From: | Emanuele Cesaroni |
Date: | 21 Sep 99 at 18:23:10 |
Subject: | Gfx collaboration. |
Hi Blitzers
(excuse me if have just sent a mail as this to some of you)
I am Emanuele, an Italian coder and since two years i am developing a Amiga
game, a Puzzle Bobble clone named PuzzleBOBS.
I am writing you because i am searching collaboration in the graphic part of
game, and gently i ask you if you are interested in doing the graphic for
its.
The "graphic" is a sort of "set" that could be choosed to be the graphic
characterization base of game.
It contains graphical elements of game, fonts, balls (bobs) etc and these
are linked in a file, a ConfigFile, that personalize totally all parts of
game as
Menu and game phases.
You can use all the techniques you want, 3D or 2D, realistic or hand
drawed graphics are ok, but considering that this game looks like Puzzle
Bobble and needs particular type of objects.
You can choose to draw graphic in the resolution and colors you want,
because the game is totally configurable and accepts several type of graphic
data.
This collaboration can not be payed, not now and probably also in the
future, even because i have not find a publisher yet, and i am not sure to
find its in future, considering that will come out an other game like
this.
I can only thank you quoting you in all titles of game and giving you a free
copy of the final game package (even if this will be never published).
If you want some details i will send you a guide which explains by documents
and pictures how do the PuzzleBOBS graphic.
After if you want do the graphic i will send you a package with a playable
demo of game with which test directly your graphics (and with play to),
adjournaments of executable and my direct support for questions and
problems.
Thank you very much, bye.
Emanuele Cesaroni
Nexus Development
Please reply to: emacesa@tin.it
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I list now some characteristics of PuzzleBOBS game.
----------------------------------------------
PuzzleBOBS is at the same time a Puzzle Bobble 1,2,3, Puzzle De Don clone
but introduces a lot of new characteristics as the possibility of playing
two
players mode (maybe in future three or more player too) simultaneously in
the same level, as to qualify to turn the trajectory of balls as in football
games, as the ability of accept a lot of levelsets with dissimilar features
(as in classic Puzzle Bubble 1 or at time as Puzzle de don) etc.
Moreover this game is totally configurable: you could choose screen-mode by
a system requester (supported AGA,ECS,OCS and graphic expansions as
PicassoIV or
Cybervision or other that are AmigaOS compatible by Picasso96 or
CyberGraohX) up to 24 BIT colours (32Bit will be supported), all
the graphical elements of game as fonts, lateral columns, rotating pointer
with gears, balls (of each size,color,form, and number also animated up to
255 frames), backgrounds, then you can choose the velocity of moving
objects,
music and fx-sounds, apperances of explosions (as frames per
seconds, by gfx or CPU precalculated animation), the turn of trajectory,
disposal of objects in level (by four or six tangents) and a lot of other
lowlevel options as the behaviour of artificial brain and priorities of
game's subtasks.
Thanks to the polyvalence of LevelSet files subsystem you can choose the
behaviour of
the balls in game, for example when balls fall becouse free from others can
go to the top entering again in the level or they can go to down exiting
forever.
As in Puzzle Bobble 3 you can have balls that rebound against the top limit
and levels in which balls can attach on lateral limits increasing the
difficulty of game.
Moreover the game foresees a lot of special balls as three type of bombs and
others.
The game allows to ZOOM the balls if can not fit into the level so you can
use a lot of levels even very big without space problems, or to force a
default zoom to save a lot o video-ram.
The game works in multitasking and can be played further on a screen so in a
Workbench's window also in a PIP (if your board affords that) it will
contain
a config program (probably if based on MUI free on Aminet) and a
level editor and it will have a set of preconfigured ConfigFiles and
LevelSets files to be used on lowend or highend Amigas or during particular
works as a workbench session in a multitasking window (low CPU occupation).
The approach to the configurability of graphic's look and of LevelSet files
will give to game a great longevity,i think, becouse its open architecture
will allow
in future to exploit faster and better hardware and will allow to the final
users to do other configuration sets and levels set.
The game has a built-in subsystem that is able to simulate the blitter's
work
(on VGA,AGA,ECS,OCS) putting all graphic data (bitmaps) in Fast_Mem (the
only
Chip_Mem used is
screen's mem) and increase a lot the speed of Amiga without graphic board
(need some fastmem).
The game is now 90% ready (about 900 kbytes of code now, assembled into
about 110 kbytes of executable, 250KBytes if optimized by DevPac), written
in 100%
68020+ optimized assembler, it will support PowerPC by a PowerPC asm version
(by WarpOS, but most probably directly by AmigaOS 3.5) and have
optimized gfx routines for PowerPC-only machines (both VGA and AGA/ECS/OCS
machines), and finally it probably will be able to exploit 3D graphic boards
by OpenGL (for Balls,pointer etc).
The game is based on a particular architecture that uses deeply the AmigaOs
multitasking characteristichs.
Infact it uses a lot of sub tasks (of which you can set the priority) that
are assigned on all operation of game.
For example there is a task that controls rotations one that draws bob
animation and others that controls players, levels, controllers, explosions
etc etc.
These tasks communicate between them with signals and messages and thanks to
this type of approach is very easy to redirect a task on a new piece of
hardware.
For example the task that controls rotations in future should use a 3D
device chip to increase its speed.
Finally consider that this game will be easly ported on Amiga of the next
generation thanks to its modular architecture (probably on this architecture
the graphic will be based upon 3d modelling).
Is very difficult to say what is the minimum requisite of memory that the
game needs, because it depends on a lot of factors as max number of objects
in level, number and size of balls etc... etc..., but it is not too
expansive.
Infact consider that the game in the confuguration at 800*600*24bit, with 12
balls
with only one frame need about 2.5 MB of Fast Mem including buffers that
Intuition
do when open windows (the game needs a window to read mouse,keyboard and
joystick
inputs).
It needs a 68020 minimum and AmigaOSRoms+AmigaOS v3.0.
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