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Author Topic: Angry Birds 68k  (Read 7268 times)

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Offline Matt_H

Re: Angry Birds 68k
« on: April 19, 2013, 04:25:12 PM »
The graphics and sound are cute, but the physics are in dire need of work. I'd expect this from an 8-bit machine, but a 16-bit one - especially the MegaDrive, let alone the Amiga - is capable of so much more.
 

Offline Matt_H

Re: Angry Birds 68k
« Reply #1 on: April 19, 2013, 06:50:15 PM »
Quote from: ferrellsl;732372
Oh come on now, give the guy some credit.  It's a miracle that anyone is even developing software for the MegaDrive these days.  I think it's an amazing feat in light of the fact the this system is so old that you can't even find the tools and documentation on how to program it anymore.


Don't get me wrong, I give the guy plenty of credit. He's put together a great-looking little early demo. He just needs to refine the mathematics behind the scenes to get the playability to the level that the hardware is capable of.
 

Offline Matt_H

Re: Angry Birds 68k
« Reply #2 on: April 20, 2013, 05:45:04 PM »
Quote from: itix;732413
I am not so sure. It is just Motorola 68000 at 7.67 MHz.


The physics of the Mega Drive Sonic games show what the hardware is capable of.

And I'll use the Amiga classic Megaball as another example. The angle at which the ball launches is calculated based on where it impacts the paddle. Add some velocity and weight calculations checked against, say, a resistance value for the blocks and I think the physics of Mega Drive Angry Birds would be much improved. Perfect match to the "real" version? Of course not, but I don't think it's fair to say that no improvement is possible over what we see in this alpha demo.