: a general "lazyness" of the camera which allows the ball to move some screen-centimeters around the center depending on its speed. And then there's a camera slow-down when the camera reaches the left or right edge, so that there's no sudden "hard" stop of the camera movement there. As being said: all very subtle.

Thanks to Johnny Ray for talking me into corner flags and lazy camera

Cheers,
Daytona675x
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Old 15 November 2021, 19:32   #71
nikosidis
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I love the rotation of the ball. Changes with the speed of it
The ball is also so clear, easy to follow.
I like to beta-test when you add game play
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Old 16 November 2021, 09:09   #72
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@nikosidis
Thanks, and of course I'd like you to beta-test this stuff once it's complete enough
But your eyes have tricked you: the ball animation is still at a fixed rate and doesn't even take the direction into account.
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Old 16 November 2021, 09:20   #73
malko
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Very nice .
A small note : maybe it's only a perspective point of view but it seems to me on the video that the ball is able to cross the border lines everywhere except on the top of the field. Right, left, bottom seems ok but on the top it seems to stay in front of the line (so no goal, no corner, etc.)
Is it correct ?
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Old 16 November 2021, 09:35   #74
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@malko
Thanks You are right, although in the latest video I don't move to the topmost position when I move from the left corner stick to the right.
However, the ball's upper limiter is a tad too large indeed, currently you end up on the very last bit of the upper white line, one pixel row before the "out"-position. Consider it fixed for the next update (just did it)

Last edited by Daytona675x; 16 November 2021 at 09:46.
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Old 23 November 2021, 19:00   #75
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Souverän Soccer wip news

No video today, this time it's a few screenshots comparing the previous and the latest versions. Check out the attachment.

- the circles' resolution has been doubled. The difference should be obvious
However, it has its price: ~2x pre-processing time and ~1.5x RAM required. Luckily I was able to optimize the circle pre-calculations quite a lot, so the ugly ~2x is now more like ~1.2x which is acceptable

- mip-mapping for the circles has been added. This was done to massively reduce the aliasing-effects which usually manifest as missing circle segments at higher distances here. This is practically for free, there are no penalties.

I also optimized some other in-game things quite a lot but that's stuff for the next wip video (last one is here, in case you missed it [ Show youtube player ] )

Cheers,
Daytona675x
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Old 23 November 2021, 19:09   #76
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Oh man, that is sweet
Nice detail!!
Keep on the fantastic work.
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Old 23 November 2021, 19:11   #77
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This is indeed looking sweet!
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Old 23 November 2021, 23:49   #78
kriz
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Loving all the news and details, a real proper soccer game in the making!
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Old 24 November 2021, 21:34   #79
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Very nice project, will be interesting to see how the gameplay feels with this sort of engine / perspective.. Controls and "Feel" are everything in the end when it comes to footie games ;-)I
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Old 25 November 2021, 21:13   #80
Daytona675x
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@nikosidis
@manossg
@kriz
@eXeler0
Thanks guys

@eXeler0
You're right, of course. Luckily I didn't invent that perspective for soccer games, after all this project aims to be an at least technical (improved) clone of SNES Super Formation Soccer - which was top-rated back then. So it's definitely possible to get it right with that view
The SNES gamepads have more buttons than the average Amiga joystick though... But then again there are some really great soccer games on the Amiga which did it with just one button.
So all in all I'm optimistic to come up with something good here. And I'm absolutley sure that the testers will push me accordingly when the time comes

Last edited by Daytona675x; 25 November 2021 at 21:20.
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