Don't run over it! just stay on the stair for 1sec!
ELECTRIC BLACK SHEEP
Creator of
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Thanks!
To be fair, this was not possible (on any platform/machine) in the 90s. Too many pre-rendered sequences that can't fit on a cd-rom (and its reading speed is very-very low) and HDDs have less storage capacity. Not to mention the render time and how huge the entire image-sequence is in raw/uncompressed format.
It is much "simpler" today with a machine that can render all this in real time and process it in an "acceptable" timeframe.
..it is possible that if it had been made at that time, it would probably have been made with a kind of stop-motion technique using real models. All in all, I would have liked to have seen something similar, but unfortunately, nothing like this is being made even these days! That was one of our reasons to try this out. :)
hi,
the patch you can download from the "stardustwars directors cut" site is for the director cut version only! it is not compatible with "stardustwars" wich is on a completely separet site. dont try to mix it together!
you only need to patch the dc version if you have an older version of dc .(so you don' t need to download the whole 800mb zip again.) if you download the full game you don't need to patch it.
hi,
All Amigas has kickroms that are still copyrighted today. To run anything on the (any) emulator you need this rom(file). to distribute our game for free we use a rom that is also free, but becouse it is not "original" and still under developement it has its issues (crashing the game). the game in the emulator zip file is made compatible with that custom rom.
the other versions are for original systems/rom.
hi,
yes, the game is written in amos and that is Basic. a lot of people doesn't like is wery much but , becouse it's slower like it used to, etc. but it is very easy to use and if you stay optimized, don't overstep boundaries like "too much for cycles" or more than 16 colors, stuff that can couse slovedowns it could be prety "enough".
lightwave is still exist (more or less). have new and better features year by year but it is far less popular as the big names of the actulal age.
still.. the models of this game are modelled with a much older version of lightwave. modelled( or more like i made) a low poly version from a much detailed one and baked the surface to it with some ambient to look more appealing (and much-much faster) for a mobile game i made many years ago.
the scene (allthe frames, shps, etc.) is rendered in unity game engine. it was prety good for seeing particle effects (explosions, smoke, snowstorm , even sound..) and the whole thing in real time, recording the flypath. with that rendering the frames is like 2-minutes. that is something i would not dare to do on amiga (not even on a realy fast emulator).
Hi,
Can you try it with an "older" ROM (possibly 1.3 - 3.1)? As i know You can do this with a software (don't have to disassemble anything).
Sorry! I know that it is not te best solution, but we can't test it on all the possible HW.
The SDK we use are comes from the A500 era. Amigas (HW, kick, accel..) comes after that should be backward compatible but (sometimes) that's not the case. :S
Hi,
Unfortunately, the nature of the project is such that it is probably impossible to distribute all the selectable backgrounds and characters (gfx+sfx) on floppy disks, so that it is not become a nightmare of changing disks. it is allmost 6mb uncompressed. That is at least 7 disks!
The HDD version has the flexibility to be expanded really easy. Everything is stored as an iff file. Anybody can duplicate and/or rename a character (or background) and redraw it with Deluxe Paint and voila it is playable!
But:
If someone wants to play from a floppy disk, you can copy the characters you want to play with to your "Character" folder on the floppy (and the same with the "Background"). You only need to change the "List.txt" to contain the names of the characters/backgrounds.