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Do you have ideas and feature wishes? Post them here and discuss your ideas.

GameSmith Development System From Oregon Researchpage  1 2 
Marcel Verdaasdonk
Netherlands

Posts 3991
30 Oct 2011 12:19


Oops sorry Michael i miss understood what you meant.

And yes AGA was meant to be accessed by it's API since it was never suppose to be a upstanding standard, which it is considered today.

Samuel D Crow
USA
(Natami Team)
Posts 1295
30 Oct 2011 23:51


Pascal Sweden wrote:

I like to take up coding on Amiga platform.

Programming in C/C++ is no issue whatsoever.  I have worked 4 years on embedded software.

Just never did any low-level coding on Amiga.. only in AMOS back in that time.

I do have access to all the Amiga Reference manuals, but now that I discovered GameSmith it seemed a better abstraction level to start, as one did not have to reinvent the wheel for animation and sound, and parallax scrolling, etc.

Do you or other people organize actual seminars on programming on the Amiga platform? Are these organized in the US, or are there some in Europe? Preferably Nordic region :)

It would be cool to get insight in the Amiga platform, start of with the OCS, and be ready to be part of future coding team for the NatAmi board.

My goal is to embed most of the most common hardware-banging functions into shared libraries for inclusion into the AROS releases.  I'd also like to make them into the functionality of the PortablE programming language and make a graphical version of PortablE for young users.

GameSmith would have been OK if it had some tile-mapping routines and a shared runtime library.  Games Master System (a competitor) would have been better if it had not had a draconian license restriction that prevented it (or any API compatible clones) from being integrated into the OS.

Maybe we should start a new thread to write suggestions for new libraries to pump some life into the old chipsets.

Michael v. Parent
France
(Natami Team)
Posts 434
31 Oct 2011 07:51


Sounds great to me.  It's a goal of mine to someday co-create the greatist Classic Amiga game ever for actual commercial sale.  To make this realistic and a worthwhile endeavor (IE, to not loose my huse or family in the process )I would need to:

1) Simultaniously create the game as cross platform so that I could eventually sell the game for bigger markets...this would hopefully allow me to release the Amiga versions for free.

2) To facilitate item 1, almost all important aspects of the game should be created in editors who's exported data could be used on any platform. (Like Spriter and a level editor)

3) Collaborate with enough like minded people as possible to save time (money) and ensure the greatest quality.

My dream for this goal is to eventually end up with a library, game authoring system and set of tools that makes it VERY easy to simultaniously create 3 versions of a game:

a) A low-res version for systems like A500 with built in support for all of Amiga's tricks like copper, palette change, etc. 
b) A high-res Natami version that uses all the same tricks (because it can) but with higher res, more color etc.
c) A version that runs on a cross platform dev system so that its ready to export to all major markets.

Any Classic Amiga hardware gangers out there willing to help create a couple of Amiga specific tools to get this started...If my current job situations remains stable I can actually offer small financial rewards...hopefully others can help sweeten the pot. 

Let's put Classic Amiga back in the spot light and in doing so, put Natami in the spot light too!

The first tool I have in mind is to take any Open source classic amiga pixel art program (INDEXED color!) And add a tool set for designating horizontal areas for copper based palette changes. (and save out and reload this copper palette change location data)

Anyone interrested?



Samuel D Crow
USA
(Natami Team)
Posts 1295
31 Oct 2011 18:47


Michael v. Parent wrote:
The first tool I have in mind is to take any Open source classic amiga pixel art program (INDEXED color!) And add a tool set for designating horizontal areas for copper based palette changes. (and save out and reload this copper palette change location data)

About the only open-source pixel art program with indexed color that would work is GrafX 2.  It could be modified from the SDL compatible source code but it will take a while.  A better option might be to start from scratch.

Michael v. Parent
France
(Natami Team)
Posts 434
31 Oct 2011 19:54


if that would be faster thats great..in fact, it requires ZERO pixel art tools...that could be done in Brilliance or D-paint.
It would only have to be able to load in images (and eventually tile maps) and then allow for the editing of these horizontal palette change areas.

Interested?

The idea is that the user could place these little arrows along the left side of the screen which would designate the y coordinate of a palette change, and there would be a palette editor to edit, load and save palettes for each of these arrows.

Samuel D Crow
USA
(Natami Team)
Posts 1295
01 Nov 2011 00:33


@Michael v. Parent

If I could dovetail this with the tilemap library that I've been wanting to write for a long time, it would be very interesting.  Writing AGA color-changes with the copper are kind of awkward but still possible.  Writing ECS color-changes are much simpler.  In order to get this to work with dual playfield mode, I'll have to be able to merge multiple copper lists as it is.

Maybe I can talk Cammy into helping me since she's writing a new MUI-based tile map editor anyway.  I just wish that I had better understanding of the MrgCop() routine in Graphics.library so I could hit the OS for all it's worth.

Michael v. Parent
France
(Natami Team)
Posts 434
01 Nov 2011 07:53


Excellent. getting help from other Amiga people seems like the most painless way for us to get a really amazing tile-map, level editor made.  Maybe we can hit up one of the still active demo groups...they know the copper like the backs of their hands.

Anyone have the time and contact info to ask around the demo groups?

As long as the first 8 or 16 color indexes can be changed per vertical coordinate designated with a little arrow that would be enough, certianly for a start.  If AGA can handle more that would be cool.

Michael v. Parent
France
(Natami Team)
Posts 434
01 Nov 2011 09:02


I've started a post at the link below to try and get others interrested in this project.. please join the conversation there to ignite the fire :)

EXTERNAL LINK 
thanks

Olaf Schoenweiss
Germany

Posts 786
01 Nov 2011 09:15


The only cross-platform-development-technologies i can think of are SDL and Hollywood (http://www.airsoftsoftwair.de/de/prod_hollywood.html). What do you think of using Hollywood? It not only supports all Amiga-platforms but also Mac, Windows and Linux.

Michael v. Parent
France
(Natami Team)
Posts 434
01 Nov 2011 09:26


I'll actually be using MMF2 Dev my clickteam.com  to make the version for all non-Amiga platforms(the same guy who made AMOS!)

But it runs on PC...the reason, I'm super good at using it and can make the games myself so the project is flake proof... I just need help making the amiga versions ;)


Olaf Schoenweiss
Germany

Posts 786
01 Nov 2011 10:25


is is only for Windows?

Michael v. Parent
France
(Natami Team)
Posts 434
01 Nov 2011 11:06


MultimediaFusion2 only works on windows, but it can export to most major platforms, BUT NOT AMIGA.

So, I'll be making the art for the Amiga, while simultabiously making the game for multiple platforms, BUT
I'll need real programmers to make the versions that runs on Classic Amiga/Natami



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