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(2 edits)

For the AO3 
Would you be able to remove that AskDisplayMode feature ? if I set the mode manually using the moderequester or autofullscreen,
I now get another popup requesting desired display mode. Seems as if AskDisplayMode is forced now.
We can however include this option in the icon info as a ToolType  row which imo can be easily removed/adjusted if needed.
Also, if I set the AskDisplayMode in the tooltype now, I get a menu twice to select display modes.

One more thing I noticed now with this last AO3 version, is that choosing resolutions 1024x768  or 1280x1024 or above, do not have any benefit, as the game resolution remains at 800x600 and is aligned top left of the screen.

Yeah, it can be done and actually Andreas have even recommended not to use the ask mode anymore since he thinks it is bit old and might not be completely compatible anymore.

However, since I didn't know what to do and deadline was closing, I figured it was best option to hopefully get it to work on AOS3 by putting that Ask requester there so that at least one of the options would work. But it can be removed.

I think I will make a question to Hollywood forum for someone to explain a bit more about those Display options, since I am actually not sure what I should use, and after I get reply I can make an update which would use the option that they suggest to do.

I haven't really paid much attention to that yet, as I actually have a plan to make my own screen selector system, where user can more freely choose different options for the display. For example, there is option to do scaling either smooth or not, but I don't see an option how user could choose it through requester system, so I am planning on adding my own system where user is asked whether he wants to use smooth scaling or not. Point being, that it should be slow as it is already on Amigas, but if someone has enough power etc. maybe they wish to use the smooth scale for better looks.

Also, the major reason for my own system is that I am planning to make a system where user can choose some different resolution in such way that all the graphics are then converted to that screen resolution, meaning that it wouldn't need to do any scaling during the game.

That while the game by default is 1920x1080, you can choose to remake all the graphics to for example 800x600, and if you then play the game using 800x600, it would be using those new 800x600 graphics instead of the original ones, and this way there would be no need for scaling. I trust this will make the game work at decent speed on at least PPC Amigas. I doubt Classic would be able to handle it even then, unless maybe in 320x256 or something.

I have partially implemented that system there already, but didn't have time to fix it for this AmiGameJam yet, as was barely able to make this playable even. I plan to have much more stuff in this still.

I would suggest having the options in a readme.txt and most useful options included but commented out in the Workbench icon as tooltypes.
The only difference is that the tooltype doesnt need the dash prefix, as from command line it does: 
ex:  "RogueFootballCardGame AOS3.exe"  -WINDOW -WINHEIGHT=1 -WINWIDTH=1 -BORDERLESS

BTW I bundled your game with other games to be available on AmigaLive desktop app (downloadable from amigalive.com) you can find the game under the configuration "AmiGameJam 2024" so we can test them all easily.
I did a trick to throttle the CPU just before launching your game and revert it just before returning to the main menu. 
Let me know what you think. 

PS. Your submission doesn't have a main image in the entries page. https://itch.io/jam/amigamejam/entries
 

Thanks for adding to that AmigaLive.

So how does that system actually work? I mean, it reads A4000 68040, but I guess that is not actually emulating the real speed of A4000/040 machine? Or is it? For that game seems to be working too fast for it to be on actual existing 68040? For my understanding is that due to scaling currently happening, it should be tough even for X5000 to run it since it will be done on CPU on Amigas. PCs have no problem since they use GFX cards for that, but Hollywood to my understanding doesn't have similar support to GFX cards in Amigas, hence reverting to raw CPU.

Just realised I have misunderstood word "Throttle" all this time. Didnt understand what you said about Throttling CPU, until checked from dictionary the meaning.

So how much did you speed it up? As in, is it now something like 040/2500 instead of 040/25? or do you have any idea?

(1 edit)

The configuration is set to a A4000 68040 with 256MB and a 4MB Picasso IV RTG (your game required 128MB not to cause the weird crashes so I took it a step more)
I am using a MUI requester, and when the user selects to run your game the script enables JIT using uae-configuration tool and throttles the  CPU to 32000 (I think most computers these days can handle a 24000 I dont use Max settings because it will desync netplay as this is used for streaming and multiplayer, same reason I dont use UAEGFX but Picasso IV). 
Then the script pushes another startup file and reboots.. then the new startup loads the game, when you exit the game with ESC the startup script continues and disables JIT, sets the throttle to 0.0, removes itself from startup and reboots.
This makes it run with normal performance for the other games in the list.

Using an 060 CPU would not benefit the emulation as it requires another plugin (not included yet with AmigaLive) and its also costly in CPU on the host performance without benefiting much in speed due to how emulation works, that's why I am throttling an 040 to achieve faster speeds. The instruction sets of an 060 are rarely used and I believe when devs compile for 060 they also do for 040 and 020 systems.


PS. Does the game have music or sound? I havnt configured the AHI device, so if its missing let me know and I can check.

No, it is soundless at this point still.