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21
Other retro / Re: Retro Rant - Gaming Review Youtube Channel
« Last post by manossg on Yesterday at 14:39 »
Yeah, actually I did get quite far. It was hard, but back then I found it was a great combo of action and exploration, and of course the visuals were sweeeeet. As for the music... let's just say I was late more than a few times for school because I booted the game just to listen to it!


Cool, I didn't even reach the first boss bitd and it's a pity, because then you get a password and you can start to have fun and experiment with weapons, which adds to the fun factor a lot.


Even though it has a few flaws which can be off-putting, I am grateful that I can appreciate this great game now!


(while listening to the Atari ST version of the music...wow, is that the AY?!?)

https://www.youtube.com/watch?v=kxIWg3Tn7As
22
Games / Re: Quick question on Renegade/Target Renegade graphics
« Last post by sigh on Yesterday at 14:38 »
Heheh nice ideas :D And of course looking great as always...
Cheers.

These are the gang types I had in mind many years ago:

1) Mohawks Gang (Electric cabling thievery)
2) Sports Gang (Illegal sports match fixing)
3) Builder Gang (Land grabbing or illegal logging?)
4) Mining gang (Illegal mining) has dogs in level
5) Mask wearing gang (Illegal pharmaceutical)
6) Sunglasses Gang        (Racketeering)
7) Suited gang         (Cult) (Final Boss)
I wanted to give each gang an operation in what they deal in, rather than just being "a gang" and not much more.
23
Games / Re: Who wants to make a MMOG for CPC?
« Last post by sigh on Yesterday at 14:26 »




If you want to make an online soccer game for 2 players I recommend that you do not send all the information of all the players to the server. Only the 2 or 4 players closest to the ball, the rest should be calculated by the game based on the position of the ball. You should send packets 3-5 times per second. Send position, direction, animation and ball info. 32 bytes approx. per packet, 160-200 bytes per second. If you can maintain this speed you can made stable the game.


Try not to use http or similar protocols, use the lighter protocol that you can (UDP or similar). Remember, it is a CPC.


If you want to make a dungeon game try the server to do all the hard work possible and the cpc just renders the game and submits input to server.

If you intend to make a massive game, separate the players into rooms to limit the information you have to send to each one.

It is a good project, do not stop giving support to play from the browser, so you will have more players.

I was thinking about the graphics and animations for the football game I am doing, but it's probably better to test a game that is less complex. Having to only update 2 - 4 players nearest the ball, which would include the ball and also a goal keeper for a corner kick, which is always crowded with players, would be very problematic.
I guess the easiest approach to test would be some form of table top game for starters. I had created some graphics for a dominoes game in mode 1 a very long time ago. Again as usual - it does have character animation on it, but as it's not a reactive game and everything happens on a single screen.

. It will certainly be most of use in a slower game (e.g., RPG) than an action game.
With regards to RPG's - I take it that action RPG's would be out of the question(?). World of Warcraft type games - still have some sort of reaction time. I'm also wondering how sound effects and music would work in regards to keeping it in synch?
24
Games / Re: Arkanoid XP
« Last post by Barjack on Yesterday at 13:44 »
Hello Megachur !
Well me who often complains about not having coders, I am happy to have a feedback, I should post more often on cpcwiki :) I made a commitment yesterday with someone, thanks for the proposal.
I'll let you know.
Thanks again ;)

Hwikaa : I really like what you do, J'aime beaucoup ce que vous faite, je vous trouve très beau <3
25
Other retro / Re: Retro Rant - Gaming Review Youtube Channel
« Last post by ComSoft6128 on Yesterday at 13:36 »
512K I think.
26
Games / Re: Who wants to make a MMOG for CPC?
« Last post by Sykobee (Briggsy) on Yesterday at 13:02 »
I believe most of the CPC internet adapters offload TCP/IP to the MCU on the add-on board, and the CPC pretty much communicates at the register level with the MCU. But yes, UDP is a suitable transport although there is a risk of packet loss.


It will certainly be most of use in a slower game (e.g., RPG) than an action game. Also you can offload various amounts to the server, from treating the CPC as a dumb client to merely coordinating player locations with the client doing most of the work. The more work you offload to the server, the larger the data transmissions from the server to the CPC will likely be.


Could be a nice thing to have at a CPC meet-up (so those in Spain and France could be interested in this) - host a game server on a RPi, and connect up a bunch of CPCs.
27
Amstrad CPC hardware / Re: Dirty video on 6128 Plus RGB Scart
« Last post by Overkill on Yesterday at 12:39 »
First off, thanks for all the information here :)

I'm going to try modding my cable, instead of the machine, that might work, right?
28
Other retro / Re: Retro Rant - Gaming Review Youtube Channel
« Last post by Otto on Yesterday at 12:04 »
Guessing here but I imagine a cart would have more than enough space.
How many KBytes does a cartridge for the CPCplus series hold? I don't seem to find the info in the cool CPCwiki at the moment.
29
Other retro / Re: Retro Rant - Gaming Review Youtube Channel
« Last post by ComSoft6128 on Yesterday at 12:00 »
Guessing here but I imagine a cart would have more than enough space.
30
Hmmm, also CP/M hab ich nie getestet weil kein Interesse aber natürlich kannst du mit dem M4 Board deine sachen auch speichern, nur halt direkt auf der SD, nicht in einem DSK Image ...
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