Since starting this blog back in early October, I've been amazed at the number of Amiga games projects that suddenly spring up from nowhere, and which have been months in development.
Final Fight AGA is one such title, which was announced yesterday on the English Amiga Board.
Here's EAB user and game programmer, Lielo, with the details;
"[I] started work on this in about February. Finally getting it to a stage I consider presentable...If you're not able to get the archive installed on a real Amiga or an Amiga emulator you'll be pleased to learn that YouTube user s2325 has kindly uploaded footage of the game in action.
Number of enemies are selectable via the joystick at the start to a maximum of 8. There's only one character and he's missing one of his moves. For a complete set of moves do a quick search - it's a two button game, one for attacking one for jumping, both for the "panic" move.
There are a number of issues, but the moves all do something akin to what they should.
Considering this a benchmark - if you can get it working I'd love to hear how you get on.
On my 030 I can get 6 enemies on screen with music playing and occasional slowdown of the mod playback. 5 enemies with no sound disruptance.
Download from http://www.lostinthefens.com/finalfight.lzh"
Following his initial post Lielo dished out further details;
"This project was started with the intention of creating a decent side scrolling beat-em-up for the Amiga. There have been some notable attempts but for me there was always something missing! Final Fight was one of my fave arcades of the era and after plugging away in Amos Pro for a couple of weeks I switched to Blitz Basic2. So I'm not an amazing programmer and this is my first attempt using BB2.As always, I'll bring you more news on this project as and when it becomes available.
I haven't posted before now as I'd hate for this to become another one of those projects that just runs out of steam. I think now that even if Final Fight becomes out of reach there's enough here to begin creating something decent for the Miggy.
I'm definitely interested in making another game either after this or as soon as it becomes too much. Bearing this in mind, If someone wants to help with graphics or improving the code then that would be great. I'm sticking with FF for now... Good learning curve!
Technical stuff that should help explain some of the issues:
Dual playfield display - one for bobs (the baddies) and one for the background.
2 Palettes of 15 colours (minus colour 0 in each case)
Player is a 64px wide sprite sharing its palette with the parallax background.
The parallax layer is made of 3 colour sprites and sits behind both playfields.
The player sprite is displayed either in front or below the bobs playfield to add the illusion of depth. The remaining bob priority is controlled by selective blitting - which I've made as fast as I can whilst sacrificing a bit of accuracy.
It aint perfect!"