26 July 2021, 12:26 | #901 |
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Can I just say a big thanks for the continued quality YouTube videos!
I simply love seeing the progress, twists, turns and even the bugs. They're pitched at just the right level I think, so that everyone can understand the complexity and marvel at the solutions and artistry. They're so good I watch them more than once |
26 July 2021, 12:28 | #902 | |
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And let's not forget the following gems: -Carrier command -Midwinter (and the second one) -Hunter -the Mercenary trilogy -Starglider 2 -Stunt car racer -F1 Grand Prix etc, etc. |
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26 July 2021, 16:53 | #903 | |
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Post #883
I think it was yesterday I was thinking about how I miss seeing the odd post from Hewitson. (He hasn't been here since February. I worry for him.)
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26 July 2021, 17:33 | #904 |
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31 July 2021, 22:11 | #905 | ||||||||
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Thank you all for all the kind comments.
As well as for those not so kind, too. Quote:
No, not that Altair. The demoscene group. https://www.pouet.net/groups.php?which=703 Quote:
I already have a private Discord server, which I eventually will be opening up for interested creators to get the dirty versions of the toolset, but don't expect to be able to make a map and play it on Amiga already. Quote:
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Having said that: 1) Multiple heights are planned. Textured floors and ceilings are doable, but would slow the game to a crawl, so using solid colors is a sane choice. My idea is to convey the Doom's look and feel, gameplay and the fun factor, not clone the thing. 2) That's more a level design thing, because we would like to allow swapping palettes and textures per-level. Feel free to propose your own palette along with a set of textures, as all suggestions are welcome. 3) Doom engine is very rigid as far as moving vertexes goes. When Hexen came out, rotating doors and sliding walls were welcomed as a truly innovative feature. 4) Well... you certainly fail to get the spirit here. The point is to get further than anyone has been, given the set of restrictions. You aren't going to tell the team, that made the first K2 summit winter climb (on January 2021), that K2 was already reached in summer... 5) ... or are you? 6) I'm fully aware of it. That's why I decided to take the shortest path (e.g. omitting the floor height support for now, using FreeDoom conversions, or not promising a "boxed version" but rather an engine for community modding) and start making videos to get the motivational support. On the way, two amazing artists found and joined me, and we are definitively keeping the motivation going on our private Discord. 7) Have you seen the framerate on that ST wolf 3D? TL;DR: I've seen a chance of making an undoubtedly best* FPS game for Amiga 500 ever. It would be a pity not to go for it. (* counter-points welcome) Quote:
Also I'm using kind of language that Polish press used in 90's, where every FPS shooter of the area (until Q1) came out, was called a "Doom clone". Quote:
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01 August 2021, 18:00 | #906 |
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I have a small request, which you were probably going to do anyway, could you dim the sprite palette when the player is standing on a shadow? I think it would look really cool.
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02 August 2021, 11:13 | #907 | |
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That would be real cool and maybe relatively easy to add (although all these many small "easy" thing do add up I know from my own humble experience). Just a "blue" shadow area and when the player walks through it shift the whole screen a bit up (so that it looks like the player is wading through it), slow down the motions a bit, some splashy sounds.... But I am sure KK already thought of this Last edited by Mathesar; 02 August 2021 at 15:56. |
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02 August 2021, 11:43 | #908 | |
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Why would enemies get shadows on them, if character enter the shadow? I like the idea (if it's the first thing I pointed), although keep in mind that, because of "readability", many professional looking games tends to make characters a bit brighter then BG. https://i.ytimg.com/vi/YTFtAilantU/maxresdefault.jpg Rough example. If the character here would be "realistically" lighted (with only environment lights), the image would be much harder to read, and it would look much worse (in the terms of artistic direction). I guess Tsak or Pixel Shade could elaborate this much better them me, because they have so much more experience. |
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02 August 2021, 11:52 | #909 |
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The only sprite is the player sprite.
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02 August 2021, 12:00 | #910 | |
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I don't claim that FPS games are all horror games, but they do like to have that element of surprise. Dark areas in FPS games tend to be actually properly dark, no accentuation of any kind. Instead more is done with sound. |
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02 August 2021, 12:02 | #911 |
Bad Banana
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Yeah, like the gun and stuff, would be a cool minor change that would add a bit to the game
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02 August 2021, 15:18 | #912 |
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Yup. it would be relatively trivial to darken the sprite/gun palettes for such a case I guess.
On a similar topic we are also considering cases where we'd do dynamic palette swaps (in regards to the in-game palette) for specific parts of a level. |
02 August 2021, 21:12 | #913 |
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This is a long thread for what is an extremely simple and dumb game (Doom).
The first attempts at textured 3D or semi 2D were indeed slow on PC. Those who forget played it years after release. This is not bad code, just low performance hardware in your $1500 PC and devs trusting to users upgrading. As for chunky, it seemed obvious when I talked to Commodore Sweden telling me about AGA that it should have had it. But chunky alone doesn't help with a slow CPU. The ways in which resolution is reduced with the bitplane tricks makes us accept it, and in fact without bitplanes, it might not be possible. As in, you don't no longer have to process 8bpp bandwidth. It can certainly be appreciated, especially if you make a solution that looks good. |
02 August 2021, 23:41 | #914 |
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03 August 2021, 00:29 | #915 | |
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Compared to hundreds of games that came before it had more ideas, were more enjoyable, and certainly were more complex, involving, emotional, or storytelling. Doom offers none of that - for two reasons: Id was new to making games, and the action left no time for extras like that. Now you might not want a game that involves you. You might want a game that's just point and click or destroy, like previously a shooter or beat'em up, with no story, puzzles, development, etc. That's different. But it's not the same as being a good game. If you see what I mean, we can agree to disagree. I'm passionate about this. Doom is the bare minimum requirement for a game. Move and click to shoot. And this is offered in all game engines as a template today, but nobody would play your game if you added graphics to your template and released. |
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03 August 2021, 00:49 | #916 | |||
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Bitplanes do have the disadvantage of having to do several writes to change the color of one pixel, but this doesn't become a major handicap until you have a large number of bitplanes and want to set one pixel at a time (a technique that most game programmers avoided like the plague due to high overhead on graphics that weren't mapped 1 byte per pixel). It's understandable therefore that the Amiga's designers didn't consider adding a chunky mode, and stuck to that philosophy for AGA as well (remembering that chunky textured-mapped 3D games were not a thing when it was designed!). Still, it's a pity that Commodore's engineers didn't think ahead enough to put a chunky mode in AGA. And now that real-time fully raytraced games are a thing, we can say it was a pity they didn't implement that too! |
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03 August 2021, 01:17 | #917 |
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Bruce, this was more towards what I meant. Maybe it was wrong of me to jumble the two aspects, the 'visuals' and what kind of actual game is in there.
With regards to the game part, there were tons of games with more involved levels long before Doom, the term 'levels' were already coming from a very old place compared to all non-arcade titles at the time and 7 years before with no 'levels' at all, and even in Quake years later the levels were at the um same level. And the gameplay not changed at all. I guess you joke at the end, but bitmap is more difficult to do in hardware than chunky. Bitmap was because RAM was super expensive when Amiga prototypes were made. In 1993 it wasn't, and unlike realtime raytracing, it was easy to do. It was even easier than for users to wait for CPU upgrades and GPU _acceleration_, which is not the same as "a graphics card" with a very slow bus. Hell, PCs in 1993 couldn't even sync a horizontal scrolling shooter, that's the whole reason for giving up the arcade competition and turning to point and click gameplay. And in this came semi 3D, even though there were already flight sims on the PC. Eliminate number of objects moving at full framerate. A concession. The PC crowd had spent $1500 on crap that couldn't game, and they were willing to wait years and years and spend $1000 more. And skipped on consoles, too. I've given up analyzing that waste of money. A specific type of madness. |
03 August 2021, 01:43 | #918 | |
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For the first time owning a computer I made money when I moved to the PC many opportunities available so all hardware was paid for from said jobs it was money for old rope no one had to be rich just a little savvy. Last edited by freehand; 03 August 2021 at 04:54. |
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03 August 2021, 09:43 | #919 | |
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Not that the game needs much to be visually impressive, it already is |
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03 August 2021, 11:47 | #920 | ||||||||
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As far as the game objects go, I can't do anything unless I keep separate copy of all the graphics. The world palette is limited and I don't even have lighting support in the texturing engine. But sprite weapons use their own palettes, so dimming that would be simple. Quote:
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E.g. push another copy of all the weapon sprites with only palettes changed (pixel data staying the same and using the same indexes). Quote:
The tech involved - definitely isn't. Quote:
https://doomwiki.org/wiki/Doom_Bible Quote:
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