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Author Topic: Project: Serious Aliens (general discussion)  (Read 26242 times)

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Graham Humphrey

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Re: Project: Serious Aliens (general discussion)
« Reply #15 on: January 21, 2010, 10:25:08 AM »

Cheers Horace.

So it was a stupid moment - just as I had expected!
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skateblind

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Re: Project: Serious Aliens (general discussion)
« Reply #16 on: January 21, 2010, 04:50:24 PM »

About those fonts we were discussing last night, are you going to be using the same font in various places in the game or is just the once for the intro?

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Hungry Horace

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Re: Project: Serious Aliens (general discussion)
« Reply #17 on: January 21, 2010, 05:45:09 PM »

About those fonts we were discussing last night, are you going to be using the same font in various places in the game or is just the once for the intro?

Intro pics are exactly that, pictures, so they can use pretty much anything. The general in-game font (work in progress) is the CHARSET.iff file in the archive. I am going to work on the small font for that myself i think, as i have a similar font in my FONTS: library
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Re: Project: Serious Aliens (general discussion)
« Reply #18 on: January 21, 2010, 11:40:27 PM »

i have penned an introductory story. The kind you would normally get in the manual. I guess the last bit of it and/or a stripped down version of it could be used for the intro.


....

There came a time in the galaxy when the Human race proliferated. It spread itself amongst the stars in Empirical glory, reaching beyond the imaginations of it's humble Earth-bound beginnings.

Only in their own arrogance, could they have once thought themselves alone in this universe. With their power and might, the pioneers of the Human space-race were able to greet the other inhabitants of the universe with technological treasures and scientific wonder.

And just as easily they were able to snatch them away.

With the United Systems of Earth and its colonies now at the forefront of the galaxy, they abused their control over the populous, relishing in the success of their kin and bringing alien races to their knees. As was inevitable, there was outrage and unrest, and the wars soon began.

But the Aliens were not so weak as to surrender blindly, for they had many strengths of their own, strengths considered to be the stuff of Human legend. They formed coalitions with break-away humans, assembling inter-species armies the likes of which had never been seen, uniting for a common cause and soon the galaxy found itself in turmoil. Decade-long battles were fought over small remote worlds, whilst others were reduced to dust within the  blink of an eye. Countless lives lost and resources squandered

Within time however, both sides lost spirit from the fighting and the war came to an impasse - planets in deadlock, bidding their time, hoping to salvage some strength that one day they might fight on.


...


Above the remote world of Ubik, a United Systems satellite rests in orbit. A research station for pioneering weapons-tech was reaching the end of it's run - it's mechanised militants sent to the planet had been a failure, and with another fleeting glance, as he had done every day for the 2 months, since the rest of the team were called to other task, Jools sat up his post to take a look at the signals relaying back.

Minimal response from all units.

He pondered to himself why he bothered at all. He'd have skipped coming to work today if it wasn't where he lived. Surely no one in the Defense Sector would be checking on this line of development anymore anyway? Most of the investment was going into organic weapons-tech now. Someone must have told them they could grow an army cheaper than they could build one. Certainly breeding one might be more enjoyable.

But this was his duty, and he was damned if he was gonna suffer the punishments for falling out of line just because he didn't want to crawl out of bed.

This day was different though, for mere moments later a stronger signal was received. This alone was something of a shock to Jools, and only as he began to wipe the coffee stains from the screen did the obvious become apparent. This signal was not from the cyborg units on the surface. This was coming from outside. Right outside.


...


General Midi was the sort of man Jools wasn't happy to have invading what had been his home for nearly 3 years. They may have been on the same side, but within an hour his troops had completely rewired his computer systems, upgraded the teleport transport systems,  and most importantly they'd unplugged his cafetiere. More to his disbelief was the fact that the troops had completely refilled the station with supplies, and somewhat alarmingly, themselves. Jools pondered the cleanliness of some of the habitation units, before remembering that these were hardened Marines, unlikely to be upset by a bit of vent-dust.

At least, he hoped not.

He'd naturally assumed that was it - time to pack his bags and leave the Novation Space Station once and for-all. Afterall, his hand-over was done and there was nothing left for him here now except a handful of memories of ill-spent time. Nothing so mudane. It seemed the General had other ideas, and that he was to be left in charge of the monitoring station. He was told how his new role would be to monitor the life-signals of the units as they were sent down to the planet's surface, and when necessary, send down the replacements. It sounded to Jools a lot like his old job.

There was something new and exciting about all this activity though, and it was more than just his passing interest in a few of the female staff now on-board. The General seemed to take genuine pleasure in talking about his latest "weapon in the war on the Alien menace." A system to allow teams of apparently skilled operators one-to-one control over each Marine, to help guide them through their mission.

But yet the mission itself seemed simple enough. They were to investigate exactly what had gone wrong with the cyborg units, assess the numbers of the local population who had survived, and if required, suppress their numbers. There was a key-point installation which the General was adamant would contain all the information they would need. The team only needed to await the arrival of the teleport relay on the planet's surface, and at the flick of a switch, the first troop would be there.

Jools flicked the switch nervously.
« Last Edit: January 22, 2010, 07:14:00 AM by Hungry Horace »
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Re: Project: Serious Aliens (general discussion)
« Reply #19 on: January 23, 2010, 03:03:55 AM »

no feedback on the story? ok then...


Question:  Target System?

I had considered previously i was going to attempt to make this a 32 colour ECS game, as of course, i'd obviously love to be able to play this on PSPUAE. However, given the freedom offered by being A1200/AGA/HD only, is it worth the effort?

Graham - have you ever used the NewCommandSet for Blitz?  Bippy is adamant that this is a lot quicker thant the original BB2 commands, but my investigations show that, although you can set your application to high-priority, you are still operating in "Amiga" mode - any attempt to switch to Blitz mode causes the compiled program to lock-up. Does Tank Wars Deluxe kill the OS or not, and how well do you think BB2 will fare running a 32 colour game on an ECS machine?  The increase to AGA palette size would certainly give us a lot more freedom.


Feedback from anyone else on this is also welcome.

Other interesting news, i found a good TCP/IP Stack set of commands for BB2, although i doubt i'll be able to implement them very well by myself, it cetainly makes for an interesting prospect!
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skateblind

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Re: Project: Serious Aliens (general discussion)
« Reply #20 on: January 23, 2010, 12:19:23 PM »

The story so far is great, only make minor changes to it, if any at all. Some funny art would go well with it, Jools sitting at his post with everything around him in a mess and then the next shot shows General Midi in the background, but everything is clean and Jools hasn't even moved an inch.

I would suggest creating the best game you can and if you really want a version for PSPUAE and A500s, then you can always cut bits out and by then your knowledge of BB will be good enough so that you can optimise it to a point it works on the 'lesser' machines.
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Graham Humphrey

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Re: Project: Serious Aliens (general discussion)
« Reply #21 on: January 23, 2010, 01:23:41 PM »

Graham - have you ever used the NewCommandSet for Blitz?  Bippy is adamant that this is a lot quicker thant the original BB2 commands, but my investigations show that, although you can set your application to high-priority, you are still operating in "Amiga" mode - any attempt to switch to Blitz mode causes the compiled program to lock-up. Does Tank Wars Deluxe kill the OS or not, and how well do you think BB2 will fare running a 32 colour game on an ECS machine?  The increase to AGA palette size would certainly give us a lot more freedom.

Never used the NewCommandSet myself, although I have heard of it.  Never tried to do anything with it.

TWD does indeed throw the OS out. As to how it will fare with 32-colours on ECS, I guess it depends on how much you have going on screen at one time. Due to the type of game it is I'd imagine it is going to be fairly action-packed so it might struggle at points. I don't think it's impossible however but you will probably have to make sacrifices to get it to run at full pelt constantly. I think skateblind's suggestion is a good idea myself, if you feel you can't quite do it full justice on a bog-standard machine.
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Hungry Horace

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Re: Project: Serious Aliens (general discussion)
« Reply #22 on: January 23, 2010, 04:53:05 PM »

Alien Breed Tower Assault AGA would seem to use 128 colours in-game? i am no 100% as the images i have ripped from it are PNG and the files therefore have many more 'blank' colours in them.

Of course, it does also have an ECS version, which might be 32 colours?
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BooBoo

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Re: Project: Serious Aliens (general discussion)
« Reply #23 on: January 23, 2010, 07:32:48 PM »

I dont know if these Alien Breed TA tiles will be on any intrest to you.
http://walen.se/sprites/?level=album&id=16
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Hungry Horace

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Re: Project: Serious Aliens (general discussion)
« Reply #24 on: January 23, 2010, 07:48:40 PM »

Hi BooBoo - they appear to be the ones i have been looking at! but thanks, whoeer helps later on with gfx might need them



i have been discussing this with someone a bit more knowledgeable about the restrictions of Amiga hardware, and I think i am going to go with Skate & GH on this... an AGA game, with a view to "downgrading" it later on perhaps.

320x256x 64 should be quite adequate for in-game.

320x256x 128 for still pictures etc (i know 256 is possible, but i think unneccessary?)

Thoughts?
« Last Edit: January 24, 2010, 02:00:28 AM by Hungry Horace »
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Re: Project: Serious Aliens (general discussion)
« Reply #25 on: February 23, 2010, 02:06:45 PM »

I run right now the demo on my A1200!
its great  ;)
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Re: Project: Serious Aliens (general discussion)
« Reply #26 on: February 24, 2010, 11:14:00 AM »

Is there a Demo to Try?
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Hungry Horace

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Re: Project: Serious Aliens (general discussion)
« Reply #27 on: February 24, 2010, 05:21:21 PM »

Is there a Demo to Try?

only a intro-demo. been a bit busy the last few weeks, and really need to speak with GH once he has freed up a bit from working on TWD.
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Re: Project: Serious Aliens (general discussion)
« Reply #28 on: September 09, 2010, 08:32:12 PM »

*WANTED*

dedicated coder to take over this project ;)

I am happy to still work on design, gameplay, coding ideas and sound, but I doubt i will have time to pick this up again as far as coding goes, as I am about to start some serious training over the next few years, so i cannot dedicate myself to learning a new language.

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Re: Project: Serious Aliens (general discussion)
« Reply #29 on: January 12, 2012, 08:11:08 PM »

OK, so this kinda got put on a back-burner...

However, I'm looking at possibly resurrecting the idea with AMOS... maybe stripping it back to basics and seeing what i can achieve,  so that the idea isnt wasted. I'd still love to have a "team" involved, so I'm going to focus on the code, the design and the gameplay elements, leaving room for graphical improvements and high-level stuff like cut-scenes/story to be added later by others.  I'll pretty much work with just ripped graphics for now (Cannon Fodder, Alien Breed)

I'd be interested to know if anyone is working on an AGA AMOS extensions at the moment... even if it just meant I could have the option of AGA (128/256 colour) intro pictures, although they would need fade in/out commands that worked with them.

I looked at a cool AGA tile example I found on Aminet but I dont think I'd have the ability to implement it sadly. I will also take another look at the TCP/IP AMOS code thats on there.

Any help implementing AGA improvements and / or internet play would be welcomed ... I'll be happy to share the code for development via this board.
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