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Author Topic: Make money with amos  (Read 6255 times)

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rednova

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Make money with amos
« on: February 21, 2011, 02:00:28 AM »

Dear Friends:

I just posted a similar msg on amiga.org
A long time ago when I went to college, a professor told me:
"do what you love, and the money will come".
I found this to be true and wanted to pass on this thought on to you.
So, If you really want to:
You can make money with amos and amiga !!!

Cheers !!!

Rednova
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selur

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Re: Make money with amos
« Reply #1 on: February 21, 2011, 02:05:53 AM »

Ofcourse if u can make good game u can sell it.

But honestly... not every game is good, especially games written in AMOS are mostly crapps :P
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SamuraiCrow

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Re: Make money with amos
« Reply #2 on: February 21, 2011, 02:10:11 AM »

That's actually pretty good advice.  But to make money with Amos, you'll also need some way to run the code on a newer machine.  Perhaps Lua would be a better choice of languages for todays games.  :(

It looks like the Mattathias project is asleep indefinitely, since the fragment shaders on OpenGL don't support 8-bit color palette lookups without taking 32-bits per pixel anyway.  (I know DirectX can do it so it's not a hardware problem...)  Maybe someday somebody will be able to figure out how to do it with OpenGL-ES or Gallium3D or something.
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selur

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Re: Make money with amos
« Reply #3 on: February 21, 2011, 02:31:45 AM »

Sam I don't agree.
AMOS is rather directed to old machines like pure A500/A1200. You are taking about os 4.0 which is not really classic amiga any more. Quality of classic 1MB/2MB amiga games and high-end machines with tons of RAM and high resolutions graphics can't be compared.
You can choose many platforms but you dont need to make games for each one. Just concentrate on one platform and maybe success will be achieved.

Good news is that the retrogaming is getting more popular. Few last years many people back to theirs old machines. The retrogaming is alive.

Bad news is that the other scenes like Atari, Commodore, ZX spectrum are much much more productive then Amiga community. There wasn't any new games on classic amiga and some crappy ports for os4.0. Well this is not really impresive for an retro legend like AMIGA. What a shame.. :'(



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SamuraiCrow

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Re: Make money with amos
« Reply #4 on: February 21, 2011, 03:51:51 AM »

@selur

I'm not actually disagreeing with you at all.  In case you didn't notice, Mattathias is not going to be able to emulate Amiga hardware quickly enough to do any decent hardware compatability without an FPGA or some other such technology.  That's why I joined the NatAmi team and let Mattathias go for now.
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roberthazelby

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Re: Make money with amos
« Reply #5 on: February 22, 2011, 09:42:18 AM »

Good news is that the retrogaming is getting more popular. Few last years many people back to theirs old machines. The retrogaming is alive.

Bad news is that the other scenes like Atari, Commodore, ZX spectrum are much much more productive then Amiga community. There wasn't any new games on classic amiga and some crappy ports for os4.0. Well this is not really impresive for an retro legend like AMIGA. What a shame.. :'(

It continues to baffle me why the Amiga seems to have so few people still coding new games for the platform when you compare that to the Spectrum which has an impressive number of really great titles on a pretty much monthly basis.

With great game creating apps such as AMOS and Blitz, I would have expected a steady stream of homebrew Amiga creations surfacing.
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Hungry Horace

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Re: Make money with amos
« Reply #6 on: February 22, 2011, 12:47:07 PM »

It continues to baffle me why the Amiga seems to have so few people still coding new games for the platform when you compare that to the Spectrum which has an impressive number of really great titles on a pretty much monthly basis.

With great game creating apps such as AMOS and Blitz, I would have expected a steady stream of homebrew Amiga creations surfacing.

The trouble is the standard expected of Amiga games is a lot higher, and therefore a lot more involved than that of ZX games (great though they are). I have had this trouble myself completing my own projects, even those based in AMOS - i hae about 4-5 projects (editors, games etc) all on the go at once, and it is near-impossible to get them to the standards that even i'd expect all by myself.

Whilst Bltiz may be capable of producing even higher quality products than AMOS, have you ever tried find decent documentation for it?? I've uplaoded the manual here on Ultimate Amiga, but then you will always find people telling that you should be using "x" replacement library or whatever for it, that isnt as well documented!

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skateblind

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Re: Make money with amos
« Reply #7 on: February 22, 2011, 01:25:08 PM »

Whilst Bltiz may be capable of producing even higher quality products than AMOS, have you ever tried find decent documentation for it?? I've uplaoded the manual here on Ultimate Amiga, but then you will always find people telling that you should be using "x" replacement library or whatever for it, that isnt as well documented!

The newer blitzbasics for the PC(Blitz3D & BlitzMax) are exactly the same.
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roberthazelby

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Re: Make money with amos
« Reply #8 on: February 23, 2011, 12:15:28 PM »

Whilst Bltiz may be capable of producing even higher quality products than AMOS, have you ever tried find decent documentation for it??

When I moved away from the Amiga to the PC (before eventually settling on the Mac platform) I bought Blitz Basic for the PC. The documentation that came with it was very limited indeed, and I found there was very little reference material out there.

In the first afternoon of picking up AMOS I managed to do more than I ever did on Blitz, mainly down to the fantastic manual, and the fact that it was in PDF format, so I could find what I wanted with ease.
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Lonewolf10

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Re: Make money with amos
« Reply #9 on: April 06, 2011, 07:18:00 PM »

The trouble is the standard expected of Amiga games is a lot higher, and therefore a lot more involved than that of ZX games (great though they are).

Yes, but there is also the hardware challenge too. The Amiga makes it very easy to use a single bitplane (line 1 follows line 0 etc.), whereas the Spectrum does it a little differently (e.g. line 0, then line 7, then line 15, line 23, line 31, line 39, line 47, line 55 and then line 1, line 8 etc.).
You only have a single bitplane to worry about, plus the 2 colours per 8x8 pixel area to work on (or overcome if you know how). I have a handful of cool demo's by Andy Severne (&e7) which I absolutely loved on the Spectrum.


Regards,
Lonewolf10
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