xxl Posted February 3, 2018 Share Posted February 3, 2018 new gamemaker is coming: 31 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted February 3, 2018 Share Posted February 3, 2018 I was just trying to understand the news on Atarionline.pl forum... A8 really needs a game maker! Quote Link to comment Share on other sites More sharing options...
ndary Posted February 3, 2018 Share Posted February 3, 2018 neat project... hope it will be done Quote Link to comment Share on other sites More sharing options...
emkay Posted February 3, 2018 Share Posted February 3, 2018 I gave the project a "like" . But I don't really see the benefit of a gamemaker that allows to do games that the Atari isn't really built for. Actually, I'll give it a try. But other stuff is much more missing.... just like real ego view car racing games and ego view action games.... Quote Link to comment Share on other sites More sharing options...
xxl Posted February 4, 2018 Author Share Posted February 4, 2018 you will see one of them earlier than you think 3 Quote Link to comment Share on other sites More sharing options...
emkay Posted February 4, 2018 Share Posted February 4, 2018 you will see one of them earlier than you think If it's about "Ferrari", I already put my statement at Atarionline Or is it another project? Quote Link to comment Share on other sites More sharing options...
+Philsan Posted February 4, 2018 Share Posted February 4, 2018 Perhaps the upper left part of the video gives a clue (a long waited sequel).. Quote Link to comment Share on other sites More sharing options...
VladR Posted February 4, 2018 Share Posted February 4, 2018 I gave the project a "like" . But I don't really see the benefit of a gamemaker that allows to do games that the Atari isn't really built for. Actually, I'll give it a try. But other stuff is much more missing.... just like real ego view car racing games and ego view action games.... Actually, platformer variety is basically infinite (there's plenty original and awesome retro platformers on PC/PS4 every year). Especially from visual standpoint. Which is exactly where this gamemaker comes in. And unlike racing games, 20-30 fps in most platformers is alright and plenty playable. But first-person racing games ? On 8 bit ? On anything less than ~12-16 MHz (forget Amiga/ST racing games), all 2D racing games look very similar - grey road, blue sky, white stripes (please don't mention Outrun). It wasn't really until 32-bit era with high frequencies and built-in sprite scaling HW that finally allowed for 2D racing games to differentiate substantially (e.g. PowerDrift), though it just so happens that it was roughly around that time that the first useable 3D racing happened (e.g. Virtua racing) in finally acceptable fullscreen framerates (can't really count something like Stunt Car racer on stock ST/Amiga as remotely playable). If just 10% of platformers that were made in last few years make it to Atari because of this gamemaker, it's more than enough... 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted February 4, 2018 Share Posted February 4, 2018 Actually, platformer variety is basically infinite (there's plenty original and awesome retro platformers on PC/PS4 every year). Especially from visual standpoint. Which is exactly where this gamemaker comes in. And unlike racing games, 20-30 fps in most platformers is alright and plenty playable. But first-person racing games ? On 8 bit ? On anything less than ~12-16 MHz (forget Amiga/ST racing games), all 2D racing games look very similar - grey road, blue sky, white stripes (please don't mention Outrun). It wasn't really until 32-bit era with high frequencies and built-in sprite scaling HW that finally allowed for 2D racing games to differentiate substantially (e.g. PowerDrift), though it just so happens that it was roughly around that time that the first useable 3D racing happened (e.g. Virtua racing) in finally acceptable fullscreen framerates (can't really count something like Stunt Car racer on stock ST/Amiga as remotely playable). If just 10% of platformers that were made in last few years make it to Atari because of this gamemaker, it's more than enough... You're the same guy that tell in the other thread how much better games were when doing 3D calculations via CPU and not to use the hardware features? Or is now your brother or someone else writing ? Platformers were all mostly the same. There are some exceptions... and , well, possibly such a GameMaker will bring ideas to get a Turrican on the Atari. But, really, IF ONE 8 BIT is able to do real FLUENT EGO perspective games, it's the Atari. C64 has proved, it can not A nice driving simulation , like Test Drive with 20 and up fps.... would prove something different... Quote Link to comment Share on other sites More sharing options...
Jetboot Jack Posted February 4, 2018 Share Posted February 4, 2018 Looks very cool - cannot wait to give it a go (hope I can get it running under Wine on my Mac ) - and look forward to games made using it! sTeVE Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted February 4, 2018 Share Posted February 4, 2018 Vladr... stunt car racer iS playable on 16bit and C64 1 Quote Link to comment Share on other sites More sharing options...
ivop Posted February 4, 2018 Share Posted February 4, 2018 It also depends on time IMHO. I played Racing Destruction Set for days back in the eighties, but consider it unplayable now. Guess I had more patience then 2 Quote Link to comment Share on other sites More sharing options...
twh/f2 Posted February 4, 2018 Share Posted February 4, 2018 new gamemaker is coming: fantastic! hope to try out your gamemaker soon! Quote Link to comment Share on other sites More sharing options...
VladR Posted February 4, 2018 Share Posted February 4, 2018 You're the same guy that tell in the other thread how much better games were when doing 3D calculations via CPU and not to use the hardware features? Context, darling Just because it's possible in certain scenarios, doesn't necessarily mean it results in a better game (though it might). It's definitely at least one (if not two) orders of magnitude easier, from coding perspective, to have a simple 2D scanline road, like in -say- Pole Position / Electra Glide, and scroll it on Antic via HScroll, and still get 60 fps. Especially compared to 3D engine that runs in **useable** framerate on 1.79 MHz. A nice driving simulation , like Test Drive with 20 and up fps.... would prove something different... I'm not saying it's impossible to do in 3 frames (60/3 = 20 fps) on 1.79MHz. It's just bloody hard. If it wasn't, it would have been done hundred times already (like those 2D scanline driving games). If you had a differential 3D engine (that would only render the deltas to the previous frame), then for sure it's gonna run in 30+ fps, as only the polygon edges would be redrawn. But that gets out of sync fast, and then you have to do a full redraw soon anyway (e.g. regular framedrops - but I presume it's still better than constantly low framerate). Let me do a detailed breakdown based on stats I have from my current 6502 flatshader: A brute-force full screen (160x96x4) redraw for Test Drive would do: - 32 scanlines of road (view from inside of the car) : 6 polygons - 48 scanlines of terrain : 6 polygons With 270 cycles (average) of processing per scanline, that makes 270*80 = 21,614c With 960 cycles (average) of processing per polygon that makes 960*6 = 5,760c The above covers line equation, clipping, transform, all outer loops, and drawing scanline edges. Now we need to do the semi-unrolled filling (4 pixels per byte). About 66% of the 160x48 viewport is filled, which is ~5,000 pixels. My current partially-unrolled approach takes 2.04 cycles per pixel, thus 5,000 * 2.04 = 10,200 cycles Unrolled bruteforce clearscreen takes 4 cycles per byte, and we need 160x48 / 4 = 1,920 Bytes, thus it takes 7,680 cycles. In total: 7,680 + 10,200 + 5,760 + 21,614 = 45,254 cycles for the rendering of environment. Since on NTSC at 160x96x4 you have about 24,950 cycles (after Antic steals its share), you would be able to render it at 30 fps actually. Interesting... You would still have full third frame (25,000 cycles) for car sprites, roadside objects, updating speed and handling input and audio. So, even without a differential renderer, you could brute-force it and have useable framerate. Hmmm, you were actually right 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted February 5, 2018 Share Posted February 5, 2018 Context, darling ... Hmmm, you were actually right I could also bet that some game like "Test Drive" could reach fluent framerates in Turbobasic. It's just about using the PMg as shapes to fill huge parts of the screen. Quote Link to comment Share on other sites More sharing options...
Matej Posted February 6, 2018 Share Posted February 6, 2018 Supercool.It will be only 2D platformer or it will include game script (something like BASIC)? So I will be able to make shooters, pongs, tetris??? Quote Link to comment Share on other sites More sharing options...
+Adam+ Posted February 7, 2018 Share Posted February 7, 2018 (edited) Supercool.It will be only 2D platformer or it will include game script (something like BASIC)? So I will be able to make shooters, pongs, tetris??? It's being prepared for creating Hobgoblin 2 levels, which means specific type of gameplay. Edited February 7, 2018 by +Adam+ 2 Quote Link to comment Share on other sites More sharing options...
xxl Posted February 8, 2018 Author Share Posted February 8, 2018 font creator to create tiles and sprites 9 Quote Link to comment Share on other sites More sharing options...
Osgeld Posted February 8, 2018 Share Posted February 8, 2018 very interested Quote Link to comment Share on other sites More sharing options...
Matej Posted February 9, 2018 Share Posted February 9, 2018 Supercool!!! I need that! Quote Link to comment Share on other sites More sharing options...
Jinroh Posted February 10, 2018 Share Posted February 10, 2018 (edited) Very awesome! Look forward to checking it out. I made a utility with similar functionality to create/import fonts/levels from image data, as well as sprites, but yours is much more fleshed out. Really rad, the underlying engine looks very nice as well. Edited February 10, 2018 by Jinroh Quote Link to comment Share on other sites More sharing options...
snicklin Posted February 10, 2018 Share Posted February 10, 2018 This is going to be an excellent addition to the Atari 8-bit. But please, oh please, (this is a message for the Atari public), don't flood us with games with walking penises and naked women. Actually, maybe a few of the latter. 2 Quote Link to comment Share on other sites More sharing options...
snicklin Posted February 10, 2018 Share Posted February 10, 2018 On a more serious note, will you be able to update the title screen? Or at least define a name that gets shown for the name of the game? Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted February 11, 2018 Share Posted February 11, 2018 Suggestions for new gamemaker name: Hobgoblin Construction Kit -or- Hobgoblin Constructor. (If they sound similar to B.D.C.K. and Robbo Constructor, thats fully intentional.) Quote Link to comment Share on other sites More sharing options...
tebe Posted February 15, 2018 Share Posted February 15, 2018 1 Quote Link to comment Share on other sites More sharing options...
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