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Author Topic: Creating games with Backbone - Step by Step for beginners!  (Read 37223 times)

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Offline CritAnime

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #14 on: November 13, 2012, 10:04:03 PM »
That's cool. Maybe that's something I eventually learn myself. But for the time been I shall give this a go.

Due to the needed resources to run this would you say an emulated environment would be best?

Offline CammyTopic starter

Re: Creating games with Backbone - Step by Step for beginners!
« Reply #15 on: November 13, 2012, 10:13:41 PM »
I would never say an emulated environment is best, real Amigas forever!
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Offline Methuselas

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #16 on: November 13, 2012, 10:29:12 PM »
I wonder if we could get the author to release the sources. I'd be willing to offer some prefab graphics, if we could.
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Offline CritAnime

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #17 on: November 13, 2012, 11:07:42 PM »
Quote from: Cammy;714872
I would never say an emulated environment is best, real Amigas forever!

Figured it would be wrong thing to ask you :P

Offline RedskullDC

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #18 on: November 14, 2012, 01:18:59 AM »
Hi Methuselas, et al.
Quote from: Methuselas;714874
I wonder if we could get the author to release the sources.


I'm pretty sure this question has been asked before, and Alastair no longer has either his machines or the source. (Someone please correct me if I'm wrong).

Looking at a dissassembly of the executable, it does indeed look like AmosPro code, as SamuraiCrow mentioned. (The startup code looks for AmosPro gui.library).

A lot of register-relative code, which can make it a little difficult to decipher.
Having said that, probably wouldn't be fantastically difficult to reverse engineer though if there was sufficient interest?

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Offline SamuraiCrow

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #19 on: November 14, 2012, 03:59:51 AM »
I think building blocks of code as shared libraries and then tying them all together with an editor would make more sense than reverse-engineering an old game engine.  Of more interest would be the file formats used by the old engine.

Once I get some time I think I've figured out a way to implement the ScrollingTrick code in system-friendly C using MrgCop() in Graphics.library to make a shared library out of it.  Once that's done I can make another one that gets similar results using Mesa so it will work on graphics cards if necessary, using the proper library for the proper hardware.
 

Offline Methuselas

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #20 on: November 14, 2012, 06:17:49 AM »
It wouldn't take long for me to crank out some 16x16 and 32x32 blocks to use. That being said, provided it was backwards compatible with Backbone (for the time being) and open sourced, I'd be down to setup some graphics. Maya still supports Amiga IFFs as well, so I could make some top down dungeon blocks, if wanted.

Off Topic,

Samurai, all the under the hood stuff for BTBuilder is done, so now it's 100% compatible with both the PC and Amiga BTCS binaries. In fact, we've added up to 960x600 support, 9 (I think I did 9?) tilesets, animated picture slots, sound, blah blah. Dulsi took a break to do some reading and I'm currently focusing on some low poly animation work so I think we're done til the new year, but pretty much we're at the point where the Editor needs to be done, so you might want to have a look. Oh, it's got a crude, but effective map editor now, but it doesn't allow you to lay down specials or modify them. Maps, Monsters and Spells, though are xml compatible and can be hand edited, if need be.
\'Using no way as way. Having no limitation as limitation.\' - Bruce Lee

\'No, sorry. I don\'t get my tits out. They\'re not actually real, you know? Just two halves of a grapefruit...\' - Miki Berenyi

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\'And for future reference, it might be polite to ask someone if you can  quote them in your signature, rather than just citing them to make a  sales pitch.\' - Karlos. :rtf
 

Offline commodorejohn

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #21 on: November 14, 2012, 08:37:26 AM »
Quote from: Cammy;714872
I would never say an emulated environment is best, real Amigas forever!
Hear, hear!
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Offline CritAnime

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #22 on: November 14, 2012, 09:24:06 AM »
Lol I have it ready on my 600 and a 030 ;-) just a shame I have to wait to finish this set of night shifts before I can have a play. :'(

Offline gertsy

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #23 on: November 14, 2012, 09:48:02 AM »
Quote from: Cammy;714872
I would never say an emulated environment is best, real Amigas forever!


Ohh yeah, Too true!

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Offline utri007

Re: Creating games with Backbone - Step by Step for beginners!
« Reply #24 on: November 14, 2012, 05:36:27 PM »
What are pixel size limits of chracters?? How many frames are possible to add chracter?? Like turnin 360 decrees, 8? 16? frames?? Other helpfull info?
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Offline BooBoo1200

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #25 on: November 14, 2012, 05:40:19 PM »
Quote from: yssing;714864
Is the source for backbone available?

Yes - It temporarily leaves the Amos code in Ram disk before deleting it when compiling a game - So just copy before deleted  
or the whole source is included with the Backbone package but encrypted(or something)

Ive knocked Backbone befor but Big! respect for the programmer
The code is large but multipurpose - Anyone want to go through it and document it LOL!
 

Offline amigadave

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #26 on: November 14, 2012, 06:00:26 PM »
Nice thread Cammy!
How are you helping the Amiga community? :)
 

Offline trekiej

Re: Creating games with Backbone - Step by Step for beginners!
« Reply #27 on: November 14, 2012, 06:04:23 PM »
Way to go Cammy.
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Offline Methuselas

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Re: Creating games with Backbone - Step by Step for beginners!
« Reply #28 on: November 14, 2012, 07:41:38 PM »
Quote from: utri007;714950
What are pixel size limits of chracters?? How many frames are possible to add chracter?? Like turnin 360 decrees, 8? 16? frames?? Other helpfull info?

I think the block size is a max of 32x32 and frames are 16 fps, but it's been *AGES* since I played with Backbone. I don't even think I have any of the old games I worked on anymore.  Everything is sprite based, so if you're using 360 degree turning, it's best to do left, right, front and back sprites. If I remember correctly, you can have character animations for each of those.

@Cammy,

Correct me if I am wrong, Girl, but aren't you limited to only one block map per level? I seem to remember having to have all my blocks, sprites, gun sprites and enemies all on the same block. It made reusing sprites a pain in the @$$, I seem to remember. Also, was there a pixel size limit to the block maps? I ask, 'cos it would be really easy to create png files that you could then overlay upon one another to reuse sprites over and over again, thanks to alpha channels.

Anyways, if you want some new background blocks, let me know.
« Last Edit: November 14, 2012, 07:51:15 PM by Methuselas »
\'Using no way as way. Having no limitation as limitation.\' - Bruce Lee

\'No, sorry. I don\'t get my tits out. They\'re not actually real, you know? Just two halves of a grapefruit...\' - Miki Berenyi

\'Evil will always triumph because good is dumb.\' - Dark Helmet :roflmao:

\'And for future reference, it might be polite to ask someone if you can  quote them in your signature, rather than just citing them to make a  sales pitch.\' - Karlos. :rtf
 

Offline amiman99

Re: Creating games with Backbone - Step by Step for beginners!
« Reply #29 from previous page: November 15, 2012, 05:20:10 AM »
Cammy, Great post.

I have an issue when a player dies over a "dangerous" tile and then re-spawn at the same place, then it dies again.
Do you know how to prevent that? I set the payer to be invincible for 10s, but is not working.
Thanks
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