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The Zoo 1: Unborn
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The Zoo 1 - Unborn.adf
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AFcomp.TXT
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1992-10-23
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@H@4AMOS Needs Help
@A@2By Kult
@FHnewcentury24
@FAbigwall16
@FMdarkparticle08
{2@2
2 - If your game contains moving charaters then always push to use Sprites
2instead of BOBs. The AMOS Pro manual says that sprites are difficult to
2handle and are usually not worth the effort but when you are using something
2as slow as AMOS you need to use the fastest way of doing something. Sprites
2can be a pain but after a couple of hours of messing around with them you can
2create a very good sprite handler. Sprites also save on memory as they are
2independent of the backdrop, unlike BOBs which need to save the background.
{2@3
3 - If you are using filled polygons always try to use the SET TEMPRAS command
3to save time on updating the screen, it also neans that when you use the
3POLYGON command it is less likly to crash out. The thing with the AMOS
3POLYGON command is that if you fill in large areas (not nescacerally full
3screen) it crashes completly.
{3@4
4 - Try and pre-calculate everything, even a jump path for a sprite, but make
4sure you have enough memory for the look-up tables (use the SET BUFFER
4command if you run out).
{4@5
5 - In the main game loop make sure that you are only updating things you
5really have to, for instance, for a platform game if a sprite/BOB is off the
5viewable screen DON'T stick it down. If you did buy the full version of AMOS
5Pro you got a game called DITHELLS WONDERLAND which if it had done this might
5of been playable.
{5@6
6 - Games can look nice when a lot of colour is used on the screen. If you are
6making a platform game then use a 16 colour screen and use sprites as
6characters, this gives you a 32 colour palette already, 16 for the backdrop
6and 16 for the sprites(the upper 16 are used for sprites). To add colours do
6a nice copperlist in the backdrop masking through on one of the colours and
6paralex it with the forground graphics. By now you could have 287 colours on
6screen (255+(16*2)) on a standard A500.
{6@2
2 - If your game invloves a lot of loading then try and have it doing
2something on the screen whilst it is loading. It is quite easy to do a colour
2cycled starfield.
{2@7
7 - Never use HAM mode!
{7@3
3 - Make good use of the FADE command. This can be really useful for colourful
3effects.
{3@5
5 - If you are importing data files into AMOS (eg. map data) always use
5sequential files, there damn fast at loading in. Try to have the file with
5no return codes and have it as just one long string eg:
5
5Instead of 1A (example data)
5 FB
5 93
5 A4
5 L5
5 7Y
5 90
5
5Use 1AFB93A4L57Y90
5
5Even if the list of data is massive, the reason for laying out the data like
5this is that it loads much, much faster.
{5@6
6A good effect used in many demos is full screen scaling, not many people
6know this but AMOS can do it just as fast as it can be done in assembler,
6depending on how you do it. A good place for this routine would be on the
6title screen, when you press fire you could have the screen shooting of into
6the distance, mix it with the FADE command and it looks damn professional.
6[There is a way to scale screens in AMOS and it isn't using the ZOOM command.
6The best way to scale screens fast is to use the SCREEN COPY command(you may
6think it is impossible but AMOS can scale a full 320*256 screen at 50FPS)]
6
{6@1Hope Thats helped ya, now go and program away at yer big hit game!
X0*]