19 November 2021, 14:04 | #221 |
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Join Date: Dec 2012
Location: Greece
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On the real thing, scanlines!!!
030/50 64MB [ Show youtube player ] |
19 November 2021, 15:34 | #222 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,917
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Impressive how long you stay alive by doing absolutely nothing.
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19 November 2021, 16:15 | #223 |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 290
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It's a Jedi thing.
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19 November 2021, 17:40 | #224 |
retro maniac
Join Date: May 2002
Location: Tarnobrzeg/Poland
Age: 45
Posts: 1,748
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HD version works on EC030, no need to disable cache
But enemy shoots seems a bit fast IMO. Disk version also works right now too |
19 November 2021, 18:58 | #225 |
Dream Merchant
Join Date: Sep 2007
Location: Dreamlands
Posts: 530
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21 November 2021, 09:39 | #226 |
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Join Date: Feb 2018
Location: France
Posts: 505
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@Muzza
For world 4, do you plan to integrate the animation of the gears (it is not present on the PC version)? Your work is a pleasure to test. |
21 November 2021, 21:09 | #227 |
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Join Date: Apr 2010
Location: Amigaplanet
Posts: 645
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This version will make history on the AMIGA.
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23 November 2021, 07:43 | #228 | |
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Location: Sydney
Posts: 357
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Quote:
So far as I can tell, the artwork does not exist to animate them. If an artist wanted to create the additional tiles for the animation, I'd certainly be willing to implement it, but I'd also have to see what kind of performance impact it has. I probably should say that I need to go back and do World 2 first! |
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02 December 2021, 17:34 | #229 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,917
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Quote:
And I had to look ahead... the end of game boss got an even worse treatment. |
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02 December 2021, 22:07 | #230 |
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Location: Sydney
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It's the weakest looking world in both versions IMHO. I always thought the red and purple bricks of the original were garish and ugly (compared to the amazing outdoor scenes of World 1). I'm not even sure what they are supposed to be. In the future, bricks are purple?
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03 December 2021, 16:13 | #231 |
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Location: Amigaplanet
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If you make them purple, they will be purple in the future, lol.
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04 December 2021, 10:59 | #232 |
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Location: France
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Note: this is not a request but just a question of technical possibility.
In your opinion, do you have enough margin left to add a background with // instead of black backgrounds without slowing everything down (level 1 for example) ? |
04 December 2021, 11:12 | #233 |
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Join Date: Sep 2019
Location: Sydney
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What does // mean?
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04 December 2021, 13:03 | #234 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,196
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parallax
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04 December 2021, 23:27 | #235 |
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Location: Sydney
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A simple repeating parallax background in the caves would probably be possible, but it may increase the chance of dropped frames during the boss fight. Perhaps the biggest problem would be the palette. The parallax sprites would have to share the palette with the player sprites 15 colours, which would not be ideal.
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08 January 2022, 21:46 | #236 |
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Location: NRW/Germany
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is there anything new about the game?
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09 January 2022, 05:27 | #237 |
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Location: Sydney
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World 2-1 is complete (the one with the swimming section) and world 2-2 is partially done.
Recently I've mostly been looking at adding parallax to this world. Neither the PC nor Amiga version had parallax on these levels but the Amiga version did have a pulsing red patterned background which is missing on the PC. This means some parts of these levels had a boring black background in my conversion. I could have just added the same red pulsing background, but I thought I'd see if I can add some parallax like the Mega Drive version (Universal Soldier). Unfortunately I don't have free hardware sprites (*) in these section as I did for the spaceship sections, so an alternative approach was needed. I've gone with blitting a single parallax plane using a mask to only blit in the areas where the background shows through. A single plane is a little limiting (only allows for 2 colours) so I'm going to try and combine it with a copper gradient effect. It may not make it in to the release if I either don't like the look or if the blitter impact results in frames being dropped. But as before, I'll release a version when I've finished both the World 2 levels. (*) technically I do I have free hardware sprites, but due to all the Amigas caveats when it comes to sprites, trying to use them would result in palette problems and also the inability to correctly place the parallax sprites behind the playfield whilst keeping the player and weapon sprites in front of the playfield. |
09 January 2022, 09:11 | #238 |
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Location: Italy
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Do you know that you can get hardware parallax 6+2, 6+1, 7+1 planes if the game level and sprites do not need full 256 color palette? You cannot get independant horizontal scrolling for the parallax layer, so if there's no memory for preshifted background (normally for a repeating pattern that should be possible if you can repeat it vertically with the copper) you would still need to blit, but at least not mask blit.
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09 January 2022, 09:22 | #239 |
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Do you mean by repeating the palette into the next bitplane?
I had initially aimed for 7+1 using that approach, but the hardware sprites for the player and weapons pushed the number of colours over 128. |
09 January 2022, 09:39 | #240 |
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