English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 22 February 2022, 00:36   #101
Daytona675x
Registered User
 
Daytona675x's Avatar
 
Join Date: Apr 2021
Location: Germany
Posts: 97
Smile

@Reido
@nikosidis
Thanks guys

@all
New wip video #26 (highly improved crowd, adboard, lots of details and internals).
(A1200 unaccelerated 020, 14 MHz, no Fast RAM, 50 fps).

[ Show youtube player ]

- The city skyline has been removed to make room for more crowd. The tons of previous optimizations made that possible. This has the additional benefit that I don't have to come up with 20+ different skylines for the release...

- The crowd now consists out of multiple layers, each of them zoomed, scrolled and animated seperately. For now there are three such crowd layers. Maybe I'll add even more (they are rather cheap in terms of performance and it's coded to be easily adjustable), but I think three is a pretty good amount.

- The crowd's zooming is now muuuuch (maybe I need more even more "u"s here) smoother than before. Was a bit tricky but eventually I managed to come up with a solution that doesn't eat up all Chip-RAM

- The crowd is more colorful. Well, could be even more colorful but because it's a placeholder gfx I didn't put too much effort into it. Just a proof of concept.

- The formerly blank grey crowd stand is now an adboard. The ad is generated procedurally, the text can be changed at match start.

- The top goal is now lapping over into the grass and isn't cut-off anymore at the raster-line where the grass begins. This might look like not being a big deal but was really tough. The main reason is that once the copper is inside the grass area it's ultra-busy, all available instructions per line are already used up. But with the top-goal being inside the grass now I had to somehow get some extra sprite-color and -priority changes being done there, things that were done outside the grass before, because the top-goal sprites are being reused for the bottom-goal... Eventually I found a hacky way to get away almost for free without extra copper instructions by doing the color changes before for a different color bank and switch to the right bank at the right point en passant, phew.

- All lines and circles are more white now and distance fading is smoother here too. Also, the grass texels shine through those lines now, making it all appear much more natural.

- The crowd / skyline change also implied trashing and redoing the whole stats / message area at the top. All that stuff is now done using hardware-sprites. Was a bit messy because I have to reset and modify those sprites in mid of the crowd-copper-handling now (any other approach would have been even messier). Sprite usage is somewhat tricky here because, well, I don't have too many (5) and I need one for the high-flying ball, so there are 4 sprites remaining. Combined sprites to get 16 colors aren't an option, because I need at least 3 sprites inside the same vertical area (# of goals, time and messages); no, there's not enough room to move the messages down, because the goal is too close if zoomed in. So I ended up using two sprites for the team names + # of goals: one pretty slim one for the team-colors, the other for all the text and numbers. Then one sprite for the match time info. And then two for the messages, one of which is the reused slim team color sprite. The color gradient has been removed (would complicate the copper handling here a lot because we're inside the crowd handling, and the visual gain is questionable anyway), drop shadows have been added.

- Some more love has been put into the replay function. When switching between replay and normal play a quick curtain effect now better indicates this mode change. The crowd's animation is now slowed down too if in slow-motion replay mode.

- Played a bit with the sky colors. I want the game to look friendly, not too serious.

- Lots of internal stuff, e.g. working around some sprite DMA issues, speeding up the scaling function and much more.

Greetings to Johnny Ray Worrall who somewhat talked me into reconsidering the crowd / sky area

Cheers,
Daytona675x
Daytona675x is offline  
Old 22 February 2022, 01:04   #102
kriz
Junior Member
 
kriz's Avatar
 
Join Date: Sep 2001
Location: No(R)Way
Age: 41
Posts: 3,200
Ah wow it is so impressive !!
kriz is offline  
Old 22 February 2022, 09:09   #103
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,842
very nice!
vulture is offline  
Old 22 February 2022, 14:43   #104
saimo
Registered User
 
saimo's Avatar
 
Join Date: Aug 2010
Location: Italy
Posts: 787
@Daytona675x

Excellent job!
saimo is offline  
Old 22 February 2022, 15:47   #105
jurassicman
Registered User
 
jurassicman's Avatar
 
Join Date: Dec 2017
Location: Sassari/Italy
Posts: 871
it reminds me of striker, very good work so far!
jurassicman is offline  
Old 22 February 2022, 16:16   #106
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,200
the 3d effect is really good.
jotd is offline  
Old 22 February 2022, 17:25   #107
fluke
Registered User
 
Join Date: Mar 2021
Location: CDMX
Posts: 6
The best I have seen in in-depth Amiga development in years...
That would certainly have been a AAA game title back in the day...
Keep up the awesome work... Happy to see another top notch
soccer game on my beloved girl...

Last edited by fluke; 23 February 2022 at 05:01.
fluke is offline  
Old 22 February 2022, 17:50   #108
manossg
Registered User
 
Join Date: Nov 2019
Location: Greece
Posts: 992
Wow, this looks super cool, keep up the great work!
manossg is offline  
Old 22 February 2022, 22:01   #109
nikosidis
Registered User
 
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
Whow Been waiting for updates. Keep on the great work.
nikosidis is offline  
Old 23 February 2022, 05:50   #110
Adrian Browne
Jackie Chan
 
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 986
It's Smoother, the grass textures are much better and the layered crowd effect is very cool indeed; You just need better graphics for the players next!
Adrian Browne is offline  
Old 23 February 2022, 06:43   #111
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,200
now let's see if the A.I. will be correct. That's the hardest part in this kind of game.
jotd is offline  
Old 23 February 2022, 08:10   #112
Predseda
Puttymoon inhabitant
 
Predseda's Avatar
 
Join Date: Mar 2007
Location: Tromaville
Age: 46
Posts: 7,545
Send a message via ICQ to Predseda
As it has been already said: it looks beautiful, but NPCs AI will define how good the game is.
Predseda is offline  
Old 23 February 2022, 08:35   #113
aros-sg
Registered User
 
Join Date: Nov 2015
Location: Italy
Posts: 191
Quote:
Originally Posted by Daytona675x View Post
Sprite usage is somewhat tricky here because, well, I don't have too many (5)

You should be able to have same max. number of sprites available no matter if in 1x, 2x or 4x fetch modes, if you only ever hardware scroll shift from 0 .. 15. Because of 32 pixel or 64 pixel alignment in 2x, 4x modes you would need preshifted gfx for the cases where you would normally need hardware scroll shift 16 .. 31 (2x mode) or 16 .. 63 (4x mode).

But in your game maybe not possible if low on chip ram.
aros-sg is offline  
Old 23 February 2022, 09:11   #114
Daytona675x
Registered User
 
Daytona675x's Avatar
 
Join Date: Apr 2021
Location: Germany
Posts: 97
Smile

Thanks a lot for the flowers, guys
@fluke
Especially your bunch of flowers

Always nice to hear that you like it, keeps up the motivation!
(repeating latest video link so it doesn't get lost in the comments)
[ Show youtube player ]

@Adrian Browne
Quote:
You just need better graphics for the players next!
I will improve the player gfx a bit (e.g. right now they have that rather useless black outline at many places which disturbs the scaling) but I think I'll stick with the general simple "Lemmings" look.

@jotd
Quote:
A.I. ... hardest part in this kind of game
Here in this case, with my self-imposed specs limits, the display engine is much harder to do than the CPU players.

@Preseda
Quote:
NPCs AI will define how good the game is
Absolutely! This and the controls.

@aros-sg
At some places I'm in FMODE 3 with just 5+2 bits of softscroll, in others I'm in FMODE 1 with 5+2 bits of softscroll.
Therefore I only have 5 DMAable hardware sprites (and non-DMA sprites are useless because I use 64 pixel wide sprites and because the copper is busy doing other stuff).
Daytona675x is offline  
Old 23 February 2022, 11:08   #115
DDNI
Targ Explorer
 
DDNI's Avatar
 
Join Date: Mar 2006
Location: Northern Ireland
Posts: 5,432
Send a message via ICQ to DDNI Send a message via MSN to DDNI
nice!!
I think losing the city skyline was a good choice.
Is the active player indicator able to be used to show decreasing player energy level?
DDNI is offline  
Old 23 February 2022, 16:13   #116
aros-sg
Registered User
 
Join Date: Nov 2015
Location: Italy
Posts: 191
Quote:
Originally Posted by Daytona675x View Post
At some places I'm in FMODE 3 with just 5+2 bits of softscroll, in others I'm in FMODE 1 with 5+2 bits of softscroll.
Therefore I only have 5 DMAable hardware sprites (and non-DMA sprites are useless because I use 64 pixel wide sprites and because the copper is busy doing other stuff).
If you only ever hw shift from 0 .. 15 you should be able to use same DDFSTART as in 1x fetch mode (or on OCS chipset) and then don't have the sprite limitations normally coming with 2x or 4x fetch mode.

You still calculate your shift from 0 .. 31 or 0 .. 63 but set hw shift to (result & 15) and the upper bits decide which preshifted/prealigned bitmap to display.

For 2x fetch mode you would have one bitmap aligned to 4 bytes to be used with calculated shift 0 .. 15. And one bitmap aligned to (4 bytes + 2) used with calculated shifts 16 .. 31.

For 4x fetch mode you would have 4 bitmaps. One aligned to 8 bytes to be used with calculated shifts 0.. 15. One aligend to (8 bytes + 2) to be used with calculated shifts 16 .. 31. One aligned to (8 bytes + 4) to be used with calculated shifts 32 .. 47. One aligned to (8 bytes + 6) to be used with calculated shifts 48 .. 63.
aros-sg is offline  
Old 23 February 2022, 18:43   #117
Daytona675x
Registered User
 
Daytona675x's Avatar
 
Join Date: Apr 2021
Location: Germany
Posts: 97
@aros-sg
Thanks for sharing the idea! I know what you mean, and in general having sets of differently aligned bitmaps to overcome the DDFSSTART-imposed limitations can be a nice solution.
However, in my case I actually don't need more sprites, with some effort I was able get away with 5 and be just fine. I also don't need FMODE 3 all the time for extra performance, luckily it fits all well together as is now (phew!)
Which is good because, as you correctly guessed, I don't have any Chip-RAM to "waste"


@DDNI
Thanks mate
So far it's just the bar, but yes, it could be used to also indicate stamina or whatever, e.g. yellow card status or player number.
Daytona675x is offline  
Old 24 February 2022, 06:56   #118
Adrian Browne
Jackie Chan
 
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 986
Quote:
Originally Posted by Daytona675x View Post
Thanks a lot for the flowers, guys
@fluke
Especially your bunch of flowers

Always nice to hear that you like it, keeps up the motivation!
(repeating latest video link so it doesn't get lost in the comments)
[ Show youtube player ]

@Adrian Browne

I will improve the player gfx a bit (e.g. right now they have that rather useless black outline at many places which disturbs the scaling) but I think I'll stick with the general simple "Lemmings" look.

@jotd

Here in this case, with my self-imposed specs limits, the display engine is much harder to do than the CPU players.

@Preseda

Absolutely! This and the controls.

@aros-sg
At some places I'm in FMODE 3 with just 5+2 bits of softscroll, in others I'm in FMODE 1 with 5+2 bits of softscroll.
Therefore I only have 5 DMAable hardware sprites (and non-DMA sprites are useless because I use 64 pixel wide sprites and because the copper is busy doing other stuff).
Sure- maybe just a bit more graphical detail to add a bit more character to the little chaps.
Adrian Browne is offline  
Old 27 February 2022, 21:58   #119
PerryRhodan
Registered User
 
PerryRhodan's Avatar
 
Join Date: Mar 2019
Location: United Kingdom
Posts: 59
Looking really good. Keep up the great work!
PerryRhodan is offline  
Old 28 February 2022, 14:53   #120
Daytona675x
Registered User
 
Daytona675x's Avatar
 
Join Date: Apr 2021
Location: Germany
Posts: 97
Smile

@Adrian Browne
I will try my best

@PerryRhodan
Thanks, bro Will do!
Attached Thumbnails
Click image for larger version

Name:	IMG20220228124916-50%.jpg
Views:	136
Size:	222.5 KB
ID:	74865  
Daytona675x is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
[WIP] Creeping Me Out! Mixel project.Amiga Game Factory 348 05 October 2023 09:21
WIP: Stormlord Ultron project.Sprites 5 25 January 2016 20:13
M.O.V.I.E. Spriteset - WIP invent project.Sprites 2 11 July 2014 04:58
PC WORLD calls sensible soccer the best soccer games of all times! pbareges Retrogaming General Discussion 11 28 June 2010 09:25
WIP-titles Tim Janssen Nostalgia & memories 11 15 January 2002 03:07

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 03:48.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10036 seconds with 14 queries