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Author Topic: Tower 57 Kickstarter - AOS and MorphOS confirmed  (Read 2111 times)

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Offline Thorham

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« on: August 22, 2015, 10:50:42 AM »
Quote from: Niding;794391
We've reached an agreement with a developer to handle the Amiga ports
Does that mean AGA+68020?
 

Offline Thorham

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #1 on: August 22, 2015, 10:57:32 AM »
Quote from: Niding;794393
I would love to play this game on my A1200/30
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. Not going to happen, of course :(
 

Offline Thorham

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #2 on: August 22, 2015, 12:05:49 PM »
Quote from: Daytona675x;794396
sorry, but 020, 030, 0x0-whatever: you must be joking :)
Absolutely not. You're assuming I'm talking about a 1:1 port. I'm talking about a souped-down version. Something like Chaos Engine on steroids, not a perfect port. Should have made that clear in my previous post.
 

Offline Thorham

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #3 on: August 22, 2015, 12:26:13 PM »
Quote from: Daytona675x;794400
It's not possible, simple as that.
What's not possible is to make the game the same. Didn't I say that in my previous post?

Quote from: Daytona675x;794400
The number of enemies etc. would have to be stripped down extremely.
How much? You can have a few dozen software sprites on screen at any one time. The problem is more with that flame thrower.

Quote from: Daytona675x;794400
the music would probably have to be remade using 4 Paula channels, because for ogg-music there won't be CPU time
Easy. Down sample to 28khz, and store as native 12 bit stereo. Now you can also mix in three sound effects per stereo side (hence the 12 bit and not 14). The audio files will end up big, but who cares? It's not as if it would have to run off a floppy disk.

Basically, the problem I have with this is that you're dismissing it completely without thinking it through completely (that's what it looks like). You're just saying it's completely impossible without really knowing how close you could get  (again, that's what it looks like).

That said, I'm not saying anyone should try it, but it would be nice to find out how close you'd be able to get (always much closer than nay-sayers would have you believe, of course).
« Last Edit: August 22, 2015, 12:28:32 PM by Thorham »
 

Offline Thorham

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #4 on: August 22, 2015, 04:14:50 PM »
Quote from: Yasu;794407
You would in any case have to write it in ASM.
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.

Quote from: Pyromania;794408
What no A500 512K support!
Oh lord :rolleyes:
« Last Edit: August 22, 2015, 04:17:12 PM by Thorham »
 

Offline Thorham

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #5 on: August 22, 2015, 06:25:49 PM »
Quote from: Daytona675x;794412
FYI: a game is a little bit more than just a synthetic blitting test demo.
As if I don't know that :rolleyes: It wouldn't even be a demo, just a simple test to get an indication about the graphics performance.

Quote from: Daytona675x;794412
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?
Wow :( I never once said it was easy, except for the audio :(

Quote from: Daytona675x;794412
And if you think you can do it (or help doing it), that's great!
I said it was possible to do to some degree.

Quote from: Daytona675x;794412
and after all I guess we at least agree that it definitely would be that way
Yeah, I just have to wonder how much it has to be stripped down, that's all.

Quote from: Daytona675x;794412
However, be warned: you may think that it's all simple stuff etc.
I don't think that at all. I know software development isn't easy, you're just assuming I think that, for some reason.
 

Offline Thorham

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #6 on: August 23, 2015, 10:24:55 PM »
Quote from: klx300r;794445
@ Thorham

please make a 'simplified' version to work on my Amiga 1000 too  
I'm not making a damned thing. All I was talking about was a souped down  version, nothing more. The drama that ensued because of that is quite  ridiculous.
 

Offline Thorham

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #7 on: August 24, 2015, 03:50:22 PM »
Quote from: slaapliedje;794480
P.S. I love Chaos Engine
Yeah, it's awesome. Technically it's sub-par, though.

Quote from: slaapliedje;794480
but has anyone actually ever beaten it?
Really? It seems pretty easy to beat to me.
 

Offline Thorham

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Re: Tower 57 Kickstarter - AOS and MorphOS confirmed
« Reply #8 on: August 31, 2015, 07:57:18 PM »
I just hope this works with Windows XP and gets sold on Steam :p