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Author Topic: New Sonic the Hedgehog Amiga Fangame Project  (Read 7160 times)

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Offline Piru

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Re: New Sonic the Hedgehog Amiga Fangame Project
« on: June 28, 2008, 11:48:32 AM »
@uncharted

The other platforms had chunky framebuffer to render to. Amiga had the extra step of chunky-to-planar conversion. Doing texture mapped 3D on anything below 030@50 was painfully slow because of this. Or you had to simplify the actual 3D effects to compensate for the amount spent just converting the chunky to planar... In short: PC had faster and more detailed texture mapped games, even if the CPU performance was relatively equal. It didn't take PC long to overtake amiga on CPU side aswell, and it never looked back.

For a time Amiga had an advantage on platformers and things requiring very precise scrolling and beam synced animation. It wasn't until later that PC really caught up on this side aswell, but before that game consoles provided it.
 

Offline Piru

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Re: New Sonic the Hedgehog Amiga Fangame Project
« Reply #1 on: June 28, 2008, 12:56:07 PM »
@Speelgoedmannetje
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Doom didn't run very nicely on a 66mhz+4mb system either...

I played Doom on such a setup (DX2 system), and it was very smooth. Resolution was 320 x 240 or so.

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Alien Breed 3D on a 14 mhz system with 2mb mem.

AB3D was ok with 030@50, but stock A1200 was really painful.

Resolution: 96 x 80.
 

Offline Piru

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Re: New Sonic the Hedgehog Amiga Fangame Project
« Reply #2 on: August 09, 2008, 05:14:30 AM »
@Rebel-CD32
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first I want to say that I didn't personally rip any graphics from the Sonic games, I simply saved them from one of the many Sonic fangame/spriterip websites that are out there.

That is no excuse really. The only way to make it "safe" would be to require the end user to deal with it themselves.
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Sega has never has a go at anyone for making fangames, and they don't seem to mind at all.

That's no excuse either.

But if you're happy with copyright infringement, that's your choice.
 

Offline Piru

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Re: New Sonic the Hedgehog Amiga Fangame Project
« Reply #3 on: August 09, 2008, 05:19:12 AM »
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I think lowlevel.library is needed for the control pad.

In the future make sure the code falls back to regular joystick/keyboard controls if lowlevel.library is not found. This way it should work with anything KS 2.0+ (assuming nothing else depends on newer KS features).
 

Offline Piru

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Re: New Sonic the Hedgehog Amiga Fangame Project
« Reply #4 on: September 06, 2008, 01:43:14 AM »
@Rebel-CD32
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Just shut the {bleep} up, {expletive}

Now that was constructive.

I still think you should deal with the copyright issues, however.
 

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Re: New Sonic the Hedgehog Amiga Fangame Project
« Reply #5 on: September 06, 2008, 07:06:45 AM »
@Rebel-CD32
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Do some {bleep}ing research, there are hundreds of lame Sonic fangames out there and SEGA (not SONY) has never done anything to stop them. This has been going on for YEARS, so why should I get all worried that SEGA is going to sue me for throwing together a quick demonstration on an obsolete system they probably don't even realise still exists?

This is not about being in legal limbo (which it is too, regardless if the owner really cares or not), but about developer/artist integrity. This is about principle: you should not steal but do your own artwork.

You can rave all you want but that doesn't really change.

Now, personally I don't really care whether you do it or not, but I reserve the right to whine about it.

If you don't like it, tough.