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saimo
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SkillGrid (formerly SPEEDGRID) - new AGA game in the works Posted on 7-Nov-2017 17:32:50
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| 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 03-Jul-2018 at 11:36 AM. Last edited by saimo on 07-Nov-2017 at 06:04 PM.
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Jose
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Re: SPEEDGRID - new AGA game in the works Posted on 7-Nov-2017 17:55:26
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| @saimo
Looks cool. So the top layer is sprites and the bottom two use the built in parallax support, right ?
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saimo
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Re: SPEEDGRID - new AGA game in the works Posted on 7-Nov-2017 18:05:12
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| @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.
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Rob
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Re: SPEEDGRID - new AGA game in the works Posted on 7-Nov-2017 18:07:31
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From: S.Wales | | |
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| @saimo
Nice parallax. What screen mode is the game running in? |
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saimo
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Re: SPEEDGRID - new AGA game in the works Posted on 7-Nov-2017 18:15:30
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| @Rob
320x256 PAL _________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
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Rob
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Re: SPEEDGRID - new AGA game in the works Posted on 7-Nov-2017 22:27:00
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From: S.Wales | | |
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| @saimo
I should have watched fullscreen. It looked like HiRes laced in window mode. |
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g01df1sh
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Re: SPEEDGRID - new AGA game in the works Posted on 7-Nov-2017 22:54:43
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| @Rob
Background is a bit trippy looking. But nice to see people come back to amiga
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saimo
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Re: SPEEDGRID - new AGA game in the works Posted on 7-Nov-2017 23:20:50
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| @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.
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Re: SPEEDGRID - new AGA game in the works Posted on 8-Nov-2017 4:05:01
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Georg
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Re: SPEEDGRID - new AGA game in the works Posted on 8-Nov-2017 8:04:47
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| @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.
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Hypex
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Re: SPEEDGRID - new AGA game in the works Posted on 9-Nov-2017 14:00:58
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| @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.  |
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saimo
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Re: SPEEDGRID - new AGA game in the works Posted on 9-Nov-2017 16:58:16
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| @Hypex
Yeah, I'm not satisfied myself with the name, but it's just temporary. _________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
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klx300r
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Re: SPEEDGRID - new AGA game in the works Posted on 9-Nov-2017 19:56:49
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| @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  |
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saimo
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Re: SPEEDGRID - new AGA game in the works Posted on 9-Nov-2017 21:41:51
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| @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!
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klx300r
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Re: SPEEDGRID - new AGA game in the works Posted on 9-Nov-2017 23:09:40
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| @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  |
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Jose
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Re: SPEEDGRID - new AGA game in the works Posted on 10-Nov-2017 18:55:16
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| @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.
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saimo
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Re: SPEEDGRID - new AGA game in the works Posted on 10-Nov-2017 22:11:45
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| @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 )._________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
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Georg
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Re: SPEEDGRID - new AGA game in the works Posted on 11-Nov-2017 8:46:17
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| @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.
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paolone
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Re: SPEEDGRID - new AGA game in the works Posted on 11-Nov-2017 13:06:57
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| @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. |
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saimo
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Re: SPEEDGRID - new AGA game in the works Posted on 11-Nov-2017 14:15:02
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| @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._________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
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