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#1 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 394
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Tiny Bobble
Hi,
i currently finish an Arcade port of Bobble Bobble called TINY BOBBLE for Amiga 500 OCS + 0.5fast. Of course there is already a very nice Amiga version but it's an Atari ST port and i wondered how the game could look when it would be custom tailored for A500 OCS. So i tried.. Here are some improvements over the original amiga game that you will find in TINY BOBBLE: 50 fps (instead of 25fps) 32 colors (instead of 16) 150 items (instead of 40?) Original screen height of 224 pixel (was only 200 pixel) Almost all sprite animations (had only ~20% of animations) Progress Screen (was not available) Animated Extend screen (was not animated) Big Score images (was not available) Single file (needed a disk) Animated intro (no bubbles were available) Animated Boss fight (was a still image) Multiple endings (hand only one ending) Tiny Bobble doesn't use any assets or code from the original amiga version. The game is not exactly tiny, it's around 180kb, but as it has much more content then the orignal amiga version i still consider it tiny ![]() Release should be this month. UPDATE - BETA VERSION AVAILABLE FOR DOWNLOAD http://www.abyss-online.de/eab/TinyBobble_Beta_RC4.adf Here are some images: ![]() ![]() Last edited by pink^abyss; 23 August 2020 at 18:58. |
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#2 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 46
Posts: 20,420
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Awesome
![]() Love your "Tiny" series ![]() |
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#3 |
Registered User
Join Date: May 2012
Location: Gravesend - UK
Posts: 916
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Does it keep all the same logic about when the various bonuses appear?
Looks good and I love bubble bobble so looking forwards to this. |
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#4 |
Registered User
Join Date: Nov 2019
Location: Greece
Posts: 992
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The original port missed a lot of the 'secrets' that made this game so much fun to play in the arcades, such as the ability to trap the enemy in the bubble and smash the bubble almost immediately after (lovingly called 'little kiss' in Greece). I hope this gets implemented in this port!
I am a fan of these tiny games as well! |
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#5 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 394
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Quote:
You know, the meta game of Bubble Bobble is much bigger then the actual game ![]() |
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#6 | |
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Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 394
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Quote:
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#7 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 394
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#8 | |
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Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 394
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Quote:
I inlcuded about 70 of the rules how boni are spawned. However, some of the super rare ones (like never loosing a live until round 30 and similar) got canned because my time is limited, but the mechanisms of Bubble Bobble seem infinite. |
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#9 |
Registered User
Join Date: May 2012
Location: Gravesend - UK
Posts: 916
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Fantastic!
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#10 |
Registered User
Join Date: Nov 2019
Location: Greece
Posts: 992
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#11 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,824
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Wow - one of my all time favourites and always been disappointed with the Amiga version - no more! Great work.
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#12 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,680
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Great job looks fantastic!
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#13 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,331
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Ooh, another one of my favourite games gets the "tiny" treatment. Looking forward to it
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#14 |
Autistic 'n IRN!
Join Date: Jul 2012
Location: -
Posts: 2,953
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#15 |
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Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 394
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#16 |
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Join Date: Dec 2016
Location: Italy
Posts: 546
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Well Done !
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#17 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 50
Posts: 271
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I always thought that more could be expected from Bubble Bobble on the Amiga, and while it was a good conversion it lacked small details. Seeing this new port properly done excites me, I can't wait to try it on my Amiga500. Congratulations to the author, you are proceeding fast towards the Olympus of Amiga developers! Great!
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#18 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 394
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Quote:
Thanks for your kind words, but please wait for the release before getting too excited ![]() Also the development is only possible because i stand on the shoulders of giants with the help from Bartman and his 'VSCODE Amiga' plugin which lets me see where the performance of blitter,copper and cpu goes for every cycle. Developers in the past could have only dreamt of it. |
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#19 |
Registered User
Join Date: Jun 2020
Location: Druidia
Posts: 369
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This looks incredible! I played the heck out of the ST version and that was already quite good, this looks perfect!
I'm curious what approach you've taken, it seems harder than necessary to recreate all the mechanics by hand as was normally the case for ports back in the day. Did you use the original code for reference? Rainbow Islands was another great port on the ST and Amiga. I've always hoped someone would take the Amiga version and update it with a taller screen, more colors and better use of the Amiga hardware. Or you might just rewrite it by hand as a tiny version for us ![]() |
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#20 |
OCS forever!
Join Date: Mar 2019
Location: Birmingham, UK
Posts: 418
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Wow you are really coding at speed!
Have you done a pretracker version of the music? - I loved that in the arcade and imagine pretracker would be well suited. |
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