Click Here
home features news forums classifieds faqs links search
5637 members 
Amiga Q&A /  Free for All /  Emulation /  Gaming / (Latest Posts)
Login

Nickname

Password

Lost Password?

Don't have an account yet?
Register now!

Support Amigaworld.net
Your support is needed and is appreciated as Amigaworld.net is primarily dependent upon the support of its users.
Donate

Menu
Main sections
» Home
» Features
» News
» Forums
» Classifieds
» Links
» Downloads
Extras
» OS4 Zone
» IRC Network
» AmigaWorld Radio
» Newsfeed
» Top Members
» Amiga Dealers
Information
» About Us
» FAQs
» Advertise
» Polls
» Terms of Service
» Search

IRC Channel
Server: irc.amigaworld.net
Channel: #Amigaworld
Channel Policy and Guidelines

(Uses JAVA Applet and Port 1024)
Visit the Chatroom Website

Who's Online
 55 guest(s) on-line.
 2 member(s) on-line.


 corto,  wolfe

You are an anonymous user.
Register Now!
 corto:  6 secs ago
 wolfe:  2 mins ago
 AdvancedFollower:  20 mins ago
 Plexus:  41 mins ago
 clint:  1 hr 2 mins ago
 Blade2019NL:  1 hr 6 mins ago
 wawa:  1 hr 18 mins ago
 Tuxedo:  1 hr 28 mins ago
 BigD:  1 hr 37 mins ago
 Yssing:  1 hr 52 mins ago

/  Forum Index
   /  Amiga Gaming
      /  SPEEDGRID - new AGA game in the works
Register To Post

Goto page ( 1 | 2 Next Page )
PosterThread
saimo 
SPEEDGRID - new AGA game in the works
Posted on 7-Nov-2017 17:32:50
#1 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2001
From: Unknown

Hi all,

after about 12 years (happily) spent making games for the Commodore 64, AmigaOS 4 and other PC systems, I'm returning to the "classic" Amiga - something I've been itching to do for a long, long time. In the last 10 days or so I have created the core of a new game for standard A1200s - and that's what you can see in this video.

The game, called SPEEDGRID (working title), is going to be of the casual, score-attack type based on the catching/dodging of hexagonal cells representing various bonuses and maluses.

https://www.youtube.com/watch?v=69zl4HYAShI

Technical bits shown in the video:
* 3 parallax layers scrolling at a variable speed (up to 16 pixels/frame - such limit is not technical, but only to keep the game playable);
* 1 fixed layer for the HUD (and possibly other graphical effects);
* real transparencies (any color can be freely assigned an opacity value between 0 and 255);
* a 16 colors sprite + a 3 colors sprite.

Things I plan to add:
* occasional meteors zipping by;
* bosses to fight against when time expires;
* procedural generation of the middle layer graphics;
* some "special" music (if I manage);
* any other cool feature that will come to mind.

Note: the current tune is just a placeholder, and it's the fabulous tracker module "Cortouchka" by El Mobo (Frédéric Motte).

Last edited by saimo on 07-Nov-2017 at 06:04 PM.

 Status: Offline
Profile     Report this post  
Jose 
Re: SPEEDGRID - new AGA game in the works
Posted on 7-Nov-2017 17:55:26
#2 ]
Cult Member
Joined: 10-Mar-2003
Posts: 899
From: Unknown

@saimo

Looks cool. So the top layer is sprites and the bottom two use the built in parallax support, right ?

_________________

 Status: Offline
Profile     Report this post  
saimo 
Re: SPEEDGRID - new AGA game in the works
Posted on 7-Nov-2017 18:05:12
#3 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2001
From: Unknown

@Jose

Quote:

Jose wrote:
@saimo

Looks cool.

Thank you :)

Quote:
So the top layer is sprites and the bottom two use the built in parallax support, right ?

Nope: the sprites (0 and 1) are used for the ship and the flame.

Last edited by saimo on 07-Nov-2017 at 06:05 PM.

 Status: Offline
Profile     Report this post  
Rob 
Re: SPEEDGRID - new AGA game in the works
Posted on 7-Nov-2017 18:07:31
#4 ]
Elite Member
Joined: 20-Mar-2003
Posts: 5578
From: S.Wales

@saimo

Nice parallax. What screen mode is the game running in?

 Status: Offline
Profile     Report this post  
saimo 
Re: SPEEDGRID - new AGA game in the works
Posted on 7-Nov-2017 18:15:30
#5 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2001
From: Unknown

@Rob

320x256 PAL

 Status: Offline
Profile     Report this post  
Rob 
Re: SPEEDGRID - new AGA game in the works
Posted on 7-Nov-2017 22:27:00
#6 ]
Elite Member
Joined: 20-Mar-2003
Posts: 5578
From: S.Wales

@saimo

I should have watched fullscreen. It looked like HiRes laced in window mode.

 Status: Offline
Profile     Report this post  
g01df1sh 
Re: SPEEDGRID - new AGA game in the works
Posted on 7-Nov-2017 22:54:43
#7 ]
Super Member
Joined: 16-Apr-2009
Posts: 1164
From: UK

@Rob

Background is a bit trippy looking. But nice to see people come back to amiga

 Status: Offline
Profile     Report this post  
saimo 
Re: SPEEDGRID - new AGA game in the works
Posted on 7-Nov-2017 23:20:50
#8 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2001
From: Unknown

@Rob @g01df1sh

The YouTube compression totally devastated the video. The original I uploaded was a lossless 2 Gb file, but the wild reencoding makes it difficult to appreciate the graphics.

 Status: Offline
Profile     Report this post  
klx300r 
Re: SPEEDGRID - new AGA game in the works
Posted on 8-Nov-2017 4:05:01
#9 ]
Elite Member
Joined: 4-Mar-2008
Posts: 3181
From: Toronto, Canada

@saimo


_________________
____________________________
c64-2sids, A1000, A1200T-060@50(finally working!),A4000-CSMKIII
! My Master Miggies- Amiga 1000 & AmigaOne X1000 !
mancave-ramblings
X1000 I BELIEVE

 Status: Offline
Profile     Report this post  
Georg 
Re: SPEEDGRID - new AGA game in the works
Posted on 8-Nov-2017 8:04:47
#10 ]
Regular Member
Joined: 14-May-2003
Posts: 435
From: Unknown

@Jose

You don't need hardware parallax (dual playfield) to do hardware parallax Can even be more flexible than built in one. You could have 5 + 3 planes, 4 + 2 + 2 planes, 4 + 3 + 1, 4 + 1 + 1 + 1 + 1. All you need is screenmode with number of planes == sum of planes in all parallax layers and correctly set up palette. And you can have ~special effect colors: semi transparency, lighten/darken, color tint, etc.

Disadvantage is that horizontal shift registers are not per plane, but only per odd/even plane. So further tricks may be necessary for some planes if you scroll horizontally, too.

 Status: Offline
Profile     Report this post  
Hypex 
Re: SPEEDGRID - new AGA game in the works
Posted on 9-Nov-2017 14:00:58
#11 ]
Elite Member
Joined: 6-May-2007
Posts: 8692
From: Greensborough, Australia

@saimo

That's a lot of work in ten days. Sounds amazing. When I saw the title I thought it was it a car racing game.

 Status: Offline
Profile     Report this post  
saimo 
Re: SPEEDGRID - new AGA game in the works
Posted on 9-Nov-2017 16:58:16
#12 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2001
From: Unknown

@Hypex

Yeah, I'm not satisfied myself with the name, but it's just temporary.

 Status: Offline
Profile     Report this post  
klx300r 
Re: SPEEDGRID - new AGA game in the works
Posted on 9-Nov-2017 19:56:49
#13 ]
Elite Member
Joined: 4-Mar-2008
Posts: 3181
From: Toronto, Canada

@saimo

how’s about Flight Grid AGA...at least keeping AGA in the title will stop all the ‘does it work on OCS/ ECS’ questions

_________________
____________________________
c64-2sids, A1000, A1200T-060@50(finally working!),A4000-CSMKIII
! My Master Miggies- Amiga 1000 & AmigaOne X1000 !
mancave-ramblings
X1000 I BELIEVE

 Status: Offline
Profile     Report this post  
saimo 
Re: SPEEDGRID - new AGA game in the works
Posted on 9-Nov-2017 21:41:51
#14 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2001
From: Unknown

@klx300r

"Flight Grid" is not bad, but still not good enough. The "AGA" tag would start the "where's the ECS version", though (and doesn't look elegant) ;)
Thanks for the suggestion and no worries, I'll eventually come up with a suitable name!

 Status: Offline
Profile     Report this post  
klx300r 
Re: SPEEDGRID - new AGA game in the works
Posted on 9-Nov-2017 23:09:40
#15 ]
Elite Member
Joined: 4-Mar-2008
Posts: 3181
From: Toronto, Canada

@saimo

Flight Commander

_________________
____________________________
c64-2sids, A1000, A1200T-060@50(finally working!),A4000-CSMKIII
! My Master Miggies- Amiga 1000 & AmigaOne X1000 !
mancave-ramblings
X1000 I BELIEVE

 Status: Offline
Profile     Report this post  
Jose 
Re: SPEEDGRID - new AGA game in the works
Posted on 10-Nov-2017 18:55:16
#16 ]
Cult Member
Joined: 10-Mar-2003
Posts: 899
From: Unknown

@Georg
Got it, but that's not complete parallax, for example you can't have full opaque layers.

@Saimo
Call it Atomic War.
:)


Last edited by Jose on 10-Nov-2017 at 06:55 PM.

_________________

 Status: Offline
Profile     Report this post  
saimo 
Re: SPEEDGRID - new AGA game in the works
Posted on 10-Nov-2017 22:11:45
#17 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2001
From: Unknown

@Jose

Quote:

Jose wrote:
@Georg
Got it, but that's not complete parallax, for example you can't have full opaque layers.

You can have any opaqueness degree you want.

Quote:

@Saimo
Call it Atomic War.
:)

Sorry, it is totally unrelated to the game.


@all

Although I appreciate the effort, no need to make suggestions: I'll come up with a good name (and I actually want to choose the name myself ).

 Status: Offline
Profile     Report this post  
Georg 
Re: SPEEDGRID - new AGA game in the works
Posted on 11-Nov-2017 8:46:17
#18 ]
Regular Member
Joined: 14-May-2003
Posts: 435
From: Unknown

@Jose

Real dual playfield is basically just a way to save palette entries. 6 plane (3 + 3) dual playfield (or non dual playfield) normally requires 2^6=64 palette entries so the hardware knows for each possible bit combination in the planes, what entry/color from the colormap this shall result in. It's basically like a second lookup to reduce the required palette entries to 2^3+2^3=16 palette entries. This way you also don't need to use palette entries which are also used by sprites.

For some reason it seems large palette is/was costly hardware wise, otherwise things like EHB would not have made much sense either (why not a full 64 entry colormap?)

So dual playfield is a much simpler hardware feature than one might think. It's only some kind of palette ~compressor.


 Status: Offline
Profile     Report this post  
paolone 
Re: SPEEDGRID - new AGA game in the works
Posted on 11-Nov-2017 13:06:57
#19 ]
Cult Member
Joined: 24-Sep-2007
Posts: 929
From: Unknown

@saimo

It seems funny, but I guess you should add something to shoot to, or it will get boring in a very short time.

Moreover, being various is what makes a "catch or avoid" game a success. Just think about Trailblazer.

 Status: Offline
Profile     Report this post  
saimo 
Re: SPEEDGRID - new AGA game in the works
Posted on 11-Nov-2017 14:15:02
#20 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2001
From: Unknown

@paolone

Quote:
It seems funny, but I guess you should add something to shoot to, or it will get boring in a very short time.

Yep, that's why I wrote:

Things I plan to add:
* occasional meteors zipping by;
* bosses to fight against when time expires;


Quote:
Moreover, being various is what makes a "catch or avoid" game a success. Just think about Trailblazer.

Fully agreed.

 Status: Offline
Profile     Report this post  
Goto page ( 1 | 2 Next Page )

[ home ][ about us ] [ forums ][ classifieds ] [ links ][ news archive ] [ link to us ][ user account ]
Copyright © 2000 - 2017 Amigaworld.net.

Amigaworld.net was originally founded by David Doyle