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saimon69
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 14-Dec-2015 21:02:59
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Joined: 7-Dec-2007 Posts: 307
From: Los Angeles, CA | | |
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| @cdimauro
Problem is, the art of developing on Amiga (because art it is) is slowly getting forgot; once there was a bigger community of people that liked to meddle around, nowadays is just like no more (much less) than a hundred people skilled in Assembly coding and some that - like me - lack the adequate knowledge and skills to go low level and try to do something in Blitz, AMOS or other languages or tools (backbone, reality,etc) around that let us develop "something"... Last edited by saimon69 on 14-Dec-2015 at 09:03 PM.
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NutsAboutAmiga
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 14-Dec-2015 21:17:18
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Joined: 9-Jun-2004 Posts: 12823
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cdimauro
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 14-Dec-2015 21:24:42
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Joined: 29-Oct-2012 Posts: 3650
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| @saimon69: the primary problem is that working low-level means spending an unbelievable amount of time for getting some concrete result.
When we were young, we had plenty of time, and it was possible. Now we have tons of responsibilities, and very little time.
That's why a greatly prefer using Python: it allows me to experiment with my ideas, and quickly create models. The downside is that it's 100 times slower than C, and eats 5-10x memory. But for my projects is OK, or I can switch to PyPy (10 times better speed; similar memory consumption).
So, for me doesn't make sense at all to work in assembly.
For a graphic artistic I think is similar: scratching the head working on a single pixel basis, with a very limited color palette, it's a too painful work.
The same for a musician which has to compose music with only 4 8-bit channels, a very limited space for samples, and arranging the channels in order to "free" one for reproducing some sound effect for a while without compromising too much the soundtrack.
We live on 2016 (I'm going a bit ahead ): it's better to take advantage of what the technology has given to us.
Of course, if someone has time and enjoys developing for an Amiga 500 or 1200, a Commodore 64, etc., who can stop him?
My 2 cents |
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NutsAboutAmiga
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 14-Dec-2015 21:32:19
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Joined: 9-Jun-2004 Posts: 12823
From: Norway | | |
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| @saimon69
Quote:
like me - lack the adequate knowledge and skills to go low level and try to do something in Blitz, AMOS or other languages or tools (backbone, reality,etc) around that let us develop "something"... |
BlitzBasic is the better language. AMOS is an alien ported from ATARI.
BlitzBasic2 you can easily inline assembler, so It's easy to learn assembler, with or with out banging hardware, so to speak, BlitzBasic2 is relative system friendly, and some of the thing you learn using BlitzBasic2 can be used when you learn C. (BlitzBasic2 has nasty bugs).
AMOS is not system friendly, the command you learn, have nothing to do with AmigaOS, it does access the hardware at low level, so does work on upgraded hardware. AMOS has AMAL, AMAL is multithreading animations and movement of objects, AMAL is ascii, so easy to use for scripting.
C is forest, too many things to learn, C is fast, C is advanced, C takes longer to learn.
Anyway, there is XAMOS and AmiBlitz3, this languages might have made more sense.
Last edited by NutsAboutAmiga on 24-Dec-2015 at 09:26 AM. Last edited by NutsAboutAmiga on 14-Dec-2015 at 09:34 PM.
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saimon69
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 14-Dec-2015 21:52:12
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Joined: 7-Dec-2007 Posts: 307
From: Los Angeles, CA | | |
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| @cdimauro Quote:
For a graphic artistic I think is similar: scratching the head working on a single pixel basis, with a very limited color palette, it's a too painful work.
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Been there, done that, got a Powder T-Shirt ^^
Quote:
The same for a musician which has to compose music with only 4 8-bit channels, a very limited space for samples, and arranging the channels in order to "free" one for reproducing some sound effect for a while without compromising too much the soundtrack.
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Well that is my specialty btw, and i like more to compose for a four voice 8-bit or at least 8-voices xm in milkytracker than use all the modern tools - also because cannot afford it - but is more challenging and rewarding to get a good result ;)
(actually Rowan uses three channel music, i know because they were asking for a musician and sent a test...)Last edited by saimon69 on 14-Dec-2015 at 09:57 PM. Last edited by saimon69 on 14-Dec-2015 at 09:56 PM.
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fishy_fis
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 2:10:28
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Joined: 29-Mar-2004 Posts: 2160
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| Actually, quite the contrary. Limited palette and low res screens are what a pixel artist thrives in. Exactly their element. A joy, not painful. Ive recently become involved in some game development for tandy coco.... 4 colors (plus artifacts) at 128*192 (well technically 256*192, but pixels become 2*1 for multicolor screens).
Having a blast, great fun. Last edited by fishy_fis on 15-Dec-2015 at 02:18 AM.
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cdimauro
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 6:15:53
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Joined: 29-Oct-2012 Posts: 3650
From: Germany | | |
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| @fishy_fis: my graphic artists thinks a lot different.
You can read the interview to Giacinto Platania, which worked to Fightin' Spirit, and see yourself what he thinks about using the old tools and the old way to create graphic.
The interview is in Italian, but you can easily translate it in English. |
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fishy_fis
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 7:29:13
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Joined: 29-Mar-2004 Posts: 2160
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| @cdimauro
Yes, he changed medium to something not really pixel art style. My suggestion that low res/low color is what pixel artists thrive on still holds true. Visit any of the dozens of pixel art websites and you'll see this is true of nearly all pixel artists. Graphic artists aren't the same thing. |
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Massi
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 10:45:00
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Joined: 2-Feb-2011 Posts: 628
From: Rome, Italy | | |
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| @All
For direct programming of the Commodore Amiga custom chips, I nowadays use C.
The overhead of the C compiler is negligible, the only drawback is that I can' t control the executable size very well.
For critical special cases a mix of C + Assembly is always possible.
Check what is possible to achieve: Menace remake with source written in C
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cdimauro
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 17:12:34
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Joined: 29-Oct-2012 Posts: 3650
From: Germany | | |
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| @fishy_fis
Quote:
fishy_fis wrote: @cdimauro
Yes, he changed medium to something not really pixel art style. My suggestion that low res/low color is what pixel artists thrive on still holds true. Visit any of the dozens of pixel art websites and you'll see this is true of nearly all pixel artists. Graphic artists aren't the same thing. |
Giacinto does pixel art too, if we wants or if it's requested by customers.
He simply expanded his toolset. |
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cdimauro
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 17:29:25
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Joined: 29-Oct-2012 Posts: 3650
From: Germany | | |
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| @Massi
Quote:
Massi wrote: @All
For direct programming of the Commodore Amiga custom chips, I nowadays use C.
The overhead of the C compiler is negligible, the only drawback is that I can' t control the executable size very well.
For critical special cases a mix of C + Assembly is always possible.
Check what is possible to achieve: Menace remake with source written in C
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It depends on the game.
For example, you cannot rewrite Fightin' Spirit in C. And the same would have happened for USA Racing, the other game which I was working on.
Both for a question of space and performance. |
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Overflow
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 17:41:02
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Joined: 12-Jun-2012 Posts: 1628
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| Anyhow, nice to see the improved animation, so good luck with future development. Last edited by Overflow on 15-Dec-2015 at 05:41 PM.
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Massi
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 18:52:29
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Joined: 2-Feb-2011 Posts: 628
From: Rome, Italy | | |
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| @cdimauro
From space and performance perspectives Assembly beats C no doubts.
Anyway I experienced I can push C close to Assembly which is in many cases more than acceptable. A mix of C (the game logic) + Assembly (the graphics engine) then can cover the majority of games.
Not to mention the benefits of C over Assembly in terms of productivity.
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cdimauro
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 19:46:14
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Joined: 29-Oct-2012 Posts: 3650
From: Germany | | |
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| @Massi: absolutely, but the problem is that with machines with limited resources, like an Amiga 500, it's already hard to squeeze the hardware using the assembly. C is not recommended. |
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NutsAboutAmiga
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 19:48:22
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Joined: 9-Jun-2004 Posts: 12823
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cdimauro
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 20:10:11
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Joined: 29-Oct-2012 Posts: 3650
From: Germany | | |
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| @NutsAboutAmiga: well, at my time there were no exe files. I've written a custom trackloader to load the game code and data, packing 1029KB of space on each disk. |
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Massi
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 20:11:02
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Joined: 2-Feb-2011 Posts: 628
From: Rome, Italy | | |
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| @cdimauro
Quite a commonplace. While the C compiler tend to introduce a little overhead, it can however generate quite fast code.
Anyway it depends on what is to achieve.
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NutsAboutAmiga
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 20:15:16
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Joined: 9-Jun-2004 Posts: 12823
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cdimauro
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 15-Dec-2015 20:22:38
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Joined: 29-Oct-2012 Posts: 3650
From: Germany | | |
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| @NutsAboutAmiga: exe? powerpacker.library? At the Amiga time we use only the trackdisk.device, just once, at the boot, and then we took full control of the machine, using custom track loaders and unpackers.
Unpacking is only use for decompressing the track data in the proper positions in memory. But the game didn't unpacked anything when it was running.
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Amiten
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Re: THE DREAM OF ROWAN. A brand new game for Amiga 68k Posted on 18-Dec-2015 2:59:34
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Joined: 26-Nov-2011 Posts: 88
From: Tenerife(Spain) | | |
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| Hello Again!,
Well we read saw all the comments in this forum and others and takes a Look about our fouls and that´s its what we have DONE! I hope you like it , Feedbacks are welcome (Constructive ones, the hards keep Calm jejeje :laughing ) ;)
Ok not want to extend more and quit your time. all the Best and Amiga4Ever
Please we need your support for makes this happens. Thanks to all sponsors here.
This Video its an a example of the new Amal Engine
https://youtu.be/fbiOsjqXfOE |
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