Author Topic: KillerWatt C64 - Amstrad Concept  (Read 1715 times)

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Offline invent

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KillerWatt C64 - Amstrad Concept
« on: 03:17, 25 May 16 »
Hi Everyone,


I'd love to see the game KillerWatt on the Amstrad (even if we have to focus on a GX4000 version) but before posting a few concepts, I have a question or two :)
One of the attractions of the game was the variable smooth scrolling.  The style of the game looks like it could be drawn using vectors? The same technique as Space Harrier on the Amstrad for example?
But would this be the best approach for this game?


For more info about the game please visit these links:


Longplay Video

Killerwatt – C64-Wiki


In regards to the music, is it easy to convert C64 music into Amstrad? Curious how it might sound :)
Thanks in advance (screenshots coming)

[EDIT: PLEASE use the YouTube button to embed your videos!]


« Last Edit: 13:41, 25 May 16 by Gryzor »
Enjoying/Creating Retro Games

Offline andycadley

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Re: KillerWatt C64 - Amstrad Concept
« Reply #1 on: 11:09, 25 May 16 »
There would be no advantage in using vectors, Space Harrier is really only using them because doing 3D scaling on vectors is less intensive than scaling 2D sprites and since there is no scaling here you would gain nothing (if anything it probably gets harder to work with).

It doesn't exactly grab me as a particularly exciting concept, but I can't see any reason you couldn't code it for the Amstrad. As far as the music goes, it's not really possible to just take C64 SID music and convert it to the CPC's AY, so it's going to end up being a "reimaging" of the tune rather than something which sounds the same.

Offline EgoTrip

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Re: KillerWatt C64 - Amstrad Concept
« Reply #2 on: 14:44, 25 May 16 »
Poor whales (or dolphins or whatever they are). They are just playing in the water and they get slaughtered.

Offline arnoldemu

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Re: KillerWatt C64 - Amstrad Concept
« Reply #3 on: 15:23, 25 May 16 »
There would be no advantage in using vectors, Space Harrier is really only using them because doing 3D scaling on vectors is less intensive than scaling 2D sprites and since there is no scaling here you would gain nothing (if anything it probably gets harder to work with).

I don't think Space Harrier uses vectors. When I looked at the code it appeared to be a form of compressed sprites! It draws them scanline by scanline. The advantage is that it only ever needs to draw the outline and not the inside.

It looks like vectors though and for a while I really thought it was.

I'm guessing KillerWatt is using tiles.



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Offline TMR

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Re: KillerWatt C64 - Amstrad Concept
« Reply #4 on: 02:10, 26 May 16 »
I'm guessing KillerWatt is using tiles.

Yes, it's character-based and i haven't looked but would be surprised if there were compression on the map.

Offline Sykobee (Briggsy)

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Re: KillerWatt C64 - Amstrad Concept
« Reply #5 on: 02:14, 26 May 16 »
Yeah, the main difficulty here is the variable speed smooth scrolling with inertia.


The Plus can do it of course, but the CPC has so many scrolling limitations ... horizontally.


So ... Verticalise It. A top-down vertically scrolling cave shooter in exactly the same style. :D


I'm sure the game on the C64 is using standard tile graphics despite the look of them, drawing vectors is fairly slow (especially on the C64 where writing a tile is writing a byte).

Offline TFM

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Re: KillerWatt C64 - Amstrad Concept
« Reply #6 on: 19:10, 26 May 16 »
Yeah, the main difficulty here is the variable speed smooth scrolling with inertia.
The Plus can do it of course, but the CPC has so many scrolling limitations ... horizontally.

Not alt all, the CPC can (horizontally) scroll very nice f.e. Burnin Wheels: Pixelwise scrolling in all directions.

The problem here is IMHO: Bad music, ugly GFX, stupid plot (kill everything. Ok, that's typical c64 of course) and no fun playing. Sorry not my cup of tea. But even with simple scrolling (byte wise, two byte wise) you can have this game on CPC. Using a 2nd screen you can scroll pixel wise. So a smooth speed up can be archived.  :)
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Offline ||C|-|E||

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Re: KillerWatt C64 - Amstrad Concept
« Reply #7 on: 19:54, 26 May 16 »
Seems like a really difficult game, this KillerWatt  :)

Offline fgbrain

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Re: KillerWatt C64 - Amstrad Concept
« Reply #8 on: 20:39, 26 May 16 »
Looks abit like Anarchy to me.. with uglier gfx and different gameplay..

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Offline TFM

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Re: KillerWatt C64 - Amstrad Concept
« Reply #9 on: 20:53, 26 May 16 »
Looks abit like Anarchy to me.. with uglier gfx and different gameplay..


Good comparison, but Anarchy is more fun.  :)
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