+Philsan Posted November 17, 2011 Share Posted November 17, 2011 http://www.atarionli...l&id=1321520491 Quote Link to comment Share on other sites More sharing options...
emkay Posted November 17, 2011 Share Posted November 17, 2011 Looks interesting, because of the amount of fluent moving enemies. Quote Link to comment Share on other sites More sharing options...
emkay Posted November 17, 2011 Share Posted November 17, 2011 http://www.youtube.com/watch?v=GnYpAKygjqU 1 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted November 17, 2011 Share Posted November 17, 2011 (edited) She is a hard working programmer for the Atari and looking some help to finish and polish(to make shine) the title. I see Eagle is here watching Edited November 17, 2011 by _The Doctor__ Quote Link to comment Share on other sites More sharing options...
José Pereira Posted November 18, 2011 Share Posted November 18, 2011 From what I am seeing here and from other Eagle ideas it seems that all helicopters are soft sprites and that only PM it's the Jeep... Is this saying that there wouldn't be anymore gfxs? Or just some small ones done by PMs above the Jeep scanlines (like in Blood or the other colourfull scrolling Demo...)? Quote Link to comment Share on other sites More sharing options...
Master Phruby Posted November 18, 2011 Share Posted November 18, 2011 That is pretty cool. I like all the enemies on screen. It feels very 16-bit. Will the player control the copter or the jeep or both at the same time? It would be cool if you could midplay switch between them. Add some Moon Patrol craters for the jeep to jump over. Quote Link to comment Share on other sites More sharing options...
emkay Posted November 18, 2011 Share Posted November 18, 2011 Not sure, if this will turn into a "Silkworm" game at last. The animations seem to be fluent by using the charmode "Drop Zone like". Which means defined chars in a cluster . So, no background possible, where the objects move. Quote Link to comment Share on other sites More sharing options...
emkay Posted November 18, 2011 Share Posted November 18, 2011 This also means, no bosses possible there. Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 18, 2011 Share Posted November 18, 2011 Rubbish - early 1980s thinking. An enormous boss could be done occupying half the screen, moving via finescroll/LMS using practically no CPU. And other softsprite objects could easily exist with positional adjustment taking the scroll offsets into account. Quote Link to comment Share on other sites More sharing options...
emkay Posted November 18, 2011 Share Posted November 18, 2011 Rubbish - early 1980s thinking. An enormous boss could be done occupying half the screen, moving via finescroll/LMS using practically no CPU. And other softsprite objects could easily exist with positional adjustment taking the scroll offsets into account. Blabla Ofcourse it would work (?!). But the framerate will go down dramaticaly. With those "charclusters" , you never have to do any background handling. As soon as the background turns into graphics, the work gets multiplied. You have to change from cluster handling to full charmode softwaresprite handling. Background is supposed to be a huge enemy aswell, but there is no serious solution yet. Except you want something like this: http://www.youtube.com/watch?v=_eNq_rGVcz4 And he's using gr. 7 resolution at 32 bytes already. Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 18, 2011 Share Posted November 18, 2011 You're bringing a totally irrelevant example into the argument. You really need to rethink what you think is/isn't possible. One day, you're claiming that we can have a 3D PoP game playing like Tomb Raider at 25 FPS, the next you're saying a simple h-scroller can't have a boss object at the end of the level with a few other objects buzzing around. Anyway - luckily Eagle seems to be totally able to deduce what can or can't be done without your static. 3 Quote Link to comment Share on other sites More sharing options...
emkay Posted November 18, 2011 Share Posted November 18, 2011 (edited) You're bringing a totally irrelevant example into the argument. You really need to rethink what you think is/isn't possible. One day, you're claiming that we can have a 3D PoP game playing like Tomb Raider at 25 FPS, the next you're saying a simple h-scroller can't have a boss object at the end of the level with a few other objects buzzing around. Rethink. That's the main plot The A8 has no possiblitiy to make such a game fully working. It simply has too less hardware moving objects. But, 3D based games can take profit by using the lower resolution of the used pixels. Making the CPU faster and graphics faster. Anyway - luckily Eagle seems to be totally able to deduce what can or can't be done without your static. I'd like to see a finished game though Edited November 18, 2011 by emkay Quote Link to comment Share on other sites More sharing options...
R4ngerM4n Posted November 18, 2011 Share Posted November 18, 2011 She is a hard working programmer A girl?! Cool. Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 18, 2011 Share Posted November 18, 2011 Not as far as I'm aware... the English translation of the News page might be generating the wrong impression. Quote Link to comment Share on other sites More sharing options...
oky2000 Posted November 18, 2011 Share Posted November 18, 2011 Not as far as I'm aware... the English translation of the News page might be generating the wrong impression. Ha ha Quote Link to comment Share on other sites More sharing options...
Eagle Posted November 18, 2011 Share Posted November 18, 2011 I'm definitely not a woman. The game is in mode E double buffered. In a few weeks I hope to share with you the beta version. Eagle Quote Link to comment Share on other sites More sharing options...
emkay Posted November 18, 2011 Share Posted November 18, 2011 I'm definitely not a woman. The game is in mode E double buffered. In a few weeks I hope to share with you the beta version. Eagle Hm.... OK. So you use preshifted objects? How about the restoring of the background? Quote Link to comment Share on other sites More sharing options...
Eagle Posted November 18, 2011 Share Posted November 18, 2011 Of course preshifted. There is no chance on a colorful background. I try to keep the full frame. It has to be fast, smooth and playable. The background will be the players and missiles. (see embex) It should not be bad. Quote Link to comment Share on other sites More sharing options...
Tezz Posted November 18, 2011 Share Posted November 18, 2011 The game is in mode E There is no chance on a colorful background. Why not Mode4, multiple fonts, preshifted enemy definitions? Quote Link to comment Share on other sites More sharing options...
w1k Posted November 18, 2011 Share Posted November 18, 2011 shooting/arcade! yes! Quote Link to comment Share on other sites More sharing options...
Thorsten Günther Posted November 18, 2011 Share Posted November 18, 2011 Hey, it's a shooter, guys! Even if Eagle decides for e.g. a gradients-only background (I hope it won't stay black) and manages to get the moving objects keep the high quality instead, this still is a big achievement (as they are apparently still unused, I'd use PMG for the occasional tree/mountain and other non-destructable objects in the foreground, but I am not a programmer). Quote Link to comment Share on other sites More sharing options...
José Pereira Posted November 18, 2011 Share Posted November 18, 2011 The game is in mode E There is no chance on a colorful background. Why not Mode4, multiple fonts, preshifted enemy definitions? I have a passion for Silworm because in my school times I was responsible for the Students Association and one of the things I done was buying one of that pirate Chinese NES with Contra,... and some guys put their computers in school... There wasn't many C64 here at that time and I think it was the first time I played on a C64. Silkworm was the game that I think people most played. I always wanted to see it on A8. From my recent learnings, even that some of you think they aren't possible, even those I am still thinking in a way of... Tezz how will you get all those sprites over gfxs? C64 gfxs are in 4colours by scanline and sometimes only 3... but how this help? There would be always PF2&PF3 clash. (not to enter in Eagle's work... just for talking and sharing ideas) Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted November 18, 2011 Share Posted November 18, 2011 oh my god, I edit the S off of the post and it's still there... Oh well... now what to do? Surgery? or Magic moderator edit the S for me? funny as all now! Quote Link to comment Share on other sites More sharing options...
emkay Posted November 18, 2011 Share Posted November 18, 2011 The game is in mode E There is no chance on a colorful background. Why not Mode4, multiple fonts, preshifted enemy definitions? Because of too much independent moving objects? Quote Link to comment Share on other sites More sharing options...
emkay Posted November 18, 2011 Share Posted November 18, 2011 There wasn't many C64 here at that time and I think it was the first time I played on a C64. Silkworm was the game that I think people most played. I always wanted to see it on A8.) The C64 version is "Yawn". The Amiga version also tops the Arcade by playing fun (Music and Sound "wowzers" ) Full working A8 Version..... well.... you know.... GR. 7 Quote Link to comment Share on other sites More sharing options...
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