Jump to content
IGNORED

GameMaker


xxl

Recommended Posts

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....

Link to comment
Share on other sites

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...

  • Like 1
Link to comment
Share on other sites

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...

Link to comment
Share on other sites

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 :)

  • Like 1
Link to comment
Share on other sites

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 by +Adam+
  • Like 2
Link to comment
Share on other sites

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 by Jinroh
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...