27 April 2021, 10:50 | #41 |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
|
I would also love that but I'd feel very sorry for the artists who had to scale up that style of graphics to an entire game with the amount of animation it'd require to do it justice lol. That'd take forever.
|
27 April 2021, 11:02 | #42 |
Moderator
Join Date: Sep 2004
Location: France
Age: 50
Posts: 4,277
|
|
27 April 2021, 11:03 | #43 | |
Moderator
Join Date: Sep 2004
Location: France
Age: 50
Posts: 4,277
|
Quote:
|
|
27 April 2021, 13:36 | #44 |
Registered User
Join Date: Feb 2020
Location: Germany
Posts: 177
|
I love Turrican and the whole thing in AGA.... Really impressive!
|
27 April 2021, 15:16 | #45 |
Registered User
Join Date: Dec 2018
Location: Earth
Posts: 1,058
|
ewww, disgusting
I still remember when Julian Eggebrecht gave an interviewer shit for liking the PC look Well deserved, of course hahah. But seriously, nothing is more beautiful than the Amiga version. |
27 April 2021, 17:11 | #46 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,406
|
Quote:
Nice to see others use my mixer, that was really what I was hoping for when I made it |
|
27 April 2021, 18:10 | #47 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
|
yeah, like "i've started a remake of turrican for AGA machines"... yeah right...
then posts full remade game without further warning keep up the good work. that is great. |
27 April 2021, 19:36 | #48 |
Registered User
Join Date: Aug 2005
Location: Skarabörg, Sweden
Age: 44
Posts: 1,019
|
Really impressive work!
|
28 April 2021, 13:01 | #49 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 408
|
The first level looks really smooth. Also the games feel is quite original. Very well done!
May i ask how you cull/activate the entities? I think the original T2 stored them in 256x256 bins, and then processed the 8 bins around the current camera pos.. Last edited by pink^abyss; 28 April 2021 at 13:24. |
29 April 2021, 00:33 | #50 | ||
Registered User
Join Date: Sep 2019
Location: Sydney
Posts: 357
|
Thanks everyone for the encouraging comments.
A few people commented on fire buttons. Yes I will support multiple button joysticks (I just wish I had one for my own Amiga!). Original Turrican pretty much requires you to use Auto-Fire for the main weapon. In my version, I had it so you can just hold fire whilst moving to auto-fire your normal weapon. This was to make it easier to test, and is why it takes longer to activate the beam/lightning weapon. Quote:
Enough to question what the hell I'm doing a few times. It is part of a larger project. A lot of time has gone on PC tools that I intend to use for other games in the future, so its hard to say how long I spent on the Amiga code itself. The game also runs on Windows. Quote:
I'm using 256x256 bins (I have no idea how the original did it), and process the ones that overlap the camera (which is always either 2 or 4 bins). Currently I only spawn individual entities as they enter the screen area, but I think perhaps I should change this to spawn an entire bin, as sometimes enemies either group up or are divided more than in the original. |
||
29 April 2021, 10:14 | #51 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 408
|
Quote:
I assume T2 did not insert whole bins because it would often mean spikes of too many entities at ones. I guess they used a distance threshold within the bin (maybe something like 64 pixels). A more simple yet fast method how to cull entities is to go through the inactive entity array, but only a few items each frame. For example your world has 256 entities, and you go through 16 entities each frame then you have all entities culled in 16 frames. However, i think T2 used bins. |
|
29 April 2021, 10:46 | #52 | |
Registered User
Join Date: Jan 2007
Location: near Vienna/Austria
Posts: 389
|
Quote:
|
|
29 April 2021, 10:58 | #53 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
Quote:
on topic: Really love how just having those smaller intervals inbetween colours on AGA gives this an aesthetic that's totally different from an OCS game. In my opinion gfx artists didn't and still don't take this into account enough to separate it and give it a different and superior look. Most AGA games I have seen look like OCS games with a parallax layer added. Last edited by Tigerskunk; 29 April 2021 at 11:05. |
|
29 April 2021, 13:50 | #54 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
|
that's because it's way easier to add a parallax layer than redesigning all the graphics and possibly all memory layout and data format because of the extra bitplanes.
If you remove parallax crap (which can make a game unplayable ex Zool), a few games really got an AGA conversion actually |
29 April 2021, 14:09 | #55 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
|
Most AGA versions of Amiga games where just a tweak, different palette with more colours.
Some really nice AGA games where Banshee, Super Stardust, Simon the sorcerer AGA and of recent times Reshoot R. They look stunning and show how the AGA chipset can be used. I did not now about the DOS version of Turrican II before now. I think it looks much better than the OCS version. I hope you will finish this. |
29 April 2021, 14:19 | #56 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
|
I was talking about ECS games that went "AGA" just to re-sell the same game when the A1200 came out.
Banshee doesn't qualify as there's no ECS version (but the graphics are great, yes, reminds me of the Bitmap Brothers graphics, but in 256 colors...) |
29 April 2021, 14:22 | #57 |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 288
|
Banshee was good, the framerate was not.
|
29 April 2021, 14:34 | #58 | |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
|
Quote:
Yes, I know. That is what I said too. They just changed to palette. Most of the time it looked worse than the original. Example is Chaos Engine and Speedball II. Agreed! Bitmap Brothers in 256 colours The fps in Banshee could have been better but it is not bad at all. |
|
29 April 2021, 15:10 | #59 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,858
|
Wow, so many great ports and other projects It looks like 2021 will bring many good games for amiga.
|
29 April 2021, 15:19 | #60 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
|
I wouldn't say that Chaos Engine AGA is worse. I like it with more colors. But like in Speedball 2 CD32 it's obvious that they just completely changed tones of some monsters, and kept others unchanged, instead of reworking the palette globally.
I must say this is probably difficult to rework a 16 color palette to another non-true color palette even with more colors. I don't know how many bitplanes are used but probably not 8 (else it would crawl) so they were stuck with 64 colors, and it would have been a great deal of work to rethink the whole palette of all assets (tiles, monsters, characters) Speedball 2 AGA isn't so good because of all this copper/brass shit that breaks the steely look. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Which ECS to AGA conversion worth playing? | superturrican2 | support.Games | 8 | 16 December 2018 23:03 |
turrican,lotus etc aga version ??? why never done ? | turrican3 | Retrogaming General Discussion | 6 | 24 July 2013 12:22 |
Best way to play Turrican 2 PC dos | buckrogers | Retrogaming General Discussion | 17 | 24 October 2005 12:25 |
Turrican 2 AGA+HD fixed | Ollibolli | request.Old Rare Games | 17 | 24 September 2002 04:13 |
|
|