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      /  Team needed to 'duplicate' a game
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PosterThread
Mr_Capehill 
Re: Team needed to 'duplicate' a game
Posted on 10-Sep-2005 22:36:41
#21 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@FuZion

Yep, I try some simple algorithmic. It could be always replaced later with something more sophisticated. Draw mode a la Worms would be nice too ;)

I will use C++ & SDL. Coded too much in C lately, it's coming out from my ears ;)

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amipal 
Re: Team needed to 'duplicate' a game
Posted on 10-Sep-2005 22:54:07
#22 ]
Super Member
Joined: 8-Apr-2003
Posts: 1907
From: Saltdean, East Sussex, UK

@FuZion

Ah, Death Tank! Fantastic little game - so simple yet so much fun!

Quote:
Now I fear I'm so far behind I wouldn't know where to start. In fact, me & a few other members talked about this last year, beginning to program for OS4 (If memory serves, Jahc & Amipal were also interested)

Don't remember this bit myself! I'm no programmer!

Last edited by amipal on 10-Sep-2005 at 10:57 PM.

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FuZion 
Re: Team needed to 'duplicate' a game
Posted on 11-Sep-2005 13:16:40
#23 ]
Super Member
Joined: 22-Nov-2003
Posts: 1962
From: Birmingham, England

@alx

Quote:
Sounds like a great game I can also see how it would benefit from the larger screen resolutions available nowadays, and networking (if everyone played over a network you could even get over the single screen limitation).

I think the single screen works fine, partly because the tanks are quite small & it may also have something to do with the fact that 7 of us are round the same screen. The competition is intense An online game might have a different feel simply because of the environment that the player themself is in.

Quote:
Best of luck getting a team to write it. I've dabbled in C++ and SDL myself (which is how I'd go about writing it, at least) however the only project I've done so far was an isometric engine (command and conquer type thing) that was abandoned due to lack of time and interest. Theres no way I'd have the skills or commitment to write something like this alongside experienced devs, but if it all falls through give me a PM - it'd be an interesting personal challenge

Cheers, I'd like to think it'll happen at some point. I notice you're a Midlands man. We could even meet up some time (At a MAG meeting perhaps?) & get a multiplayer game on the go so you can see what I'm babbling on about I warn you though, if you play it, you'll wanna start the project that same day

@Mr_Capehill

Quote:
Yep, I try some simple algorithmic. It could be always replaced later with something more sophisticated. Draw mode a la Worms would be nice too ;)

I will use C++ & SDL. Coded too much in C lately, it's coming out from my ears ;)

Thanks a bunch Keep me posted, I'll contribute as much as I possibly can.

FuZion.

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Imerion 
Re: Team needed to 'duplicate' a game
Posted on 15-Sep-2005 22:10:41
#24 ]
Member
Joined: 25-Aug-2004
Posts: 63
From: Unknown

@FuZion

I'd love to help you with something like this! If I remember right, Death Tank Zwei is in realtime right, compared to scorched earth which is turn-based. While I could program something like it in Blitz Basic or similiar it would probably not run on an A1 (and I can't test since I haven't got one yet... waiting for the next ones to arrive). However, I can help you with graphics. It would be neat to create a clone of it and really make it shine with loads of nice gfx-effects. PM me if you need my help!

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amipal 
Re: Team needed to 'duplicate' a game
Posted on 15-Sep-2005 22:12:05
#25 ]
Super Member
Joined: 8-Apr-2003
Posts: 1907
From: Saltdean, East Sussex, UK

@Imerion

Quote:
However, I can help you with graphics. It would be neat to create a clone of it and really make it shine with loads of nice gfx-effects. PM me if you need my help!

Let's get that Altivec working double-time!

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FuZion 
Re: Team needed to 'duplicate' a game
Posted on 15-Sep-2005 23:38:22
#26 ]
Super Member
Joined: 22-Nov-2003
Posts: 1962
From: Birmingham, England

@Imerion

Finding coder(s) is the hardest part here. Given some thought, I think some sort of 'skinning' will be needed here because although personally I'd like to see a clone looking the same as the original (As a mark of respect I suppose) most, if not everyone else would wanna see new snazzy graphics. Using a 'skinning' feature would be able to keep everyone happy.

Thanks for the offer. Naturally I'll keep a close eye on this thread & if things get moving, I'll get back to the people that have offered support in the various areas.

FuZion.

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Chris_Y 
Re: Team needed to 'duplicate' a game
Posted on 25-Sep-2005 17:05:55
#27 ]
Elite Member
Joined: 21-Jun-2003
Posts: 3204
From: Beds, UK

@FuZion

I've read this thread now

I could probably write this in AMOS no problem*, most of it is a bunch of algorithms for trajectories and landscape generation and the like. Moving objects around the screen using C isn't something I've ever attempted before, I'd have to look into the various graphics libraries to see how they work.

Chris
* Except the problem of not being able to run AMOS on an AmigaOne

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Mr_Capehill 
Re: Team needed to 'duplicate' a game
Posted on 25-Sep-2005 17:15:59
#28 ]
Super Member
Joined: 15-Mar-2003
Posts: 1933
From: Yharnam

@FuZion

I didn't forget you...been busy :(

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FuZion 
Re: Team needed to 'duplicate' a game
Posted on 25-Sep-2005 19:18:34
#29 ]
Super Member
Joined: 22-Nov-2003
Posts: 1962
From: Birmingham, England

@Chris_Y

Cheers Chris

I was thinking that using AGG as the graphics driver would be nice to give nice clean drawings, lines, objects etc... I'm not entirely certain if AGG could give the necessary speed for an 'action' game, maybe Ssolie would know if it could be optimised to perform faster since he postedd the demos & the SDK.

As I mentioned, I've sat down & broke the game into as many pieces as I could possibly find, put them into categories & broke them down again. So if you need any info on that kind of stuff, I'm here.


@Mr_Capehill

Thanks to you too

FuZion.

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FuZion 
Re: Team needed to 'duplicate' a game
Posted on 25-Sep-2005 19:21:49
#30 ]
Super Member
Joined: 22-Nov-2003
Posts: 1962
From: Birmingham, England

@Chris_Y

PS: 16 Degrees C, Nearby Showers & scattered clouds @ 82% humidity.

Nothing like important info eh

FuZion.

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ssolie 
Re: Team needed to 'duplicate' a game
Posted on 25-Sep-2005 20:15:56
#31 ]
Elite Member
Joined: 10-Mar-2003
Posts: 2755
From: Alberta, Canada

@FuZion
Quote:
I'm not entirely certain if AGG could give the necessary speed for an 'action' game, maybe Ssolie would know if it could be optimised to perform faster since he postedd the demos & the SDK.

AGG is more of a gfx framework than a library like Cairo. You can pretty much optimize whatever parts you wish. However, you will likely lose capabilities such a subpixel accuracy when you optimize. As usual, it depends.

I'd recommend joining the AGG mailing list and posting your questions there.

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Rudei 
Re: Team needed to 'duplicate' a game
Posted on 20-Nov-2005 9:58:38
#32 ]
Elite Member
Joined: 20-Nov-2002
Posts: 3589
From: Dallas, Texas

@FuZion

Having played this game, I can see what FuZion is on about.
Highly addictive, simple but engaging and enough to keep you entertained for hours!

If a games company could match the playability (© The One for Amiga Games 1992) in a commercial release on any of the platforms these days, they would be onto a winner!

One drawback: you must have at least one friend - so no game for me

Rude!

P.S. Where TF is MAG? We drove round for over two hours and never found the meeting - hope you MAG members had a great time - I would of had more luck finding The Mysterious Cities of Gold.

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amipal 
Re: Team needed to 'duplicate' a game
Posted on 20-Nov-2005 11:10:37
#33 ]
Super Member
Joined: 8-Apr-2003
Posts: 1907
From: Saltdean, East Sussex, UK

@FuZion

I'm learning C at the moment, but its very slow going. Once I get a degree of confidence in my abilities and knowledge, I'll offer you some help with this.

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Rudei 
Re: Team needed to 'duplicate' a game
Posted on 20-Nov-2005 12:09:12
#34 ]
Elite Member
Joined: 20-Nov-2002
Posts: 3589
From: Dallas, Texas

@FuZion

I've been thinking (oh oh)

What processor does the Saturn use? And is it possible to contact the programming team to see if they would release the source code for the game?

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amipal 
Re: Team needed to 'duplicate' a game
Posted on 20-Nov-2005 12:25:51
#35 ]
Super Member
Joined: 8-Apr-2003
Posts: 1907
From: Saltdean, East Sussex, UK

@Rudei

According to http://www.cyberiapc.com/vgg/sega_saturn.htm
Quote:
CPU: Two 32-bit SH-2 (28.6MHz) RISC processors
RAM: 2MB, Video RAM: 1.5MB
Colors: 16.7 million
Polygons: 200,000 texture-mapped, 500,000 flat-shaded per second
Game Media: CD-ROM
Resolution: 704x480
Sound: 32-channel PCM, 8-channel FM stereo


:edit
A better link for specs...
http://www.emulator-zone.com/doc.php/saturn/

Last edited by amipal on 20-Nov-2005 at 12:36 PM.

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FuZion 
Re: Team needed to 'duplicate' a game
Posted on 20-Nov-2005 13:04:59
#36 ]
Super Member
Joined: 22-Nov-2003
Posts: 1962
From: Birmingham, England

@Rudei

The game was made by a team called Lobotomy Software. There's no info in the manual, no credits, no programmer names etc... (Strangely). The credits could be those that are shown when you finish the game, trek! As Duke Nukem is from Realms, I wonder if they would still have contact with the team.

It's possible that the team work under a different name now, I'm searching online now to see what I can find.

FuZion.

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Rudei 
Re: Team needed to 'duplicate' a game
Posted on 9-Sep-2006 9:01:56
#37 ]
Elite Member
Joined: 20-Nov-2002
Posts: 3589
From: Dallas, Texas

Bump

Did anything ever come of this?

Rude!

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saimo 
Re: Team needed to 'duplicate' a game
Posted on 9-Sep-2006 9:28:51
#38 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
From: Unknown

@amipal

Quote:

A better link for specs...
http://www.emulator-zone.com/doc.php/saturn/

This is definitely much mode detailed... and, in fact, it even has "Motorola 68EC000 sound processor" in the list - AFAIK, there were *two* of them. I'm stressing this because, as an amigan and assembly M68k coder, I always found the thing somewhat entertaining

saimo

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Chris_Y 
Re: Team needed to 'duplicate' a game
Posted on 9-Sep-2006 11:29:27
#39 ]
Elite Member
Joined: 21-Jun-2003
Posts: 3204
From: Beds, UK

@Rudei

I'm sure I showed you what had been done?

FWIW the current state will be demoable at Big Bash, but it hasn't had any work done on it for months.

Chris

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FuZion 
Re: Team needed to 'duplicate' a game
Posted on 18-Sep-2006 23:56:55
#40 ]
Super Member
Joined: 22-Nov-2003
Posts: 1962
From: Birmingham, England

@Chris_Y

Yeah, we got some bits done here & there but the guys involved have had a couple of projects on the go. I've been needing to put a lot more into my muysic than normal & I've been working on TuneNet with Bean for example.

There was never meant to be a timescale or any pressure so I'm not worried. It'd be nice if we can have another little blast though. I'm pretty sure it'll happen, just in good time

FuZion.

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