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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 | | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
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