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Playing Sam's Journey, would an A8 version be possible

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As often mentioned already you neither.

And why didn't you ? You seemed to have time for complex demos on other machines.

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Because my personal interest in doing games is zero... thats Popmilo et al field. And I found other machines more interesting at the moment.

 

Coding demos and games are separate things and use similar skill set but game needs more work imho.

 

I might finish or continue with Beyond Evil but it might appear on C64 and or VBXE machines.

Edited by Heaven/TQA
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I'm certainly thinking about platform game. More like fighting / platform combination, something like Bruce Lee or First samurai. But .. I am already working on 3 other games, and I don't want to start fourth. So in 5 years, if everything goes fine. Even so, I don't have ambition for the game to be Sam's Journey big, nor colorful.

 

I have to agree that we don't have good game making community. We have tons of music and demos. Lot of GFX work, under which I put those 'game concepts', ie. games which can't be played but look nice. We also have lot of very good ports.

But original games ? Not so much. We don't have much discussion on game design. We don't have much real game concepts, ie. game, which can be played, but only have simple placeholder graphics. We don't have the same friendly rivalry we have in other areas, or at least that's my feeling.

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Because my personal interest in doing games is zero... thats Popmilo et al field. And I found other machines more interesting at the moment.

 

Coding demos and games are separate things and use similar skill set but game needs more work imho.

 

I might finish or continue with Beyond Evil but it might appear on C64 and or VBXE machines.

LOL what a great own goal. Where was the base qualification for your entry in post #374

 

"As often mentioned already you neither. "

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Because my personal interest in doing games is zero... thats Popmilo et al field. And I found other machines more interesting at the moment.

 

Coding demos and games are separate things and use similar skill set but game needs more work imho.

 

yeah; both types require different kind of work.

 

BTW Heaven. I was 16 years old or so, was at Rush Hours 97 party watching your Really Unreal at Big Screen and thinking "I want do shit like this".

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emkay, on 07 Sept 2018 - 8:36 PM, said:snapback.png

(...)

Pre-shifting software sprites and to use parallax scrolling would kill the CPU (if it was possible) .

 

wanna bet?

Wasn't sure what you meant with that, but couldn't get it out of my mind.... And then I remembered this :)

 

 

Nice !

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yeah; both types require different kind of work.

 

BTW Heaven. I was 16 years old or so, was at Rush Hours 97 party watching your Really Unreal at Big Screen and thinking "I want do shit like this".

Now I feel old... and honored.... :)

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emkay, on 07 Sept 2018 - 8:36 PM, said:snapback.png

Wasn't sure what you meant with that, but couldn't get it out of my mind.... And then I remembered this :)

 

 

Nice !

Sure , you aren't crazy ? ;)

Games like "Sam's Journey" need more than one moving object.

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Sure , you aren't crazy ? ;)

Games like "Sam's Journey" need more than one moving object.

Not that much ;)

 

This is "just" an excellent example of parallax scrolling. In some ways it beats best on c64 (Flimbo's quest).

Based on how it works there's still plenty cpu time left for additional gfx and all that without even using extra ram. Just take all those layers surface together and count how many individual sprites there could be flying around with similar size.

Of course it won't be Sam's journey, and there won't be more colors then possible.

 

On that topic, if you can see such a nice scroll in parallax, for me it proves that single layer scroll with added sprites is more than doable.

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And as Solo said parallax is not magic if you reserve chars for that layers you have enough for sprites....

 

Flimbo is simple... (love simple same as easy ;)) just cycling through 4 fonts and voila parallax. Easy.

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I personally couldn't care less for parallax scroll. Problem isn't that we don't have enough games with parallax scroll. We don't have enough original games period.

The gameplay is priority number one for me. Graphics number 2. Technical features are the last thing. It's somehow interconnected with graphics, like when you find a way to have more colors. But if the games is screen-based, horizontal scrolling, full scrolling, if it does have parallax or not .. that's just icing on the cake.

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We don't have enough original games period. The gameplay is priority number one for me. Graphics number 2. Technical features are the last thing. It's somehow interconnected with graphics, like when you find a way to have more colors. But if the games is screen-based, horizontal scrolling, full scrolling, if it does have parallax or not .. that's just icing on the cake.

Couldn't agree more. Originality, even if coming out of A8 "restrictions" is much more important than anything else imho.

 

Look at monk for example - I couldn't have coded it in couple months as I did if I went with normal gfx. It took restrictions to simple square pixeled gtia mode to allow me to make all different tiles, objects, terrain changes working perfectly and all of it fitting inside normal memory.

 

So I would say - take Emkays favorite double scanline mode, make game around some crazy idea you get from some Ludum Dare game or some pc indie game and we all win.

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Not that much ;)

 

This is "just" an excellent example of parallax scrolling. In some ways it beats best on c64 (Flimbo's quest).

Based on how it works there's still plenty cpu time left for additional gfx and all that without even using extra ram. Just take all those layers surface together and count how many individual sprites there could be flying around with similar size.

Of course it won't be Sam's journey, and there won't be more colors then possible.

 

On that topic, if you can see such a nice scroll in parallax, for me it proves that single layer scroll with added sprites is more than doable.

Good lord , is Alzheimer's exchanging with the decades if ignorance?

 

The protagonist isn't even jumping, and there is only one scrolling direction.

 

Well, it looks great, but it won't turn into an 8 way scrolling with multiple of moving objects moving independent in different direction.

The engine COULD find it's own game, as the colors look nicely chosen.

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Good lord , is Alzheimer's exchanging with the decades if ignorance?

 

The protagonist isn't even jumping, and there is only one scrolling direction.

 

Well, it looks great, but it won't turn into an 8 way scrolling with multiple of moving objects moving independent in different direction.

The engine COULD find it's own game, as the colors look nicely chosen.

 

Is Alzheimer your new girlfriend's name? you spam it every second post and its annoying already; get a grip its irritating

wtf is this

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Alzheimer married Impossible, and produced emkay.

Sometimes he does the impossible but then it's forgotten, because I can't remember.

More often than not he tells us it's impossible and forgets that it was already done.

It's likely that the impossible can happen if everybody forgets and we just do it.

I forget if any of that is possible because after reading all of emkays posts I get dizzy, and find I can't remember my own name.

So I conclude...

It's possible I forgot what we were trying to do or discuss, 'because emkay'

Edited by _The Doctor__
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I guess Popmilo does know his business....

 

Remember Menace?

 

That has sprites and parallax.

Check Atari Blast. There you see real parallax plus a lot of moving objects that even change continuously their face.

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Alzheimer married Impossible, and produced emkay.

;)

 

 

Sometimes he does the impossible but then it's forgotten, because I can't remember.

There is a difference between "impossible" and a common senses of "impossible.

More often than not he tells us it's impossible and forgets that it was already done.

Nothing is done that is impossible. Things run always on restrictions. Just like the "Exploding Fist" conversion. Even after 320K of memory used, the enemies don't jump.

If you pre-shift every "enemy sprite" for all possibilities, you have to do simple multiplications for the memory calculations.

Things will get that immense, only the sorting routine for the calculation of the needed table will take longer than the CPU has cycles available.

 

 

It's likely that the impossible can happen if everybody forgets and we just do it.

I forget if any of that is possible because after reading all of emkays posts I get dizzy, and find I can't remember my own name.

So I conclude...

It's possible I forgot what we were trying to do or discuss, 'because emkay'

Possibly we found a "problem" . It's how "employed" people think:

"We just do it , and forget the rest".

This works fine, if others do their part. Possibly an idea will bring the next step.

But this doesn't work on such small computers. As those old 8 Bit computers don't have "Ideas". They have their restrictions and "not found" features. Those features help to do modulations with POKEY, but they don't bring more moving objects to the screen.

Even weirder : After explaining, that Games like Gyruss run good (Arcade like) playable in Antic D mode , that somehow equalizes a 3MHz CPU , people claim , it could run in a higher resolution.

In theory , it is possible, when using only a quarter of the playfield in hires.

Edited by emkay

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I have to agree that we don't have good game making community. We have tons of music and demos. Lot of GFX work, under which I put those 'game concepts', ie. games which can't be played but look nice. We also have lot of very good ports.

But original games ? Not so much. We don't have much discussion on game design. We don't have much real game concepts, ie. game, which can be played, but only have simple placeholder graphics. We don't have the same friendly rivalry we have in other areas, or at least that's my feeling.

 

The Atari situation is a very reduced C64 version, the C64 has lots of gfx, tunes, demo's and what they term "previews" of games, games that to my memory mostly don't get finished which is a shame..

 

But as you say there isn't the same inter group friendly rivalry, it IS there but its much more reduced..

 

What is different is that there's more quality than quantity on the Atari, I refuse to bash either computers developers as we, the user get nothing without them so ANY dev is great but there's more of a conveyor belt of previews on the C64 and a lot of the scene releases are 're-cracks' or something I do love, enhanced pimped out versions of games that have been bug fixed, bits that were missing added and the like and that isn't as ongoing with the Atari.

 

So yeah, I'd like to see a bigger dev base but what bloody stunners they do release, both new original stuff and genuinely top drawer conversions...I'd love to shake the hands of all our devs although I might do the thumb to the nose thing with Sal initially but even he would get a shake of the hand because the work they do / have done is both appreciated and well done. Would I like more, well hell yes but you always want more of a good thing :)

 

Hats off to the dev's, don't let REMKay's comments put you off, just REM them out :)

Edited by Mclaneinc
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I guess Popmilo does know his business....

 

Remember Menace?

 

That has sprites and parallax.

 

 

Both in Antic 4 and also Antic 5 - very little benefit from the lower rez char mode tbh.

 

I cannot remember if both the static and slow scroll far field parallax versions were shared.

 

Although terribly biased I always felt the the Menace material was awesome, done back in the day, on stock 64K hardware - I wish we had found a way to finish it :-(

 

sTeVE

Edited by Jetboot Jack
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Both in Antic 4 and also Antic 5 - very little benefit from the lower rez char mode tbh.

 

I cannot remember if both the static and slow scroll far field parallax versions were shared.

 

Although terribly biased I always felt the the Menace material was awesome, done back in the day, on stock 64K hardware - I wish we had found a way to finish it :-(

 

sTeVE

Well, perhaps it's time to get everybody still in the scene and even reach out to those who left or new to the scene to help get it done?

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a lot of the scene releases are 're-cracks' or something I do love, enhanced pimped out versions of games that have been bug fixed, bits that were missing added and the like and that isn't as ongoing with the Atari.

Umm, a recrack is when someone takes an existing crack, pulls the intro off and tries to pass it off as their own work... that's very naughty so tends to be frowned upon. Most of what's coming out on the C64 are clean cracks from originals (or at least images of originals) and are... well, just cracks in the same way they've always been.

 

And if people want more releases, just do what the C64 bunnies do and start coding already! That's where new releases come from, people developing stuff and releasing it... which in turn encourages other people and so on.

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