English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 26 January 2021, 14:07   #461
Havie
Registered User
 
Havie's Avatar
 
Join Date: Mar 2012
Location: UK
Posts: 1,893
Quote:
Originally Posted by earok View Post
I was curious, so I had to do a rough and rapid prototype to see if a basketball game is possible.



Yep. You'd need a LOT of custom logic to get it working well, to the point it may still be better to make an engine from scratch for it, but it could work in theory in Scorpion.

21st century Speedball- Doomball!
Havie is offline  
Old 28 January 2021, 21:28   #462
nobody
Registered User
 
nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 46
Posts: 1,416
For sure it does 50 fps on A500 (512k +512k) when i use a static screen and use some sprites (2-3) on a bubble bobble-like game i am experimenting.

nobody is offline  
Old 28 January 2021, 21:43   #463
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Quote:
Originally Posted by nobody View Post
For sure it does 50 fps on A500 (512k +512k) when i use a static screen and use some sprites (2-3) on a bubble bobble-like game i am experimenting.

That's great to hear

If you run into frameskips with a few enemies, it might be worth looking into using hardware sprites (which are faster than bobs, but with limitations).

- They use palette index 16-31, so you should be able to copy the 16 color palette you've already got into the upper values.
- Once you've done that, you should be able to tick 'auto sprite' in the animation editor. It'll use up the sprite channels if available (up to 4x 16 pixel wide sprites) and then fall back to regular BOBs once it runs out.

Edit: Ahh, I see you've already done that
earok is offline  
Old 28 January 2021, 21:46   #464
nobody
Registered User
 
nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 46
Posts: 1,416
I use hardware sprites for player and bullets already, colors 16-19. 2 enemies (bobs), player and bullets move without any frame skip (sometimes if i shoot many bullets it does a NES-like sprite flicker).
nobody is offline  
Old 28 January 2021, 21:57   #465
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Quote:
Originally Posted by nobody View Post
I use hardware sprites for player and bullets already, colors 16-19. 2 enemies (bobs), player and bullets move without any frame skip (sometimes if i shoot many bullets it does a NES-like sprite flicker).
Turn off "only sprite" and it'll never flicker (since it'll always revert to Bobs, but still prefer sprites if it can).
earok is offline  
Old 28 January 2021, 22:01   #466
nobody
Registered User
 
nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 46
Posts: 1,416
This engine really is bad ass. That import backbone option should be removed immediately lol
nobody is offline  
Old 28 January 2021, 22:10   #467
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Quote:
Originally Posted by nobody View Post
This engine really is bad ass. That import backbone option should be removed immediately lol
Hahaha. Maybe once the TOG games are ported..



Slightly off topic - it's a long weekend here so I'm going to be attempting a major project for the engine. It's a port of Pitfall 2, the C64 version specifically, but with graphics from the Sega arcade version.

earok is offline  
Old 28 January 2021, 23:00   #468
S0ulA55a551n
Registered User
 
S0ulA55a551n's Avatar
 
Join Date: Nov 2010
Location: South Wales
Age: 46
Posts: 933
Bit late to the party here, and not tried it yet. But watching the videos on the editor, I have to say , nice job. I can only begin to imagine the effort that has gone into creating this. Well done
S0ulA55a551n is offline  
Old 28 January 2021, 23:12   #469
skyzoo73
Registered User
 
skyzoo73's Avatar
 
Join Date: Sep 2019
Location: Italy
Age: 50
Posts: 292
Eek

Quote:
Originally Posted by earok View Post
Hahaha. Maybe once the TOG games are ported..



Slightly off topic - it's a long weekend here so I'm going to be attempting a major project for the engine. It's a port of Pitfall 2, the C64 version specifically, but with graphics from the Sega arcade version.

One of my favorite arcades, at the time I finished it!
skyzoo73 is offline  
Old 29 January 2021, 00:14   #470
nikosidis
Registered User
 
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
Quote:
Originally Posted by earok View Post
Hahaha. Maybe once the TOG games are ported..



Slightly off topic - it's a long weekend here so I'm going to be attempting a major project for the engine. It's a port of Pitfall 2, the C64 version specifically, but with graphics from the Sega arcade version.

Very nice Scorpion Engine is becoming something very special! I'm sure there will come lot's of good from all the work you put into this.
nikosidis is offline  
Old 29 January 2021, 12:02   #471
AmyMor
Registered User
 
Join Date: Apr 2020
Location: Calvi Risorta
Posts: 167
is there at the moment a "finished" video game with the scorpion engine to play? I mean with a complete beginning and end?
AmyMor is offline  
Old 29 January 2021, 12:38   #472
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Quote:
Originally Posted by AmyMor View Post
is there at the moment a "finished" video game with the scorpion engine to play? I mean with a complete beginning and end?
Super-Go-Down-The-Hole and Amigo the Fox are more or less complete (although short) games, though I need to tidy them up a little more for a more final release.
earok is offline  
Old 30 January 2021, 13:54   #473
nobody
Registered User
 
nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 46
Posts: 1,416
A small 3 level demo (no title yet) what i created so far. It's a port of a nice ZX Spectrum homebrew i played recently. Music is a placeholder.
I believe it should run just fine on A500, 512k + 512k (my target machine)

https://easyupload.io/8pvw55
nobody is offline  
Old 30 January 2021, 16:50   #474
Predseda
Puttymoon inhabitant
 
Predseda's Avatar
 
Join Date: Mar 2007
Location: Tromaville
Age: 46
Posts: 7,535
Send a message via ICQ to Predseda
Quote:
Originally Posted by nobody View Post
A small 3 level demo (no title yet) what i created so far. It's a port of a nice ZX Spectrum homebrew i played recently. Music is a placeholder.
I believe it should run just fine on A500, 512k + 512k (my target machine)

https://easyupload.io/8pvw55
Thats nice game, exactly my genre. And I wanna dance lambada now Please continue in developlment.
Predseda is offline  
Old 31 January 2021, 02:32   #475
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Quote:
Originally Posted by nobody View Post
A small 3 level demo (no title yet) what i created so far. It's a port of a nice ZX Spectrum homebrew i played recently. Music is a placeholder.
I believe it should run just fine on A500, 512k + 512k (my target machine)

https://easyupload.io/8pvw55
Whoa, that's really cool. I believe that's the first playable Scorpion demo that I wasn't directly involved in too

How do you change from Red -> Green and back? I assume it has something to do with the charge crystals? Or is it to do with the enemies?

Do you mind if I post about the game on the Scorpion Facebook page?

---

I hit bit of a rut with Pitfall, A500 performance just wasn't acceptable so that lead me down a rabbit hole with fixing a whole lot of things to try and get performance up to scratch.

So I might not have enough time left this weekend to release an alpha of it as planned, but I'm reasonably happy with the performance gains I've made in the engine, which include:

- Automatically trimming bobs to edges (eg, if you've got transparent edges around the PNGs, it'll remove it when compiling)
- Reducing the size of the scroll buffer. Also, it's no longer hard coded to expect a Y resolution of 256, so it won't scroll the area behind UI bars etc.
earok is offline  
Old 31 January 2021, 09:21   #476
nobody
Registered User
 
nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 46
Posts: 1,416
It changes when you meet a crystal and have zero ammo left. Ammo is only consumed when you stun enemies or destroy balls of your color.

On player pass the crystal block checks your color (0 or 1) then runs a script of code that will change to 1 and player animation change to green and vice versa.

Took me many hours how to implement the basic mechanics, thinking and hit and miss, i thought it was simple but not lol.

Sure, you can post it on your page.

About speed i agree it is slow when using bobs.
nobody is offline  
Old 31 January 2021, 10:09   #477
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
All done hope this is OK - https://www.facebook.com/scorpioneng...44163507217690

I think the mechanic could work well but it just needs to be explained (that the switch happens when you do a refill). I could see it being used to make mazes where you need to navigate through the balls in the right order.
earok is offline  
Old 01 February 2021, 00:19   #478
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,511
Do the engine supports the player changing Weapons often? Think at Super Crate box...
saimon69 is offline  
Old 01 February 2021, 00:42   #479
Mixel
Registered User
 
Mixel's Avatar
 
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
Quote:
Originally Posted by saimon69 View Post
Do the engine supports the player changing Weapons often? Think at Super Crate box...
Definitely..
Mixel is offline  
Old 01 February 2021, 00:44   #480
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,539
Absolutely.

In general, you'd define each weapon type as a different "actor" (so you can assign specific animations), and then you can swap between them as needed. Nobody's game is an example of this through green/red character swapping.
earok is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
2D Platformer Engine carrion Coders. Blitz Basic 27 06 June 2019 14:35
New Chaos Engine!! arpz Retrogaming General Discussion 75 31 August 2013 22:20
F/S Warp engine 32 mb tabuhuso MarketPlace 0 24 February 2012 15:13
PC Engine CD TodaysForgotten Retrogaming General Discussion 47 13 May 2009 23:57
Scorpion (100% working) andreas request.Old Rare Games 13 01 August 2003 08:48

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 15:03.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.57173 seconds with 15 queries