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Author Topic: Pro game artist looking for help/collaboration  (Read 20896 times)

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Offline AmiMSX

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Re: Pro game artist looking for help/collaboration
« on: November 05, 2011, 06:56:37 PM »
Quote from: Michael V. Parent;666286

The A500 version looked the same (sounded WAY better)...so, if the Amiga could do all that with just its processor, what about all that blitter power on top...Then the Sprites...Amiga games should have incredible visual potential.
Lets make it happem :)


The Amiga can do way better than Xenon 2, checkout "Mega Typhoon" (http://aminet.net/search?query=mega+typhoon), it's technically a really impressing game ! The game is very smooth, and there are many sprites on screen. I dream of an Aleste 2 (or maybe a "Raiden"/"Twin Cobra" like shooter) version for Amiga using "Mega Typhoon" engine !

A video of "Mega Typhoon" is available on youtube too (https://www.youtube.com/watch?v=m-iapekmpng), but better try it on a real Amiga500, it's far more impressive !
 

Offline AmiMSX

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Re: Pro game artist looking for help/collaboration
« Reply #1 on: November 07, 2011, 04:39:31 PM »
Quote from: Michael V. Parent
yeah, Battle Squadron was great, but the reason I mentioned Xenon 2 is that it has 2.5 layers of scrolling and seems all processor done (at least on the ST) so I'd figure Amiga wit hthe aid of blitter should have been able to do so in 32 color instead of just 16...since the ST had no blitter and theres only a 1 bitplane diference between 16 and 32 colors.


The problem with 32 colors is that you can't move so much objects on screen (well, less than when in 16 colors mode) and for a shoot'em up it's quite cool having many sprites to shoot ! ;-) In lowres 16 colors, the Amiga blitter can move +64 bobs (16x16 pixels, 8 colors per bob). That's why I mentioned Aleste 2 (it's a MSX2 game), this game is in 16 colors and it displays 32 sprites on screen. The gfx are nice, the game is fast, smooth and the music is really entertaining (https://www.youtube.com/watch?v=HKaCvG51E8k&feature=related).

Well, anyway your game projects for the Amiga look promising. I like your drawings, particularly the Streets of Rage like mockup, well done (I'm really looking forward this one !!) !

I have been working on a game for some time now, but unfortunatelly, I can't code, so when all gfx and rules will be done, I will probably ask someone to help me to code it. :-\


Quote from: Digiman
That game looks very good, will have to check it out thanks.


Here are the technical features from the MegaTyphoon readme file :

---

            *   more than 100 objects moving on screen
                at the same time

            *   50 (!) frames per second (fps)
                (all conventional games with comparable number,
                size and complexity of moving objects run at 17
                or at most 25 fps only )

            *   Full performance on ALL AMIGAS (including A1000,A500)

            *   pioneering new graphics engine featuring
                64 BOB's, 48 Sprites, 16 Colors

            *   copper driven blitter
 
            *   virtual sprite engine
 
            *   virtual playfield scrolling

            *   asynchronuous multi-process animation algorithm

            *   animation/control process separation
 
  In other words:
               
  The fastest arcade action game ever made for the AMIGA !

---

:-)


Quote from: Digiman
One day I will finish a 1 level demo of Lifeforce/Salamander for OCS.


Wow, I'm really looking forward to this one as well, I cross my fingers ! An Amiga version would rock !

Did you ever play the old Salamander MSX version (done by Konami themselves !) ?
 

Offline AmiMSX

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Re: Pro game artist looking for help/collaboration
« Reply #2 on: November 09, 2011, 04:57:48 PM »
Quote from: Digiman
I will do 7mhz 68000 OCS. Possibly 14mhz OCS palette for 020 or AGA 14mhz 020 as extra but mostly for 512kb-1mb 1985 Amiga A1000 spec is MY target.

So A500-2000 is covered. Accelerators are too rare and too expensive! Even I don't have one.


Yes, I have the same spec target for my game project, I limited myself to 15 colors(+transparant), no scroll, no sprites, no bobs, the only thing moving beeing the arrow to select different options ! ;-)
Actually, my main focus is the playability and the fun factor.

The problem with very technically game projects is that they require a massive amount of time to develop. So people with great ideas and talents often give up after some time, they lose their motivations during the very long time consuming development process... It's unfortunately a quite frequent case in the "retro comp scenes"...