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000054_amos-request@svcs1.digex.net_Thu Mar 5 16:42:03 1998.msg
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>From amos-request@svcs1.digex.net Thu Mar 5 16:42:03 1998
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From: "Alastair Murray" <malcolm.murray@virgin.net>
Date: 5 Mar 98 16:48:21 +0000
Subject: Re: My Amos wish list.
Message-Id: <34FED755.MD-0.196.malcolm.murray@virgin.net>
In-Reply-To: <Pine.3.89.9803050229.A27004-0100000@bc.seflin.org.>
To: EricHyland<a007193t@bc.seflin.org>, amos-list@access.digex.net
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> >>> #1 bobs & sprites that can be rotated and scaled like Apple soft vector
> >>> graphics.
> This is all ready being worked on.
By who?
> >>> #3 to be able to load a IFF as a background, or FOREGROUND.
> Amos loads IFF's as backgrounds. Amos 3D treats them as foreground NOW!!!
No it doesn't. You have to load on to a seperate screen and THEN amos
copys one screen over the other (very roughly described I think).
You can do this with AMOS with the screen copy command but you'll
probably need 3 screens open to do it.... memory!
> >>> #4 collision detection between 2D, and 3D obj's.
> This should have been done when Amos 3D came out.
Yes but its not easy to do.
> >>> #7 translucent screens, so I can open 3 256 Hi Res screen, so I can draw
> >>> background on 1, midground on 2, and foreground on 3. (mem should be the
> >>> only limit)
> >>> #8 milti screen collision detection system for #7.
> I guess you never heard of DUAL PLAYFIELD this isn't hardware, but then again
> neither is 64 color bobs.
Well I guess you don't know what dual playfield actually does! (being
a designer and all)
As far as I know you can't dual playfield 3 256 colour screens on AGA.
On ECS you could do a couple of 8 colour screens but NOT 2 32 colour
ones never mind 3 screens!
On top of that... think of the memory usage!!! Find a sensible
solution to translucent screens. Use a coding trick! You can't just
expect hardware to do all these impossible things!
> > Light Sourcing command???? Come on.... realise something, to code on
> > an amiga you have to be tight and controlled with your code. If AMOS
> > provided all these commands (which is not going to happen) then
> > because they would be general rather than game specific (like coders
> > actually have to code to be as optimal as possible) they would be FAR
> > TOO SLOW and a complete nightmare for whichever fool tried to create
> > the commands.
>
> speed again see above, and this stuff isn't that far out, but I can live
> with out #13 & #14.
Well how about the 3D map maker as well. You obviously know nothing
about how 3D games work. You can only make a map maker to suit the
game not a general 3D map maker.
> Amos is a creators language if you want a coders language try Ace Basic.
> where do you get SEUCK from, and does it do 3D?
No I want AMOS which is why I use it. You don't seem to have grasped a
few simple differences between Designer and coder. YOU are the one
thats moaning about AMOS, YOU go use ACE basic.
The SEUCK was a joke. It the Shoot Em Up Construction Kit. Basically
it does what you want, it makes the game and you just design it....
and guess what... its crap!!!
Why?
Because YOU CANNOT create a general game maker like you want without
either severe constrictions or having to code it yourself!!!
doh....
-Exhasperhated[sp] Murray
--
Alastair \\|// malcolm.murray@virgin.net
Murray (o o) http://freespace.virgin.net/malcolm.murray
|~~~~~~oOOo~(_)~oOOo~~~~|~~~~~~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~|
| ---===ON AMINET===--- |dev/misc/Backbone | --==IN PRODUCTION==-- |
| game/shoot/Hanger18 |game/shoot/Traitor| The Turtleminator |
|game/jump/BananaIslands| game/role/CHAOS | Hangar 18 II |
| game/shoot/Extinct | game/jump/Blobby | Backbone - Game Creator|
| dev/amos/KeyState | dev/amos/PicPack |Star Trek - BORG Assault|
| pix/nicon/TrekNIcons | | |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~