obschan Posted May 2, 2013 Author Share Posted May 2, 2013 (edited) What I think is one of the great assets of this game, besides graphics, is the smooth gameplay. My oh my, does it run without hickups. A superb frame rate!! This makes it a joy to play. I mean: I really loved Steel Talons despite its slow 3 frames per second rate. But this must be well over 20, 30 maybe. On real hardware, depending on what is on the screen between 18 and 30. Edited May 2, 2013 by obschan Quote Link to comment Share on other sites More sharing options...
Atari_afternoon Posted May 2, 2013 Share Posted May 2, 2013 I´m glad you have been continuing working on this Quote Link to comment Share on other sites More sharing options...
108 Stars Posted May 2, 2013 Share Posted May 2, 2013 Don't worry about John Carmack, he has actively promoted less restrictive software rights and released sourcecodes for all his major games. He likes stuff like this. 1 Quote Link to comment Share on other sites More sharing options...
Gregory DG Posted May 2, 2013 Share Posted May 2, 2013 Great job! Can't wait to see how this pans out! Quote Link to comment Share on other sites More sharing options...
obschan Posted May 2, 2013 Author Share Posted May 2, 2013 (edited) Don't worry about John Carmack, he has actively promoted less restrictive software rights and released sourcecodes for all his major games. He likes stuff like this. For sure, he has way more to play with than bothering with w3d sequels ... Armadillo seems great fun !! Edited May 2, 2013 by obschan Quote Link to comment Share on other sites More sharing options...
Ninjabba Posted May 2, 2013 Share Posted May 2, 2013 Wow, this looks amazing! Can't wait to play when back home. Great job!! Quote Link to comment Share on other sites More sharing options...
sd32 Posted May 2, 2013 Share Posted May 2, 2013 This is incredible!, you guys rock, and the Lynx rocks. Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted May 2, 2013 Share Posted May 2, 2013 Played it tonight - wow, awesome technical achievement!! Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted May 3, 2013 Share Posted May 3, 2013 EDIT: Just tweeted a screenshot to John Carmack and he replied.He said he had planned to use the Lynx vertically " to make efficient use of the scaling hardware for column stretching". So the official Wolfenstein 3D would have been quite different. I thought the Lynx scaling hardware worked equally well in both dimensions. Why would it be faster scaling horizontal spans vs vertical spans? Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted May 3, 2013 Share Posted May 3, 2013 No secret passages sadly. But a dramatic storyline told in a cutscene in between levels. My favourite part! Well done you two, hope great things come of this! Quote Link to comment Share on other sites More sharing options...
woolfman Posted May 11, 2013 Share Posted May 11, 2013 (edited) After countless work hours, 108 Stars and I are presenting the playable Luchstenstein 3D demo. The main goal for us was to see what we could do with the engine and then hopefully make plan for a full content game. Keys : A : shoot B : strafe Option 1 : open doors I would like to personally thank 108 Stars for his patience working with me painfully limiting his creative and artistic mind ! I haven´t followed the way of development so far of that game, but I have to say that it´s well done! The only thing though that disturbs me is the status bar being rather big compared to the size of the screen & to the right side instead of "down". I think for playability it would be great to either map it to a button (e.g. only show it when needed), or to make it smaller at least. I don´t think it would hurt gameplay if it stays where it is in the original game... What do you think? Edited May 11, 2013 by woolfman Quote Link to comment Share on other sites More sharing options...
108 Stars Posted May 12, 2013 Share Posted May 12, 2013 (edited) The gameplay is why it is on the right actually; again, the Lynx has the lowest vertical resolution of any handheld like I explained in the other thread, and it would imo be bad to cut even more from the gameplay vertically. About making the panel smaller I think this is an issue with the hardware. The bigger the gameplay window, the more demanding it will be for the Lynx. Look at all the first person shooters on SNES and MD not running in fullscreen. I have also made a video about the game, for anyone who does not have a flashcard. Excuse the bad English. Edited May 12, 2013 by 108 Stars 8 Quote Link to comment Share on other sites More sharing options...
Michael David Morsette Posted May 12, 2013 Share Posted May 12, 2013 Wow! Very nice! I hadn't tried it out yet on my flashcard. Definitely going to whip it out and try it out on my hardware. Thanks for sharing Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted May 12, 2013 Share Posted May 12, 2013 Nice video =) Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted May 12, 2013 Share Posted May 12, 2013 About making the panel smaller I think this is an issue with the hardware. The bigger the gameplay window, the more demanding it will be for the Lynx. If you guys need a hand with optimising the engine's "C" code or converting it to pure 6502 I'd be glad to help. 1 Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted May 13, 2013 Share Posted May 13, 2013 If an 8-bit Atari with no hardware assist for scaling or blitting in a Wolfenstein-style engine, it should be child's play for a Lynx. As for the HUD panel, the Jaguar version got rid of it and overlaid the health/ammo indicators directly on the playfield. That would be the ideal approach here. 1 Quote Link to comment Share on other sites More sharing options...
+karri Posted May 13, 2013 Share Posted May 13, 2013 The drawing speed is excellent in this demo. This is already as optimized as possible. -- Karri Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted May 13, 2013 Share Posted May 13, 2013 This is already as optimized as possible. Oh, so you programmed this? Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted May 13, 2013 Share Posted May 13, 2013 (edited) No, he's vouching for Obschans ability, or Karri probably dissassembled it. I seriously doubt if any optimisation is possible tbh. Edited May 13, 2013 by GadgetUK Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted May 13, 2013 Share Posted May 13, 2013 I seriously doubt if any optimisation is possible tbh. You don't know the CC65 tool chain very well . Its very good at generating crap code when you don't expect it to. Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted May 13, 2013 Share Posted May 13, 2013 You don't know the CC65 tool chain very well . Its very good at generating crap code when you don't expect it to. I know enough lol, i've had to change a lot of array code in order to free masses of RAM... It's funny because whilst the code ends up much smaller and faster it ends up not as tidy. Kinda goes against everything i've learnt from using modern compilers. I expect there's a lot more I need to learn. Obschan is extremely talented, I am sure he understands CC65 deficiencies 100 times better than I do... Quote Link to comment Share on other sites More sharing options...
+karri Posted May 14, 2013 Share Posted May 14, 2013 Screen updates for very simple games go to a standstill very fast when he number of objects get bigger. I have no clue how Obschan got around this. But the game is very responsive to controls and does a 3D illusion in real time. If you compare his with EOTB drawing speed. Well... Perhaps this is a bit optimized already. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted May 14, 2013 Share Posted May 14, 2013 My optimisation offer was at the suggestion of removing or reducing the side status panel. When you do that you have two options :- 1) Cast more rays into the scene so you see more of the world (which makes the scene bitmap bigger in X). 2) Add more border to the left or the right. If you want to show more of the world you have to cast more rays into the scene. That increases the amount of CPU time needed to render a single frame. If you could get more performance out of the core routines you can either increase the frame rate or increase the scene bitmap. As with all games you trade things against each other to make it more fun. 1 Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted May 14, 2013 Share Posted May 14, 2013 Screen updates for very simple games go to a standstill very fast when he number of objects get bigger. Thank you for explaining why Robotron doesn't exist. Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted May 14, 2013 Share Posted May 14, 2013 Thank you for explaining why Robotron doesn't exist. Meoow! 1 Quote Link to comment Share on other sites More sharing options...
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