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Author Topic: Tower 57 Kickstarter - AOS and MorphOS confirmed  (Read 2136 times)

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Offline Daytona675x

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« on: August 22, 2015, 11:25:04 AM »
@Thorhan:

sorry, but 020, 030, 0x0-whatever: you must be joking :)

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Shouldn't be rocket science to get that working properly if written in assembly language from scratch with some reduction in the number of colors used in the graphics.
No? Of course that would be rocket science :) No, actually it would be esoteric and no science...
Check out the trailer again and for a start just count the number of simultanously moving objects of some more hefty scenes.
Not to mention that the game's logical playfield resolution is 480 x 270 and other small details like that.

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Not going to happen, of course
Exactly!
This game is too much for an 68k AGA machine. Don't let the retro look fool you!
« Last Edit: August 22, 2015, 11:27:10 AM by Daytona675x »
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Offline Daytona675x

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #1 on: August 22, 2015, 11:36:04 AM »
@Niding:
:) Will be a great game, well worth every pledge for sure!
Note however that this has exactly nothing to do with Cherry-Darling. Just like the Battle Squadron port had nothing to with C-D.
AmigaOS 4.1 FE (sam440ep, sam460ex, X5000, Tabor,  R200 / RadeonHD), MorphOS 3.9 (PowerMac G4 733MHz R200), AROS (x86), A1200 (060 80MHz Indivision MK2), A600 Vampire2 / Furia, A500, CDTV
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Offline Daytona675x

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #2 on: August 22, 2015, 12:10:27 PM »
@Thorham:
It's not possible, simple as that. It would have to be stripped down massively. Color reduction etc. is not enough. The visible playfield area would have been reduced. The number of enemies etc. would have to be stripped down extremely. And that's just the most obvious things, the top of the ice berg (there's other stuff like for example the music would probably have to be remade using 4 Paula channels, because for ogg-music there won't be CPU time, etc. etc.)
You'd end up with a completely different game. Which again means: complete level redesign, etc.
« Last Edit: August 22, 2015, 12:13:50 PM by Daytona675x »
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Offline Daytona675x

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #3 on: August 22, 2015, 04:58:12 PM »
@Thorham

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Absolutely. I'm almost tempted to write a software sprite engine just to see how many software sprites you can get on screen without things getting slow.
FYI: a game is a little bit more than just a synthetic blitting test demo. If you want your test to be somewhat realistic to a minimum degree at least and to reveal more than just "whoot, he knows how to move.l", then not just 16 colors please! And transparency too please. And clipping. And not just 8x8 pixel objects. And run an AHI audio stream in the background to simulate your audio idea. And add some good long dummy-loops per entity to somewhat simulate the cycles needed for at least basic game logic.

Oh lord :rolleyes:

@Pyromania
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What no A500 512K support!
:) Well, no port of this game here at least.
But: there's hope! Ask Thorham if his almost done blitting-system can be quickly turned into that "Chaos Engine on Steroids". Should be a matter of some days, after all it's all extremely simple and easy, right? And although his "engine" might be designed for >= 020, I bet it can be quickly stripped down to run on an A500, no doubt on that :)

@Thorham

Okay, enough fun.
Seriously: I suppose everybody here would like a fresh "Chaos Engine"-like game for classics. Would be awesome! And if you think you can do it (or help doing it), that's great!
But this topic here is about a 1:1 port of the game "Tower 57". And not about an AGA version stripped down beyond recognition (and after all I guess we at least agree that it definitely would be that way).

Please let's keep this thread on topic to help funding this game.

If you want such a "Chaos Engine" Plus for AGA, then please start a new topic for that.
However, be warned: you may think that it's all simple stuff etc. etc., but it is not. Everybody who has written a game will tell you that. I can do the 1:1 NG-Amiga ports quickly, that's true. But a 1:100 port down to AGA is a completely different story and would take lots of man-months of work for sure.
Don't understimate the work involved in stuff like that (and don't overestimate an 68k machine's power).
« Last Edit: August 22, 2015, 05:39:14 PM by Daytona675x »
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Offline Daytona675x

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #4 on: September 02, 2015, 07:01:49 AM »
@skolman
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Will the game be run on Efika?
I'm confident. Hmm, after looking at your signature... PM sent :)
AmigaOS 4.1 FE (sam440ep, sam460ex, X5000, Tabor,  R200 / RadeonHD), MorphOS 3.9 (PowerMac G4 733MHz R200), AROS (x86), A1200 (060 80MHz Indivision MK2), A600 Vampire2 / Furia, A500, CDTV
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