English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 18 October 2021, 13:25   #1161
Mathesar
Registered User
 
Mathesar's Avatar
 
Join Date: Aug 2014
Location: Netherlands
Posts: 695
Quote:
Originally Posted by Tsak View Post
Loads of news here: https://discord.gg/zKCeXxC6nU

Here's a general synopsis for anyone sticking to EAB:

-KK's working on stairs and variable height, fixing loads of bugs, taking in community feedback and expanding the tool and options for mapmakers. A new video is planned to be released at some point, picking up from where we left it.

-I'm continuing expansion of the assets, latest mapmaking SDK has almost quadruple the amount of textures released with the first demo, plus a lot of new floor and ceiling colors and combinations.

-A lot of people from the community have started making new maps using the mapmaking SDK. Here's the latest release:
SDK download - http://devkk.net/files/dread/Dread-M...g-SDK-1926.zip
documentation wiki - http://devkk.net/wiki/index.php/Dreadtool

-A 'community map pack' will be released once we have enough maps ready. An official 'big demo' map is also planned to be released at some point from our part.

Thanks for the update! I never used Discord before, does it always need an app or does it also work via a browser?
Mathesar is offline  
Old 18 October 2021, 13:28   #1162
roondar
Registered User
 
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,408
Quote:
Originally Posted by Mathesar View Post
Thanks for the update! I never used Discord before, does it always need an app or does it also work via a browser?
Both, you can use an app (phone or desktop) or use the browser
roondar is offline  
Old 18 October 2021, 14:56   #1163
rothers
Registered User
 
Join Date: Apr 2018
Location: UK
Posts: 487
That variable floor height will be where this changes everything. We can finally see what doom looks like on an A500.

Are there still plans to allow palette changes in game?
rothers is offline  
Old 18 October 2021, 16:26   #1164
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,031
Quote:
Originally Posted by rothers View Post
Are there still plans to allow palette changes in game?
Of course, but this applies to any Amiga game. Why should this be otherwise?
Tsak is offline  
Old 18 October 2021, 17:13   #1165
rothers
Registered User
 
Join Date: Apr 2018
Location: UK
Posts: 487
Quote:
Originally Posted by Tsak View Post
Of course, but this applies to any Amiga game. Why should this be otherwise?

Because of the complications of having it happen in game, the player would have to be in a 'neutral' area or obviously everything would suddenly look wrong.
rothers is offline  
Old 18 October 2021, 17:35   #1166
LaBodilsen
Registered User
 
Join Date: Dec 2017
Location: Denmark
Posts: 179
Quote:
Originally Posted by rothers View Post
That variable floor height will be where this changes everything. We can finally see what doom looks like on an A500.

Are there still plans to allow palette changes in game?
Here is two quick demo's of custom palette and textures in Dread engine and tool. (sorry for lowres video quality)

[ Show youtube player ]
[ Show youtube player ]
LaBodilsen is offline  
Old 18 October 2021, 18:44   #1167
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,031
Quote:
Originally Posted by rothers View Post
Because of the complications of having it happen in game, the player would have to be in a 'neutral' area or obviously everything would suddenly look wrong.
Ah, you mean like in the same level then? Yeah, we've brainstormed about this with KK and Dennis. It is possible, though tricky.
Tsak is offline  
Old 18 October 2021, 19:07   #1168
slaapliedje
Registered User
 
slaapliedje's Avatar
 
Join Date: Jul 2010
Location: Utah, USA
Posts: 516
Quote:
Originally Posted by AmiBoy View Post
Actually the STE had a blitter. The ST models either didn't have it at all or in some revision had the slot available. The MegaST for instance did have it. The TT didn't have a blitter, either.
The TT/Falcon didn't need a blitter, as the combination of the CPU speed and newer shifter/Videl made it redundant.
slaapliedje is offline  
Old 19 October 2021, 14:15   #1169
rothers
Registered User
 
Join Date: Apr 2018
Location: UK
Posts: 487
Quote:
Originally Posted by Tsak View Post
Ah, you mean like in the same level then? Yeah, we've brainstormed about this with KK and Dennis. It is possible, though tricky.

If you stick to 2 colours which remain the same, then I think creators could work with it. Just a little room/doors between palette areas. Opens up a lot of cool potential. It would certainly hide limitations in terms of porting over Doom maps etc.
rothers is offline  
Old 19 October 2021, 14:40   #1170
roondar
Registered User
 
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,408
Quote:
Originally Posted by rothers View Post
If you stick to 2 colours which remain the same, then I think creators could work with it. Just a little room/doors between palette areas. Opens up a lot of cool potential. It would certainly hide limitations in terms of porting over Doom maps etc.
You could always go the 'Turrican 1 level 1-1 background colour change' route and fade from one set of colours to the next gradually as you approach the area with new palette.

This will certainly be visible, but it never bothered me much to be honest - I kind of thought it gave the game character
roondar is offline  
Old 20 October 2021, 13:42   #1171
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
Yes, personally I like this gradual change, it sets the mood nicely.
vulture is offline  
Old 20 October 2021, 13:49   #1172
d4rk3lf
Registered User
 
d4rk3lf's Avatar
 
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
Quote:
Originally Posted by rothers View Post
That variable floor height will be where this changes everything.
I already saw it (without enemies), and it looks freaking amazing
Imho, it moves way faster (on A500), then Doom on 030, although, I repeat, no enemies yet, and pixels are not 1x1.

Yeah, definitely "game changer", unfortunately I am not allowed to share it, but I can't wait KK shows, to all of you, how it looks with variable floors.

Last edited by d4rk3lf; 20 October 2021 at 14:25.
d4rk3lf is offline  
Old 20 October 2021, 19:09   #1173
malko
Ex nihilo nihil
 
malko's Avatar
 
Join Date: Oct 2017
Location: CH
Posts: 4,856
@d4rk3lf : are you still working on your own medieval/fantastic level ?
malko is offline  
Old 21 October 2021, 10:34   #1174
d4rk3lf
Registered User
 
d4rk3lf's Avatar
 
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
Yeah.
I plan to proceed, but must recreate everything from the scratch, because this textures I painted in Photoshop, and then just automatically converted to 16 colors (because I was impatient to see it in engine asap ).
Unfortunately (or fortunately ), due to increased freelancing work I got recently, I am unable to proceed yet.

The ultimate goal is that I will try making demo level for that Amiga challenge Cammy posted. Will try making some hybrid mix of action and adventure (with simple puzzles), for that demo level.
d4rk3lf is offline  
Old 21 October 2021, 15:30   #1175
malko
Ex nihilo nihil
 
malko's Avatar
 
Join Date: Oct 2017
Location: CH
Posts: 4,856
Ok
malko is offline  
Old 23 October 2021, 13:03   #1176
d4rk3lf
Registered User
 
d4rk3lf's Avatar
 
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
Again, KK posted video on patreon, that I can't share unfortunately.
With stairs and everything (without enemies).
It's awesome, and he also shared exe so I could test it on my Aca 500 + on my real Amiga.
It's flowless on ACA, and so smooth, that it can't be smoother (still, KK video on emulated A500 is also impressive for the plain A500 with only 1MB RAM).

I'll share 2 pictures he posted officially on Discord for everyone:



d4rk3lf is offline  
Old 23 October 2021, 13:18   #1177
rabidgerry
Registered User
 
rabidgerry's Avatar
 
Join Date: Nov 2018
Location: Belfast
Posts: 1,512
Quote:
Originally Posted by d4rk3lf View Post
Again, KK posted video on patreon, that I can't share unfortunately.
With stairs and everything (without enemies).
It's awesome, and he also shared exe so I could test it on my Aca 500 + on my real Amiga.
It's flowless on ACA, and so smooth, that it can't be smoother (still, KK video on emulated A500 is also impressive for the plain A500 with only 1MB RAM).

I'll share 2 pictures he posted officially on Discord for everyone:
Looks great!!

medieval/fantastic level, what inspired that? That will be cool also. When you make this stuff in photoshop, then reduce to 16 colours is it then ready for Amiga just like that or do you need to format in a special way?

I've had a bash at making my own backgrounds and icons before but never turns out quite right. Well the backgrounds did but not the icons, text was all messed up!
rabidgerry is offline  
Old 23 October 2021, 13:53   #1178
d4rk3lf
Registered User
 
d4rk3lf's Avatar
 
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
Quote:
Originally Posted by rabidgerry View Post
When you make this stuff in photoshop, then reduce to 16 colours is it then ready for Amiga just like that or do you need to format in a special way?
You have to translate all 16 colors to text file palette in Dread tools.
Copy paste each color.
LaBodilsen helped me greatly on that, as he gave me the link to convert the photoshop hex numbers to Amiga hex numbers.
http://neildowning.com/HEX_to_RGB_color_converter.php

So, you open indexed colors in Photoshop (16 maximum), and then:
1) Copy from PS
2) Paste to the above link, and copy new hex
3) Paste into the dread palette txt file (look in the attachment where)

You can do it manually too (if I understand correctly, you just skip every second number/letter).

Hopefully, soon KK will make tool just automatically load whole palette by loading single texture that are using it (he said it's no problem)
Also, KK gave me a tip, that it's often wise that first color in palette be black (he has other ways to handle transparency).
Attached Thumbnails
Click image for larger version

Name:	Screen_01.jpg
Views:	91
Size:	487.2 KB
ID:	73562  
d4rk3lf is offline  
Old 23 October 2021, 14:28   #1179
rothers
Registered User
 
Join Date: Apr 2018
Location: UK
Posts: 487
Quote:
Originally Posted by d4rk3lf View Post
Again, KK posted video on patreon, that I can't share unfortunately.
With stairs and everything (without enemies).
It's awesome, and he also shared exe so I could test it on my Aca 500 + on my real Amiga.
It's flowless on ACA, and so smooth, that it can't be smoother (still, KK video on emulated A500 is also impressive for the plain A500 with only 1MB RAM).

I'll share 2 pictures he posted officially on Discord for everyone:




Ha! It had to be done!
rothers is offline  
Old 23 October 2021, 14:29   #1180
rothers
Registered User
 
Join Date: Apr 2018
Location: UK
Posts: 487
For lols I think there is also a Quake conversion to Doom, just to see it looking like Quake on an A500 would be brilliant.
rothers 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
Amiga DRAM chip tester for HYB-514256B with Arduino UNO - Amiga 500/500+ andy2018 support.Hardware 0 31 October 2018 21:27
Amiga 500 Rev.6A VS Amiga 500 Plus with 2MB chip and ACA 500 turrican9 support.Hardware 0 24 December 2016 02:16
Final Fight on AMIGA 500+ (500 Plus), not 500! padremayi support.Games 55 09 March 2016 20:39
Possible to port Alien Breed 3D maps to Doom? (I know AB3D has features Doom can't) dex Coders. General 2 21 January 2012 22:06
GL Doom for Amiga fitzsteve support.Games 1 09 November 2010 12:52

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 22:54.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.17194 seconds with 16 queries