English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Contest

 
 
Thread Tools
Old 01 August 2018, 14:43   #61
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by buzzybee View Post
So, only compo projects are allowed, and the author only has six months from start to finish? Can´t imagine that this leads anywhere, since the timeframe is too tight if you don´t use any kind of working framework (like Blitz). It also rules out Rygar, right?
Why does it rule out Rygar?
mcgeezer is offline  
Old 01 August 2018, 14:48   #62
buzzybee
Registered User
 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
Because the compo has not officially started, at least I could not find any kind of launch date in the thread. But the Rygar AGA project has. Also, it´s using art assets which are old and also are used without permission from the copyright holder.
buzzybee is offline  
Old 01 August 2018, 15:03   #63
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by buzzybee View Post
Because the compo has not officially started, at least I could not find any kind of launch date in the thread. But the Rygar AGA project has. Also, it´s using art assets which are old and also are used without permission from the copyright holder.
The compo has started.

The use of art assets is allowed (ripped or not) - as explained by the mods in above posts. The permission from copyright holder is a moot point.
mcgeezer is offline  
Old 01 August 2018, 15:10   #64
buzzybee
Registered User
 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
It has? I can find recent postings like this "Any more news about the contest?" in the thread, but no official starting signal. Maybe I just don´t get it ...

As for using copyrighted material with the prospect of earning (little, but anyway) money doing this: I´d consider this is a serious agenda and I would want to talk about that publicly ... but that´s just my two cents.
buzzybee is offline  
Old 01 August 2018, 16:15   #65
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by buzzybee View Post
It has? I can find recent postings like this "Any more news about the contest?" in the thread, but no official starting signal. Maybe I just don´t get it ... .
Read post 387 here

http://eab.abime.net/showpost.php?p=...&postcount=387

Quote:
Originally Posted by buzzybee View Post
As for using copyrighted material with the prospect of earning (little, but anyway) money doing this: I´d consider this is a serious agenda and I would want to talk about that publicly ... but that´s just my two cents.
I can't see how you come to consider this at all. At no point have I said I would be selling Rygar as a game.
mcgeezer is offline  
Old 01 August 2018, 16:40   #66
buzzybee
Registered User
 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
Quote:
Originally Posted by mcgeezer View Post
Read post 387 here

http://eab.abime.net/showpost.php?p=...&postcount=387



I can't see how you come to consider this at all. At no point have I said I would be selling Rygar as a game.

Right, but the three winners of the compo will get money which counts as income. Just sayin´
buzzybee is offline  
Old 01 August 2018, 16:44   #67
roondar
Registered User
 
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,408
Ahh, the sad way copyright gives authors and companies near infinite length protection. It never ceases to amaze me.

I'm all for a form of copyright by the way, just not for anything lasting even close to the current 75+ years. But that's a whole different discussion.
roondar is online now  
Old 01 August 2018, 17:08   #68
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by buzzybee View Post
Right, but the three winners of the compo will get money which counts as income. Just sayin´
I'll take the risk of being sued by Tecmo - if I happen to win something.
mcgeezer is offline  
Old 01 August 2018, 17:12   #69
buzzybee
Registered User
 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
Can´t wait to see moving pictures!
buzzybee is offline  
Old 01 August 2018, 22:50   #70
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
I started work tonight on the collisions.

Now it doesn't look like much but the video showing the routine below is quite important to the game engine

As Rygar moves toward the right, the platforms that can be jumped upon scroll in from the right. Once the sprite masks are prepared I can then easily work out if Rygar is standing on a platform or any of the enemies for that matter.

Getting this bit right is very core to the game.

[ Show youtube player ]

The test here is just done with a mock map, but it's just as easy to determine if specific tiles are being moved in by their value.

The reason I only scroll in lines is to do with efficiency, I only need one blit to move all the platforms and 14 vertical platforms are allowed.

PS. I've contacted Koei Tecmo Europe tonight and have the contact of their general manager to ask for permission to license/port the game to the Amiga. The answer can only be yes or no... or somewhere in between cost wise.
mcgeezer is offline  
Old 01 August 2018, 23:14   #71
Retro-Nerd
Missile Command Champion
 
Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,435
I don't think that was a clever move. This could killl the project before you really started it. I can't imagine that they license Rygar for a freeware port. But now they are aware of the project.

Last edited by Retro-Nerd; 01 August 2018 at 23:41.
Retro-Nerd is offline  
Old 01 August 2018, 23:24   #72
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by Retro-Nerd View Post
I don't think that a was clever move. This couldn't killl the project before you really started it. I can't imagine that they license Rygar for a freeware port. But now they are aware of the project.
We’ll see what happens. I have to write them a proposal, i’d prefer it if i asked them though which i’m going to do. If they so no then i’ll worry about it.
mcgeezer is offline  
Old 01 August 2018, 23:27   #73
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
I think I know the answer in advance... Those companies think they can still make money with those old games. See the 1:1 ports made on Nintendo DS of all arcade classics like Pacman, Green Beret, Scramble...
jotd is offline  
Old 01 August 2018, 23:34   #74
Retro-Nerd
Missile Command Champion
 
Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,435
They actually do. Last Rygar release was 2014-2017 on a Arcade compilation.
Retro-Nerd is offline  
Old 01 August 2018, 23:40   #75
roondar
Registered User
 
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,408
Well, I hope they don't mind you porting this to a dead platform. You never know, they might be more reasonable than I am thinking they might be
roondar is online now  
Old 01 August 2018, 23:47   #76
Ian
Global Moderator
 
Ian's Avatar
 
Join Date: May 2001
Location: Derby, UK
Age: 46
Posts: 2,287
Well lets see, common sense doesn't often enter the mind of suits and money men.

As there have been several rip offs anyway, I'm sure the work done isn't going to be wasted, you may just need an artist to do new sprites for you

Personally I wouldn't have bothered, as they haven't gone after the guys doing the ECS version, and that has had plenty of coverage in the same circles your AGA version will.
Ian is offline  
Old 02 August 2018, 00:00   #77
DamienD
Banned
 
DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
Quote:
Originally Posted by mcgeezer View Post
PS. I've contacted Koei Tecmo Europe tonight and have the contact of their general manager to ask for permission to license/port the game to the Amiga. The answer can only be yes or no... or somewhere in between cost wise.
Quote:
Originally Posted by Retro-Nerd View Post
I don't think that was a clever move. This could killl the project before you really started it. I can't imagine that they license Rygar for a freeware port. But now they are aware of the project.
I have to agree with Retro here my friend; would have been best not to contact them but it's been done now so we'll have to wait for their response...
DamienD is offline  
Old 02 August 2018, 00:34   #78
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Well, i very clearly hope that they won't go berserk. The right holders can be Jaws for some of them.

It would be good to explain that no money would be made 1), the goal is to see if a great version can be done technically on a dead platform 2)

The remaining is in Destiny's hands.
dlfrsilver is offline  
Old 02 August 2018, 08:09   #79
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by DamienD View Post
I have to agree with Retro here my friend; would have been best not to contact them but it's been done now so we'll have to wait for their response...
All i have at the moment is a contact to send a proposal to. Taking in to consideration what most people recommend i’ll hold off sending anything and just continue building.
mcgeezer is offline  
Old 02 August 2018, 09:58   #80
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
Quote:
Last Rygar release was 2014-2017 on a Arcade compilation.
doesn't it annoy you that the game is recoded again and again? I'm 100% sure that emulation isn't used in those compilations (screen format, adaptations). Games are rewritten in whatever language is suitable, from original sources (if they kept them, which is likely). I'm sure it takes forever for them too, since they have the same issues as Amiga port has (except for the limited resources maybe)

I mean: the current sources are probably in C and we have to do the work over and over ... Well I don't mind that but sometimes I'd like a peek at the source (specially when I remade the bitmap bros games...)

Well, my original dream was: all arcade games that can be ported 1:1 or close should exist on the amiga (a bit like Atari did with Super Sprint, ... or the excellent Pang, Paperboy, Parasol Stars, Rainbow Islands and ... Bomb Jack). One more legend game like this, yeah!!!

The fact it requires a A1200 isn't a big deal. It's difficult enough to code on the amiga, let's have AGA & 2MB chip available at least...

Last edited by jotd; 02 August 2018 at 10:12.
jotd 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
Entry: Rygar AGA Edition mcgeezer Coders. Entries 75 28 February 2019 20:41
On the Ball - World Cup Edition AGA djcasey request.Old Rare Games 4 25 January 2013 12:39
On The Ball League Edition AGA , Player Manager 2 StarEye Games images which need to be WHDified 11 22 January 2010 18:21
The Vague #1 AGA-RTG edition is released ! kas1e Amiga scene 12 30 October 2007 00:27
On The Ball: World Cup Edition AGA CodyJarrett request.Old Rare Games 11 27 May 2003 06:14

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 11:34.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.16438 seconds with 14 queries