Appears to play like Silpheed on SegaCD and I totally approve. Nice to see something more unique for the Amiga in a sea of recent shooters and early arcade ports.
Yeah but Slipheed had 3D vector graphics and it could be done on the Amiga. The idea about the game is similar. I don't like the twitchy movement of the ship though. There should be some smoothing going on that would make it more pleasant. The animateded backgrounds look pretty cool. Seems like a decent game.
@@mattx5499 the movement issue comes from the mouse. the amiga mouse can't really handle smoothness. correcting it by code on that screen resolution couses other funy movement problems. meaning: if you move the ship by 1pixel or 2pixels thats double the speed and there is no between value. you can still play with a joystick but that has too issues by holding the movement speed at a fixed constans.
@RichPT what are you saying ? The Amiga is a computer, not a console, designed from the start to be expanded (like you know, adding memory expansion on a 512Kb standard A500...). A3000 and A4000 have 68030 in their standard version. That's absurd to claim that they were not "real" Amiga, as absurd as saying that every DOS PC running with better CPU than a 8086 isn't a real DOS PC. Plus in the mid 90's 68030 on an A1200 werent uncommon in the Amiga world. We're not talking about using a pistorm or a Vampire card here.
I loaded this on real hardware and a CRT 1084s.. It looks waaaaaaaay better than what it does in this video. This graphics style gives no justice on an LCD.. CRT all the way.
Yeah. A real CRT like the Magnavox 1084 really works its magic on Amiga games. Of course, the Amiga hardware was all about exploiting CRTs. Hamulet is another game demo that will definitely not disappoint.
Absolutely gorgeous. Reminds me of the older 80s and 90s Sega arcade games I was fortunate enough to occ play or even just watch (always a line, very busy) as a kid, but better. Only two things bother. The A-Wing being 1.5x as speed capable the Y-Wing, the stages didn't feel they conveyed well. Otherwise, only the overall prevalence of the TIE Strikers then the abundant Advanced (not that common) in the Death Star battle were the only things that marred an exemplary performance.
What is the hardware configuration of the Amiga it's running on? Is this rendered in real time or partially streamed from hard disk or what? Either way, looks very impressive!
Hi, We had tried this, but the game logic is different in this one. You can't really move or avoid the lasers in a pre -rendered (cockpit) environment. The enemies shooting at "your ship". Changing the crosshair into a ship was a decision influenced by STARDUST. other thing was that the cockpit can cover a very big part of the screen unnecessery where the action is. If only the wings was visible (like the arcade varsion) than the direction of the lasers wont match (not to mention the field of view).. it was weird! :)
the FMV parts look really strange. There's a weird saturation push on colors that makes it just seem.. uncanny but not in a good way. Unclear why they thought that looked good. And the "ringing" from the over sharpness filter in spots is gaudy looking.
If it had been possible to solve all of this in the original colors, we would have chosen that too, but then we would be talking about gigantic sizes but everything has a reason. All backgrounds used during the game are based on the same 16 colors....and that's not much! This was done in order to achieve a smaller size and a higher speed. Since we didn't draw it frame by frame but with HAM Convert, we were forced to push the saturation too far so that the converter detects the colors and not the luminance....and roughly the same reason why we took the picture sharper. The animations use delta compression in order to make them smaller and to further reduce the amount of data, we also used our own filter that filters out the smaller differences (considering the way the iff image is compressed), so if the image is not so sharp, the result would be full of "artifacts". Simply put... it's a back and forth game.
@@trydowave If this is an explanatory question, then yes, but there the picture and the framerarte were also smaller... if I remember correctly, precisely because it could handle the reading. CD32 image is now being uploaded. I don't think it will run properly on an original CD32, it's more to help those using emulator.
Very nice. It would be amazing if you could use real 3D polygon enemy fighters (Galaxian 3). You could do it efficiently without using any sin & cos stuff at all because the enemy are all coming from one direction. All you would need is a simple perspective projection algorithm.
I fear trouble can easily come with that. It is a fun made homebrew game. My "theory" is that it is under the radar only becouse it is an older platform that is not considered as a possible (and prophitable) income source. Puting it on some console or something like that means more attencion and someone somehow has to take serious responsibility for it. We have a saying : "Don't pull a cat's tail.." ..or a mouse in that case.. :)
On the bright side, there were things that we wanted to solve differently, but in these types of games, the gameplay is quite limited in terms of what you can do with them. Thank you for taking the time to watch the video and share your opinion with us, but this is an overly simplistic opinion. We don't know the tastes of every player, and there are things that not everyone likes. If you also have an opinion on how the gameplay could be improved, I would be happy to hear it as well. These opinions will be the basis of further games.
@@imresoveny5868 the 3D depth of the sprites needs some serious love. Judging from the gameplay video it was very hard to align the fire trajectory and vice versa where to dodge the enemy projectiles.
@@Cenon2_ Calculate?...No. Since we are not talking about a power machine and this is a basic code, we tried to avoid two things. One is unnecessary calculations. The other is the amount of images that can be used in the graphics storage. In the case of shots, the result was 500 different images. Two colors/25 different positions/10 depths. Above 1000 images, AMOS freezes for me, so if I refine the angle further, there would be no room left for the opponents' images. The other thing...If the opponents only shoot forward, then there is no conflict, so they have to shoot towards me, and I have simplified this calculation quite a bit... This is why the opponents' projectiles move so strangely. But since I didn't like this solution either, I changed it to a better one... I hope.
Appears to play like Silpheed on SegaCD and I totally approve. Nice to see something more unique for the Amiga in a sea of recent shooters and early arcade ports.
Interesting ...similar in several other ways even though I had never heard of this game before.
Yeah but Slipheed had 3D vector graphics and it could be done on the Amiga. The idea about the game is similar. I don't like the twitchy movement of the ship though. There should be some smoothing going on that would make it more pleasant. The animateded backgrounds look pretty cool. Seems like a decent game.
@@mattx5499 the movement issue comes from the mouse. the amiga mouse can't really handle smoothness. correcting it by code on that screen resolution couses other funy movement problems. meaning: if you move the ship by 1pixel or 2pixels thats double the speed and there is no between value.
you can still play with a joystick but that has too issues by holding the movement speed at a fixed constans.
Lol. Who knews that by 2024 it would be possible to see an Amiga conversion of Rebel Assault. What an incredible machine.
But it's not running on a standard Amiga. It's all cheating. It's nice work but lets not pretend someone could have made this game back in the day
@RichPT of course it is running on real Amiga. I've tried it myself.
@RichPT a CD32 would have handled it, or some look a like. This is amos code, no sorcery there.
@matieucastel835 read the video description. It's an a1200 with 68030 cpu. This is a fake amiga. Real amiga is A500 with memory expansion to 1mb.
@RichPT what are you saying ? The Amiga is a computer, not a console, designed from the start to be expanded (like you know, adding memory expansion on a 512Kb standard A500...). A3000 and A4000 have 68030 in their standard version. That's absurd to claim that they were not "real" Amiga, as absurd as saying that every DOS PC running with better CPU than a 8086 isn't a real DOS PC. Plus in the mid 90's 68030 on an A1200 werent uncommon in the Amiga world. We're not talking about using a pistorm or a Vampire card here.
Fantastic, stupendous, Superlative, Magnificent! Long live the Amigaaaa! 😎👍
I loaded this on real hardware and a CRT 1084s.. It looks waaaaaaaay better than what it does in this video. This graphics style gives no justice on an LCD.. CRT all the way.
Yeah. A real CRT like the Magnavox 1084 really works its magic on Amiga games. Of course, the Amiga hardware was all about exploiting CRTs. Hamulet is another game demo that will definitely not disappoint.
This is pretty amazing to see on the Amiga!
Now time for AGA version and it beats Rebel Assault 😉
Intel outside😁
The force is strong, Amazing 🤘🏻
Would have blew my mind seeing this on an Amiga 500 back in the day.
This engine need to be use to make the ultimate Silpheed version on the A1200/CD32. What an achievement !
Awesome!
Wow! Fantastic
Absolutely gorgeous. Reminds me of the older 80s and 90s Sega arcade games I was fortunate enough to occ play or even just watch (always a line, very busy) as a kid, but better.
Only two things bother. The A-Wing being 1.5x as speed capable the Y-Wing, the stages didn't feel they conveyed well. Otherwise, only the overall prevalence of the TIE Strikers then the abundant Advanced (not that common) in the Death Star battle were the only things that marred an exemplary performance.
What is the hardware configuration of the Amiga it's running on? Is this rendered in real time or partially streamed from hard disk or what? Either way, looks very impressive!
Superlativo! 😍
Looks impressive !
Just wish we had this in 1989, but better late than never :) Well done!
love it - this a jaw dropping..... well done
great, perhaps with a first-person view it would be even more spectacular
Hi,
We had tried this, but the game logic is different in this one. You can't really move or avoid the lasers in a pre -rendered (cockpit) environment. The enemies shooting at "your ship".
Changing the crosshair into a ship was a decision influenced by STARDUST.
other thing was that the cockpit can cover a very big part of the screen unnecessery where the action is.
If only the wings was visible (like the arcade varsion) than the direction of the lasers wont match (not to mention the field of view).. it was weird! :)
Well done!
the FMV parts look really strange. There's a weird saturation push on colors that makes it just seem.. uncanny but not in a good way. Unclear why they thought that looked good. And the "ringing" from the over sharpness filter in spots is gaudy looking.
If it had been possible to solve all of this in the original colors, we would have chosen that too, but then we would be talking about gigantic sizes but everything has a reason. All backgrounds used during the game are based on the same 16 colors....and that's not much! This was done in order to achieve a smaller size and a higher speed. Since we didn't draw it frame by frame but with HAM Convert, we were forced to push the saturation too far so that the converter detects the colors and not the luminance....and roughly the same reason why we took the picture sharper. The animations use delta compression in order to make them smaller and to further reduce the amount of data, we also used our own filter that filters out the smaller differences (considering the way the iff image is compressed), so if the image is not so sharp, the result would be full of "artifacts". Simply put... it's a back and forth game.
@@imresoveny5868 Matter of taste of course, but I actually liked how it looked, it's original, stylized. Certainly caught my eye.
@@NihilQuest is this not essentially doing what Microcosm did on the CD32?
Haha! Fancy graphics, I give you that!
Hello. What king of accelerator and how much ram ?
Sounds in space? Yeah! :D
This is insane! Wow! :)
could this have run on a CD32 back in the day or does it need an accelerator? Whats the frame rate impact?
Needs fast ram and accelerator for optimal frame rate according to the project page and fast HD
The key is the reading speed. A lot of things comes streamed from the HDD. CD32 has (sadly) very slow CD-reading. :D
@@electricblacksheep3186 This is an FMV background though right? Didnt Microcosm do something similar?
@@trydowave If this is an explanatory question, then yes, but there the picture and the framerarte were also smaller... if I remember correctly, precisely because it could handle the reading. CD32 image is now being uploaded. I don't think it will run properly on an original CD32, it's more to help those using emulator.
Very nice. It would be amazing if you could use real 3D polygon enemy fighters (Galaxian 3). You could do it efficiently without using any sin & cos stuff at all because the enemy are all coming from one direction. All you would need is a simple perspective projection algorithm.
🎉🎉🎉
Very cool
Maybe Retro Games can get the license and put it on the Amiga full size in 2025?
I fear trouble can easily come with that. It is a fun made homebrew game. My "theory" is that it is under the radar only becouse it is an older platform that is not considered as a possible (and prophitable) income source. Puting it on some console or something like that means more attencion and someone somehow has to take serious responsibility for it.
We have a saying : "Don't pull a cat's tail.."
..or a mouse in that case.. :)
still, i appreciate the idea! :)
But as i know (We found it accidentally) one of your demo (BAD APPLE) is already on the Vampire's Coffin OS, so who knows..
amiga 1200? cd32?
A1200
Unbelievable! 😲 Not even AGA?!
SZOK!
Jakiebto ma wymagania?
Z tego co piszą twórcy: A1200 (HDD) +FastRam and Accelerator (for optimal framerate).
@ no jo. Pytanie jakie to turbo? Czy na 030 git czy 040?
@@noraretrouciech 030.
@@noraretrouciech targam w ciemno :)
this is witchcraft
bordel c'est en AMOS ...
the backround looks nice for the time, the gameplay is totally trash.
On the bright side, there were things that we wanted to solve differently, but in these types of games, the gameplay is quite limited in terms of what you can do with them.
Thank you for taking the time to watch the video and share your opinion with us, but this is an overly simplistic opinion.
We don't know the tastes of every player, and there are things that not everyone likes.
If you also have an opinion on how the gameplay could be improved, I would be happy to hear it as well. These opinions will be the basis of further games.
@@imresoveny5868 the 3D depth of the sprites needs some serious love. Judging from the gameplay video it was very hard to align the fire trajectory and vice versa where to dodge the enemy projectiles.
@@Cenon2_ Calculate?...No. Since we are not talking about a power machine and this is a basic code, we tried to avoid two things. One is unnecessary calculations. The other is the amount of images that can be used in the graphics storage. In the case of shots, the result was 500 different images. Two colors/25 different positions/10 depths. Above 1000 images, AMOS freezes for me, so if I refine the angle further, there would be no room left for the opponents' images. The other thing...If the opponents only shoot forward, then there is no conflict, so they have to shoot towards me, and I have simplified this calculation quite a bit... This is why the opponents' projectiles move so strangely. But since I didn't like this solution either, I changed it to a better one... I hope.
what the hell
I find your lack of faith disturbing :)