23 August 2019, 10:27 | #41 |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,496
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The game looks quite enjoyable. I'm sure I would have some fun playing it. There are multiple attack patterns, bosses, etc. - the game engine is really well done. And this is already the most important part for a game, in my opinion. The rest is fine-tuning, like working on graphics and sound.
Also the graphics are not bad. You might only improve on the colouring, as already mentioned before. Are you sure you need Dual Playfield? There is absolutely nothing in the game which takes advantage of it, besides your claim to improve performance. The disadvantages, with having just 7 colours in each playfield and the heavy DMA-load for 6 bitplanes are huge. I would bet that the performance doesn't suffer a lot when redrawing backgrounds in 16 colours. It would make the graphics automatically much prettier. |
23 August 2019, 11:34 | #42 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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After having dabbled in dual playfield for one and a half years, switching over to a normal 16 colours setup was the best thing ever. Even if it took me some time .
You have so much more choice in doing different colour ramps, etc. |
23 August 2019, 12:45 | #43 | |
Registered User
Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 525
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Quote:
But in any case, I'll soon make a new shmup graphics set to OpenGameArt, using that 8+8 palette. Who knows, maybe they'll be used in some future Amiga game, or I might even use them myself, if I find the motivation to continue my own projects. |
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23 August 2019, 15:46 | #44 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Qq
Quote:
EDIT: I'll test again with and without dual playfield and post my results here, when I get back to my Amiga But also, I've planned some bosses that will take advantage of the dual playfield mode Last edited by Shatterhand; 23 August 2019 at 15:55. |
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23 August 2019, 16:04 | #45 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,409
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It´s been my experience during tests that Blitter performance for 16 colour and Dual Playfield mode is very similar - the extra cycles used by display DMA are more or less gained back by needing fewer cycles per bob.
But this only holds both playfields show 'something' and bobs are added on top of this (doing so requires a restore step for the bobs). If you use Dual Playfield like Shatterhand has done, with one playfield for bobs and one for background graphics, then it is usually faster to use Dual Playfield mode. As he mentions, in that case you don't need to restore anything. Merely clearing will do, which tends to be cheaper to do and is less affected by bitplane DMA. Also, it makes some extra tricks for even more performance easier - such as if some/all of your bobs don't overlap. However, the game as is doesn't seem to show that many objects. At a glance, I'd say it ought to work just fine using 16 colour mode. Though I guess it all depends on what the game is coded in and how 'heavy' the game logic is. Last edited by roondar; 23 August 2019 at 16:10. |
23 August 2019, 16:10 | #46 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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This is Just the first level. I want to throw more bullets, but not on the first level
Dual Playfield also helps moving big bosses around. Look at Turrican 2 final boss for reference Of course I could always just completely remove background against those bosses and say it's another throwback to 8 bits times |
28 August 2019, 17:42 | #47 | |
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Join Date: Sep 2014
Location: Poland
Posts: 175
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Quote:
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02 January 2021, 23:15 | #48 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 985
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Hi, is this project still being developed?
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