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24.Jul.2023 |
Video: Repairing an A590 Rev.6, part 3 and 4 In the first part of his video series on repairing an A590, Robert Smith looked at the functionality in detail and the onboard Fast RAM, the second partsecond part is all about the hard disk. In the third part (YouTube video) of the series, a Blue SCSI V2 is installed, and the fourth episode (YouTube video) deals with a modification of the A590 that gives it more speed. (dr) [News message: 24. Jul. 2023, 07:08] [Comments: 0] [Send via e-mail] [Print version] [ASCII version] | ||||
24.Jul.2023 |
Hall of Light: Relaunch of Amiga game database For a good week now, the Amiga game database "Hall of Light" has been presented in a new design. The most important changes:
[News message: 24. Jul. 2023, 06:17] [Comments: 0] [Send via e-mail] [Print version] [ASCII version] | ||||
24.Jul.2023 |
LinuxJedi blog: Advantages of a 68010 processor In his latest blog entry Andrew 'LinuxJedi' Hutchings (amiga-news.de reported) reports about advantages of a 68010 CPU compared to a 68000. (dr) [News message: 24. Jul. 2023, 06:06] [Comments: 0] [Send via e-mail] [Print version] [ASCII version] | ||||
23.Jul.2023 Markus Steffan (ANF) |
Game Jonathan: Research in "Kronstadt" mentioned by Memminger Zeitung (German) In 2018/19 Markus Steffan went on a search for clues in "Kronstadt", the city of the game Jonathan (German Wikipedia entry), which is based on the city of Memmingen (Germany) and was released in 1993 for Amiga and MS-DOS (amiga-news.de reported in German). On July 22, on "Fischertag", the German local newspaper "Memminger Zeitung" now also reported about this research as well as his intention to write a novel about the game later on - including a sequel. (snx) [News message: 23. Jul. 2023, 06:41] [Comments: 0] [Send via e-mail] [Print version] [ASCII version] | ||||
21.Jul.2023 |
Developer diary: "Settle the World" 07/23 Christian 'TheoTheoderich' Wiegel continus working on his turn-based building and trading game "Settle the World" (amiga-news.de reported). In his latest developer diary entry he reports about changes on the graphics system und of pathfinding. Christian would be happy about users who try out his current development version for a few hours and then report to him where there are problems, ambiguities or crashes. "In the last few weeks, I was forced to rewrite the entire graphics and unit system of the game from scratch. Over the course of a year, I have repeatedly added new functionalities and graphics. The original design, however, was not designed for this, as the game was supposed to be playable within six months as an entry for a competition. So the programme code became more and more chaotic and confusing. Due to other restrictions, it was also no longer possible to add new buildings or units. So I was faced with the choice of letting Settle the World "die" or investing a lot of work and completely rewriting the game. The graphics system is now much simpler. I'm not quite finished yet, there are a few graphic errors, but my development version is at least playable again. The number of bitmaps needed in the memory could be reduced, so that more valuable Chip RAM is free during the game. This can be used later, for example, for in-game music tracks. I am also working on the citizen happiness system. I noticed that it was not understandable for the players why some citizens of a city are unhappy and some are not. Now, in my development version, you can click on the smiley icon at the bottom right of a city and when you move the mouse cursor over a house, information about what makes the residents happy or what they are missing is displayed on the right side of the screen. It's not quite finished yet, but it's already very helpful. In my current development version of Settle the World, pathfinding has been also reworked. Since I couldn't find any BlitzBasic 2 example code for pathfinding last year, I converted a code example from the PC to the Amiga without understanding exactly what happens there. Unfortunately, this resulted in units that moved diagonally from bottom left to top right, or from top right to bottom left, only moving "stair-stepped", or taking huge detours. Now that I have read up on the subject properly, I also understand what happens during pathfinding. The error has now been corrected and the units now also move diagonally correctly in all directions. It cost me many hours of time, but it's worth it. Land units will always try to avoid rough terrain like mountains, swamps and forests. In doing so, units will always prefer roads, even if it means taking long detours. This does not matter, however, as the movement of units on roads is three times as fast as on flat terrain." (dr) [News message: 21. Jul. 2023, 08:52] [Comments: 0] [Send via e-mail] [Print version] [ASCII version] |
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