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- On 5 Mar 1998, Alastair Murray wrote:
-
- > > >>> #1 bobs & sprites that can be rotated and scaled like Apple soft vector
- > > >>> graphics.
- > > This is all ready being worked on.
- >
- > By who?
-
- I don't remember, but it's someone on this list.
-
- >
- > > >>> #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!
-
- Read pg 88 Background colours in the Amos 3D manual. Memory I have 2mb C
- 4mb F thats plenty.
-
- > > >>> #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.
-
- I imagine it wasn't easy to make Amos, but it was done.
-
- > > >>> #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!
-
- I'm not the one who thought up translucent screens it was being thrown around
- awhile back it's just bit masking like in bobs, so what's the problem here.
-
- > > > 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.
-
- A 3D map is the same as a 2D map it's just viewed from a deferent angale,
- and 3D is just a bunch of blocks with, or with out surfaces, and 2D bobs
- that stay facing you as you turn. A general 3D map system is possible.
-
- > > 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
-
- Well that's only one school of thought, and nothing that I have asked for
- will affect you, so stop raining on my wish list.
-
- Eric Hyland
- a007193t@bc.seflin.org
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