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[All Amigas] Reshoot Proxima 3

Mr Niding

Posts 443
26 Jan 2020 14:14

Looking at the names of the musicians, I will purchase this game for the music alone (already a Patreon tho;)
RESHOOT PROXIMA 3 - a new Amiga game in 2020
[Techdemo-Video for Workbench 2020 event held by SWAG on 25th of january 2020. Want to support my work and get detailed info about designing RESHOOT PROXIMA 3: Visit http://www.patreon.com/loewenstein]
  From spieleschreiber | Richard Löwenstein, creator of RESHOOT R
  Projectlead, Design, Coding: Richard Löwenstein
  Pixels, Design: Kevin Saunders
  Music, SFX:  Martin "Altraz" Ahman, Bernd "Dascon" Hoffmann, Jochen "Virgill" Feldkötter

Gunnar von Boehn
(Apollo Team Member)
Posts 4703
26 Jan 2020 14:21

Looks really cool!

Stefano Briccolani

Posts 455
26 Jan 2020 15:18

A triple A game for Amiga classic. Loved ReshootR, this Proxima one seems even better

Nikos Tomatsidis

Posts 59
26 Jan 2020 16:38

This looks very good. Hoffman!! Oh, my god. That music will good!!

A1200 Coder

Posts 61
26 Jan 2020 17:40

The technical aspects of this game should be discussed. Everyone back in the day wanted chunky pixels on the AGA Amigas to play Wolfenstein and Doom-type games. But with 8-bit chunky pixels, games like this wouldn't be possible to do cheaply without wasting significant amounts of CPU power.

This layered approach is based on bitplane groups, so with AGA's 8 bitplanes, you can split screen up in e.g. 3 layers, with e.g. 4+2+2 bitplanes, giving 16 colors for front playfield and 4+4 colors for second and third playfield. The copper can be used to alleviate the low color count in the playfields. The cloud layer is probably done by modulating the horizontal scroll registers, so it also doesn't cost much. Additionally sprites can be used to build on the background layers.

Result is that it doesn't cost much blitter/cpu performance to drive the game background, but most is still available to drive the enemies, an important point here. With a simple PC VGA-type chunky display (which lacks copper, bitplanes, sprites, and horizontal scrolling), this type of game would not have been possible without a significant amount of CPU power.

posts 5