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NutsAboutAmiga 
Re: Updated Alien Breed 3D 2
Posted on 30-Sep-2023 20:18:05
#481 ]
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Joined: 9-Jun-2004
Posts: 12820
From: Norway

@Karlos

Looks really nice

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 30-Sep-2023 20:58:41
#482 ]
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Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

Wow! Very atmospheric! Let me know when this new texture look is rolled out as standard!

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 30-Sep-2023 21:12:17
#483 ]
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Joined: 24-Aug-2003
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From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@BigD

Update from abu_the_monkey is that there are some issues with the inventory caps and messaging in two player mode to fix up.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 1-Oct-2023 14:02:33
#484 ]
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From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@NutsAboutAmiga

Thanks. I created a tiled wooden floor texture just for the captain's desk. The only place it's used in the whole game. Fortunately there's no rock or slime aboard the battle cruiser so there were a few free floor slots.

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NutsAboutAmiga 
Re: Updated Alien Breed 3D 2
Posted on 1-Oct-2023 20:07:35
#485 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12820
From: Norway

@Karlos

Really interesting now you can actually make a proper game, inside this engine.

There's a few people hanging around the amigans / discord, oh wondered if it was possible to run this on AmigaOS4 with NallePuh, now that I have added CIAA / CIAB support, I told them we need the menu fixed and then we can try. Also, I'm not sure how this game reads the keyboard, does it do it with intuition or does it read it directly from the hardware? this is few challenges.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 1-Oct-2023 21:20:43
#486 ]
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From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@NutsAboutAmiga

I think it relies on interrupts for the keyboard and just reads the mouse state directly. Remember that the original game took over the machine so this is not unexpected.

As for the menus, they need rewriting totally. The code has been ported to C in the mixed C/ASM build at least, so there's a place to start.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 1-Oct-2023 21:28:09
#487 ]
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Joined: 24-Aug-2003
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From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

abu_the_monkey has rolled LevelEd 3.9.0 which now recognises the per level wall texture slot overrides, which is just awesome.

Unfortunately, making new pixel art takes me forever. Especially when I'm not able to work at my desk.

Last edited by Karlos on 01-Oct-2023 at 09:28 PM.

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 1-Oct-2023 21:49:59
#488 ]
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Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

No rush mate! Though a spruced up Christmas release would be nice please!

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 1-Oct-2023 22:20:00
#489 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@BigD

Probably going to need some artists. There's only me working on the mod and pixelling isn't my strongest skill.

Last edited by Karlos on 01-Oct-2023 at 10:20 PM.

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zErec 
Re: Updated Alien Breed 3D 2
Posted on 2-Oct-2023 19:18:32
#490 ]
Cult Member
Joined: 17-Dec-2003
Posts: 514
From: Germany

@Karlos

Hey 👋🏼. I dropped you a PM

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 2-Oct-2023 22:13:34
#491 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@zErec

Hi. A few people responded, I've not gotten around to replying to everyone. Busy day.

I mentioned the gfx artist role a bit in passing, not really expecting a response but I'm happy for anyone to have a go. It's why the mod is on GitHub; anyone can fork it and try it out. I strongly recommend getting the latest LevelEd as posted in the EAB for actually testing out texture ideas.

What I will say for anyone interested in that there are quite a few limitations that can make even the most carefully created bitmaps look poor in the game. I'll enumerate here:

1. Textures for walls and sprites are limited to 32 colours from the 256 colour palette. Technically, you can use whatever 32 colours you want but they are remapped to what the conversion tool thinks is the best palette entry match and not very well. So it's better to start of with the game palette, create your art and reduce to 32 colours (or try not to use more than 32 to start with).

2. Don't dither. No matter how good it looks in 2D, it invariably looks awful in context.

3. The game palette is a bit odd. You should choose colours that have a spread of shades in the palette. This is because the walls are shaded as well as textured. The shading works by having brightness variations of each colour you used, that are in turn mapped back to the nearest palette entry. This is used for all the lighting effects and also the glare/shadow effects. If you use some of the colours that don't have many shades, this process won't be that precise.

4. The shading used in game has two versions. One for when the upper/lower corner brightness are the same and one for when they are different. The former is the same as was used in the original AB3D1 demo (that was 256 colours, the final game was RGB12) and uses an ordered dithering algorithm on screen to improve the shading. For whatever reason, this is not used in the latter case and can really ruin the appearance of anything that is relatively flat shaded.

5. Wall textures can be any power of two pixels tall, up to 128. In my opinion creating textures less than that is a waste as there are only 16 wall textures for the whole game. We've added the ability to override slots per level but not how many. You still only get 16 in total.

6. Wall textures can be any multiple of 8 pixels wide but the engine will only repeat a power of 2 wide slice (8, 16, 32, 64, 128 or 256). These can be at any multiple of 8 offset however.

Beyond these, all the usual stuff applies when making anything you intend to tile as seamlessly as possible.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 4-Oct-2023 21:29:38
#492 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

https://youtu.be/PONMvoLxXLg?si=ZMJJ_WPY8Ps8iuGy

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 5-Oct-2023 12:49:03
#493 ]
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Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

You rock dude! Nice work!

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 5-Oct-2023 13:04:16
#494 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@BigD

That video is already out of date

https://eab.abime.net/attachment.php?attachmentid=80395&d=1696439890

https://eab.abime.net/attachment.php?attachmentid=80396&d=1696443217

https://eab.abime.net/attachment.php?attachmentid=80401&d=1696504896

It's hard to resist making small changes everywhere now.

Last edited by Karlos on 05-Oct-2023 at 01:05 PM.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 5-Oct-2023 13:13:19
#495 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

Main repo is now updated. You can download the very latest version via the zip file feature. This includes:

Support for per level wall/floor overrides
Updates visuals in level A and M
Fixed two player inventory and messaging bugs.

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 5-Oct-2023 19:58:36
#496 ]
Elite Member
Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

Trying now but as heads up the globe.rtg file in the editor folder is flagging up as corrupted when I'm unpacking the zip on a real Amiga! Same problem with Game/SoundFX/Ambience/Explosion!

Last edited by BigD on 05-Oct-2023 at 07:59 PM.

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 5-Oct-2023 20:05:08
#497 ]
Elite Member
Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

Also getting an Insert Volume AB3 error on loading!
Error loading file:
AB3:SoundFX/Ambience/Explosion

Last edited by BigD on 05-Oct-2023 at 08:06 PM.

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 5-Oct-2023 20:09:36
#498 ]
Elite Member
Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

Replaced the Explosion file from a previous version and in now! Can see the scan of Reynolds in all his glory now!

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 5-Oct-2023 21:03:58
#499 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@BigD

Weird. The zip file is created by GitHub and the errors are in files I've not edited for about 20 years. Going to chalk that off to random shenanigans.

I had to edit the scan slightly, after downscaling the left hand ended up looking a tad suspect.

Last edited by Karlos on 05-Oct-2023 at 09:05 PM.

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 5-Oct-2023 22:20:52
#500 ]
Elite Member
Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

I guess I don't need the globe.rtg asset unless I use the editor?

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