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Author Topic: Why we dont have GAME development contests  (Read 18309 times)

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Offline leszeka33

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Re: Why we dont have GAME development contests
« on: December 06, 2009, 06:57:12 AM »
Best solution would be linuxppc games, so they would be playable on AmigaOne,Sam440,Classic+ppc,Pegasos,eifka.
 

Offline leszeka33

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Re: Why we dont have GAME development contests
« Reply #1 on: December 08, 2009, 06:41:42 PM »
Quote from: hbarcellos;532938
Do you know what the word "Hobby" means?
 I work on a executive position in a large US financial IT services company. My cost per hour is considerably high.
 In my (-very few-) free time, last year, I converted some asm z80 games from Coleco Vision and Sega sg-1000 to MSX. It consumed me a huge amount of dedication. And I released all of them entirely for free. I'm a communist?

 Everytime you go fishing you try to sell the fish you capture?
 Everytime you go hunting you try to sell the meat?
 Everytime you go drive a go-kart you try to find a sponsor?

Software for the Amiga should be paid.
You are a communist.
The Communists demanded that everyone has delivered according to the possibilities and took necessary.
Just like you.
 

Offline leszeka33

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Re: Why we dont have GAME development contests
« Reply #2 on: December 08, 2009, 06:47:49 PM »
Making software for iPhone and crosscompiling for the Amiga is a great idea.
Do not worry about some morons.
 

Offline leszeka33

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Re: Why we dont have GAME development contests
« Reply #3 on: December 10, 2009, 07:01:08 PM »
Quote from: SamuraiCrow;533172
Doing isometric tile scrolling requires transparent blitting ability for the blitter.  The blitter has very, VERY poor performance doing transparent blits.  We'd need a CPU-blit routine like GameSmith used.

Fullscreen zooming often requires chunky-pixel graphics.  
Alpha-blending for fog requires chunky-pixel graphics at the very least (if not hardware accelerated alpha), AGA sprites aren't that wide (only 64-pixels maximum and 16 colors shared between them), parallax requires dual-playfield mode (which limits the display to 15 foreground and 16 background colors), and HAM8 doesn't support horizontal scrolling (if you try it gives you weird color fringes at the edges).

4-color sprites are more numerous than 16-color sprites.  Doing chunky-to-HAM8 requires at least a PowerPC accelerator.  Doing 640x480 with sprites requires interlaced sprite support which is not available in AmigaOS 3.9 or earlier.

Almost all of the special effects you have named would work better on a graphics card than on AGA or would require a 500+ MHz PowerPC to implement.  
IMHO, if you need a 500+ MHz machine to implement those features, you're better off using something other than an Amiga. :(

You are wrong.
Optimization for the weaker Amiga is boring, tedious and meaningless work.
Why I am in my spare time, I have to do some shit, if I can do nice and cool games?
Because it will not work on slow Amiga?
Buy a faster hardware running Amiga OS.