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possible to make diablo in amos ?

Started by rednova, 15 Dec, 2016, 02:43 AM

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SamuraiCrow

Diablo looks like
https://www.youtube.com/watch?v=aspBNLex3w4 and when you get to the dungeon it has real-time light-sourcing if you watch the video at about the halfway mark. 

BooBoo

Your have to ask the original poster but I think its a given to do such light effects on Amiga would be very time consuming but a isometric game is no problem.

SamuraiCrow

Quote from: rednova on 15 Dec, 2016, 02:43 AM
Dear Friends:

A long time ago I was told here that is possible to make a game like last ninja (c64)
in amospro. Is it possible to make a game like pc diablo from blizzard ?
in amospro ?
Please help me !!!

There you go.  Your answer is:  At low resolution and without light sourcing.

rednova

Thank you all for replying to my question.
I see now my question was ambiguous and not concise.
The light source and the resolution does not matter to me.
What I really would like to get like diablo is the scrolling screen,
and the sprite animation.
Thank you all !!!
-mobilis in mobile-

SamuraiCrow

You're welcome, Rednova.  Do you need any further assistance?

selur

#BooBoo
"isometric means nothing its just the same as displaying any other map"

Absolutely not. There is huge difference between flat 2d and isometric display.  Isometric consume much more memory and time to display.

As i said isometric in Amos will be slow as hell..fire even in 32 colors :P
For example "Genesia" is isometric turn based game written in Amos/asm in only 16 color and it is very slow on stock A500.
Ofcourse if u will use MC 68030 and much Ram then u can try do isometric game surely, but i guess we talking about something like stock A1200.

BooBoo

A isometric tile would take no more time to display than a non isometric tile why would it the Amiga can't tell the difference.

SamuraiCrow

Overdraw makes the difference.  Each row needs to preserve the mask plane because it is another layer that can't be opaque blitted.

BooBoo

Do I really have to do it? Load in Robot monsters map or a like it will just be normal 16*16 tiles.

SamuraiCrow

#24
@BooBoo
I would think they would be BOBs extending above the diamond-shaped bases with a hot spot in the middle of the diamond.  I's say that a 32x64 tile with the even tiles up 8 and to the left 16 of the odd row tiles.

selur

For example in "Utopia" u need to overlay half tile of next each other.


however I would gladly see isometric game in Amos because I wonder how fast it could be.

SamuraiCrow

For a 320x160 screen we'd need 105 BOBs to fill the screen and 4 times that to make it scroll efficiently without any Copper tricks.  Fortunately, most of the BOBs will be stationary objects and will not need to be redrawn unless a character walks behind it.  The default limit for number of BOBs is only 63 but the manual says this can be increased.

Lonewolf10

#27
Quote from: SamuraiCrow on 21 Dec, 2016, 04:47 PMThe default limit for number of BOBs is only 63 but the manual says this can be increased.

It can, up to a maximum of either 128 or 256 (or possibly more).

I'm no bob expert, but the more bobs you have onscreen the slower the update is. I have found this with my Eternal T3 game and I only have a maximum of 16 bobs in use (they are quite large though: 60x60 pixels in 32 colours). I update them manually, but haven't found a way to update a single bob - AMOS seems to update all active bobs at the same time :(

SamuraiCrow

Dang!  I will have to rewrite AmosPro before too long!  Graphics.library used Layers.library to avoid updates of BOBs.

Lonewolf10

Quote from: Lonewolf10 on 25 Dec, 2016, 03:50 PMIt can, up to a maximum of either 128 or 256 (or possibly more).

Just to confirm it, I checked just now. To change the number of maximum bobs that you can use:

- AMOS Pro > Config (drop-down menu) > Set Interpreter
- Click "Load Default Configuration" (or load in another one you have set up)
- Click "Set System Configuration, page 2"
- Bobs is top option (set at 68 on my current setup, min: 8 , max: 255)