22 June 2021, 06:42 | #81 |
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hybrid is a good idea. Creating something that doesn't exist yet on any platform, even if I like 1:1 arcade ports better.
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22 June 2021, 07:46 | #82 | |
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I agree with you. if i had time. I can write game 68000 assembly. But I don't have enough time for game development with assembly language. I believe I can do better with 68k assembly. Last edited by seko; 22 June 2021 at 11:13. |
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22 June 2021, 10:12 | #83 | |
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22 June 2021, 10:30 | #84 |
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Robocop is a long run. A lot of levels, etc... big commitment!
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22 June 2021, 12:11 | #85 |
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I wish that game was not simple 1:1 port, since it could end as not payable on bare bones A500. I wish it to be faithful to arcade original, but if there is something that Amiga could do to create interesting and not taxing effects I would love to see it. Maybe add more thugs sprites to make them look more like a punks from movie than just those muscular military dudes.
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22 June 2021, 13:46 | #86 |
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Ran at 25 frames in 16 colours, with sprites for parallax would get it pretty close on A500.
To make the game viable both horizontal and vertical tile mapped scrolling needs to be implemented with a full bob test of different sizes. |
22 June 2021, 13:59 | #87 |
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If 4 sprites are being used for Robo use the others for the parallax and no duplexing is required? Just space the buildings out a bit, you only see it twice in the level. Simple solution and it'll look nice. A rainbow sunset would look awesome too.
I'd concentrate on getting that first level as good as possible. It's the part most people will see and play the most. I had a look at the original amiga port, oh dear oh dear. |
22 June 2021, 17:15 | #88 |
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Well, i assume sprites will be used for bullets too and that when Robo has a weapon like the Cobra assault, it will stick out; it can be done with a 4 color sprite but it means two less sprites for parallax hence some multiplexing is needed, AND that one has necessarily be done in assembly. Was thinking about it this morning while coming to work...
Last edited by saimon69; 22 June 2021 at 19:30. |
22 June 2021, 17:22 | #89 |
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Beside that, am concerned about sizes: the final stage music is almost done but is taking like 160k at the moment, due to all those instrument variations on it, need to see how to reduce it -_-
(btw usually stage mods also have boss and mission complete, like seven more instruments) |
23 June 2021, 14:48 | #90 | |
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The parallax is only visible at the start of level 1 where robo can't have that gun. Doing it there just makes the first level look snazzy. I don't think there is any at all on level2. |
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23 June 2021, 17:23 | #91 | |
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[ Show youtube player ] |
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26 June 2021, 13:48 | #92 |
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I just had a look at this comparison video of Robocop for the various systems that was released back in the days.
[ Show youtube player ]
Even though we may be disgusted by the old Atari ST port. Thinking that anything than that would be better. It seems like it was about the best version of them all! We were actually the lucky ones!! As Greta said. Though the Atari ST run even a little faster because of the slightly higher CPU-speed. How dare it? But it would be extremely satisfying to see a close arcade port for OCS Amiga especially. Taking advantage of its superior custom chips muscles, where the support is applicable. Taking the Amiga with storm way above from that comparison. The parallax effect in this game may not be 100% necessary for the sake of the gameplay, but it would make a clear statement of the Amiga's extra superiority over the others in the comparison. Gives a sense of that special graphic depth of the luxury world of the arcade originals. A real dream to have something like it working. The icing on the cake. |
26 June 2021, 22:59 | #93 |
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In progress.
------------ The parallax layer is difficult for the Amiga 500. Also, the Amiga 500 is incredibly slow when using sprites and blitter objects all the time. That's why I'm going to convert a blitter object instead of a robocop sprite. That way, an Amiga 500 will be a playable version using fewer colors. Robocop for Amiga 1200 model. Double Playfield and parallax layer. The parallax layer is sprites. Different colors and chart data in the parallax layer have a few issues. Not bad at all. you can run a standard amiga 1200. If you have ram and turbo it will work better. * this disk image was made for the amiga 1200. A parallax layer is added to the game. * Background colors have been corrected. * Improved the Robocop character in frames. * Music has been added to the game again. Latest Disk image ----------------- https://drive.google.com/file/d/1Qeg...ew?usp=sharing Latest videos --------------- [ Show youtube player ] |
27 June 2021, 00:12 | #94 |
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looking very nice.
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27 June 2021, 09:12 | #95 |
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Yes indeed!
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27 June 2021, 09:25 | #96 |
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This is awesome progress!
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27 June 2021, 09:41 | #97 |
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Really nice indeed. Nice colours and smooth animation !
Actually, it seems to me that the bad guys are running faster than in the original arcade release. No? |
27 June 2021, 12:18 | #98 | |
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But on level 1 it's possible, so why not? Level one is the level most people and youtube will judge the game on, that's just how it is. |
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27 June 2021, 13:44 | #99 |
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In progress.
------------ * Added sound effect for punch hits and collisions. * there are still some errors. sometimes the music stops, sometimes the parallax layer color flashes. Latest videos ------------- [ Show youtube player ] |
27 June 2021, 22:35 | #100 |
J.M.D - Bedroom Musician
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Did you got the movie sound FX that i did send?
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