Kickstarter: Tower 57 for MorphOS
  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 12081 from 2003/5/22
    From: Germany
    > over 90% of the existing MorphOS users [...] will still have [...] older Radeon R200, R300,
    > & R400 based video cards.

    ...and R500, which is supported in 3D since MorphOS 3.8 :-)
  • »03.09.15 - 10:57
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    amigadave
    Posts: 2794 from 2006/3/21
    From: Northern Calif...
    Quote:

    Daytona675x wrote:
    @amigadave

    Don't worry, I know what I'm doing :-)


    Thanks for the detailed (but simplified) explanation of what your "own framework" is like. It makes much more sense to me now, and as I had already written, my concerns have been satisfied, but were replaced by more of a curiosity, which you have also satisfied now.

    As someone who really wants to learn more about programming for all Amiga inspired platforms, I appreciate you taking the time to answer my questions.

    Is this rendering engine or framework that you have created something that might be available for other Amiga, MorphOS, AmigaOS4.x & AROS programmers to use in their own projects? Could it be something you want to package and sell as a programming tool for all of us to take advantage of? Does it have a name?

    Many people have mentioned the need for better documentation to aid new programmers for any of the Amiga inspired platforms, and I imagine that tools such as this framework that you have created would be another tool that might make it easier for new programmers to learn and use, instead of learning for example SDL, or OpenGL/TinyGL directly.
    MorphOS - The best Next Gen Amiga choice.
  • »03.09.15 - 21:19
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    Daytona675x
    Posts: 109 from 2013/12/5
    Quote:

    Is this rendering engine or framework that you have created something that might be available for other Amiga, MorphOS, AmigaOS4.x & AROS programmers to use in their own projects? Could it be something you want to package and sell as a programming tool for all of us to take advantage of?

    No, I'm neither planning to sell it nor to make it open source or whatever.

    Quote:

    Does it have a name?

    No :-)
    And it's just a huge collection of classes and functions with as less dependencies as possible.
    It's not an "engine". It's more like my personal portable standard-lib (down to own container classes, string handling, etc.)

    Quote:

    Many people have mentioned the need for better documentation to aid new programmers for any of the Amiga inspired platforms, and I imagine that tools such as this framework that you have created would be another tool that might make it easier for new programmers to learn and use instead of learning for example SDL, or OpenGL/TinyGL directly.

    Hm, documentation? There is none. And not too many comments neither. It's self-explaining - but only to me, I guess :-P
    IMHO SDL, OpenGL etc. is far better suited to learn programming than my framework would ever be. You have countless code examples for those, lots of books, forums, etc. Or, probably even better for a beginner: go for Hollywood.
  • »05.09.15 - 08:15
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  • Order of the Butterfly
    Order of the Butterfly
    emeck
    Posts: 168 from 2014/7/15
    An update, this time about the Amiga port.
    PowerBook 5.8 MorphOS 3.18
    Mac Mini MorphOS 3.18
  • »11.11.16 - 21:35
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  • Order of the Butterfly
    Order of the Butterfly
    roschmyr
    Posts: 206 from 2003/2/20
    From: Oberhausen/Ger...
    Because especially one nice guy didn't stop asking about the status of the MorphOS version of Tower57 during last weekend's Alternative Computer Meeting in Wolfsburg (which was great fun btw.), here it is:
    its status is exactly like the AmigaOS4 version, as is the current performance :)
    The test machine here is probably one of the slowest MorphOS machines around: an old PowerMac G4 667 MHz, Radeon 9000, 384 MB.
    As such its (current!) performance is pretty much identical to the sam440ep. And it also suffers from the same limits and needs to run the HiColor build to not run out of RAM :)

    Youtube

    Donations are welcome, as always ;)
    http://www.goldencode.de (at the bottom)

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  • »16.05.17 - 16:45
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    TheMagicM
    Posts: 1217 from 2003/6/17
    Its pretty quick! Cant wait to run it on my MorphOS machine!!
  • »16.05.17 - 17:18
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    amigadave
    Posts: 2794 from 2006/3/21
    From: Northern Calif...
    Quote:

    TheMagicM wrote:
    Its pretty quick! Cant wait to run it on my MorphOS machine!!


    Any updates mentioning online play with owners of other systems? I think I have seen conflicting reports, one saying that there will be NO online play option for the Amiga ports, and other reports saying that it should not be any problem to implement.
    MorphOS - The best Next Gen Amiga choice.
  • »20.05.17 - 03:13
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    Daytona675x
    Posts: 109 from 2013/12/5
    Roschmyr was that "one nice guy" I was talking about btw. ;-)


    @amigadave

    there will be no networking in the Amiga-versions. Only two players on one machine.
    The reason is that the game's network library has been changed some months ago.

    First they were using a lib that came with source which I actually already made compile at least (didn't really test the functionality at this point but it at least connected). I had told people that there will be network support (which was an addition to the project btw.) if it works more or less out of the box, which seemed to be the case at this point.

    Then however they removed that lib and are now using another commercial network gaming lib which unfortunately is a blackbox and not available for our systems, of course. Therefore there won't be networking now at all for us.
  • »20.05.17 - 09:39
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    amigadave
    Posts: 2794 from 2006/3/21
    From: Northern Calif...
    Quote:

    Daytona675x wrote:
    Roschmyr was that "one nice guy" I was talking about btw. ;-)


    @amigadave

    there will be no networking in the Amiga-versions. Only two players on one machine.
    The reason is that the game's network library has been changed some months ago.

    First they were using a lib that came with source which I actually already made compile at least (didn't really test the functionality at this point but it at least connected). I had told people that there will be network support (which was an addition to the project btw.) if it works more or less out of the box, which seemed to be the case at this point.

    Then however they removed that lib and are now using another commercial network gaming lib which unfortunately is a blackbox and not available for our systems, of course. Therefore there won't be networking now at all for us.



    Thanks for clearing that up Daniel. Well, that pretty much shoots the theory that the game author "Won't do anything in the main game, that would hurt the port to any of the Amiga NG platforms", which you had stated something like that previously. I know that Benito is a fan of the Amiga, so maybe he didn't at first realize that his decision to switch the in game networking lib, would remove all chances for any of the Amiga NG platforms to be able to play online with people using other platforms, or indeed, even with other Amiga NG owners.

    Did you mention this to him? Not that it would probably make any difference in his decision, but who knows? Maybe the Amiga NG ports are more important to him than we know, and he would have reconsidered the choice to switch the in game networking lib? He did seem excited to announce that there would be a port for Amiga NG platforms, when he found you were willing and capable of doing the work for him.
    MorphOS - The best Next Gen Amiga choice.
  • »21.05.17 - 21:47
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    Daytona675x
    Posts: 109 from 2013/12/5
    Quote:

    amigadave wrote:
    Thanks for clearing that up Daniel. Well, that pretty much shoots the theory that the game author "Won't do anything in the main game, that would hurt the port to any of the Amiga NG platforms", which you had stated something like that previously.

    Well, to be fair: the networking feature was added after we negotiated the Amiga versions, so it would have been a bonus anyway. That this is an absolute goner now could probably have been better comunicated through the normal Kickstarter messages (maybe it even was, I don't follow those), but well.

    Unfortunately, in contrast to the other technical issues that popped up (like no hw-rendering possible, performance in general, memory consumption issues, etc.) I have no chance to work around that issue here.
    And even if: the amount of work would be much too high, no way. The whole project is / was much more work already than anticipated beforehand due to the abovementioned issues.

    Quote:

    Did you mention this to him? Not that it would probably make any difference in his decision, but who knows?

    Of course I did.

    Quote:

    I know that Benito is a fan of the Amiga, so maybe he didn't at first realize that his decision to switch the in game networking lib, would remove all chances for any of the Amiga NG platforms to be able to play online with people using other platforms, or indeed, even with other Amiga NG owners.

    Rest asured, Benito certainly did not make that decision / change just like that because it certainly was no fun for him to change everything to use the new lib.

    *Pure speculation* following as I don't know much about what's happening behind the scenes there (and even if I'd not be allowed to post such information), but the following would be typical reasons for such a lib-switch:

    the previous networking lib came with source but was not "for free". So one reason was probably that the new lib has a better licencing scheme. Or maybe it's simply better suited (e.g. faster, less bugs, better suited for game consoles, better encryption, whatever). Or maybe the server-side is better (e.g. lib-company providing better server services / capabilitites).

    You see, there may be tons of good reasons why he made (or had to make) that switch. And if the only downside was to give up networking support for a niche platform for which that feature was not on the table in the first place anyway back then, then well...

    Quote:

    Maybe the Amiga NG ports are more important to him than we know, and he would have reconsidered the choice to switch the in game networking lib? He did seem excited to announce that there would be a port for Amiga NG platforms, when he found you were willing and capable of doing the work for him.

    He certainly was and is excited. But shit happens. Who knows, (another *pure speculation* follows) maybe he even was commanded by the distributor to make that change (e.g. because they already made good experience with the new lib in other projects or have nice bulk-lib-contracts, whatever).

    It is as it is, no networking for the Amiga ports.
  • »22.05.17 - 12:41
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    amigadave
    Posts: 2794 from 2006/3/21
    From: Northern Calif...
    Quote:

    Daytona675x wrote:
    It is as it is, no networking for the Amiga ports.



    Yeah, I agree with all of your reasoning, but having a new multi-player online game for any Amiga platform would have been nice (seeing as how rare they are available).

    I'm sure it is still going to be a fantastic game to have on all of the AmigaNG platforms. I'm guessing that because of the difficulties you have had with limited RAM and/or VRAM, a version for AmigaOS3.x is not possible, running on the fastest 68060 with a RTG video card, or emulation (either FPGA, like the Vampire accelerators, or software, like WinUAE/EUAE/FSUAE?

    If the amount of work becomes too much for this project, compared to the amount of compensation you are getting from Benito, let us know, instead of beginning to hate the project and working for minimum wages. We can raise more money, or maybe Benito will allow extra money from sales of only the Amiga versions to be diverted directly to you, instead of Benito or the distribution company.

    Edit: Even just having multi-player mode available via a local area network, and not the Internet, so that 2 to 4 AmigaNG owners could play together cooperatively in the same room, or same house together, would be fun. I suppose that this takes as much work as providing online multi-player via the Internet, so it would also not be possible, and as you said, the project is already taking more of your time than you had planned for.

    [ Edited by amigadave 22.05.2017 - 18:03 ]
    MorphOS - The best Next Gen Amiga choice.
  • »23.05.17 - 01:58
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  • vox
  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    vox
    Posts: 524 from 2003/11/25
    From: Belgrade
    Dear Daytona,

    Thanks for the hardwork of bringing an ... lets say AAA (HQ) title to Amigas of today.
    You cured the remedy that is easy to Kickstart money for stretch goal, it was a valid
    question who will try and how to pull it up.

    Your layer exponation (which is terrific job for all future ports - think of
    lincensing it to other Amiga developers) and frequent video and picture posts
    have "made all clouds dissapear".

    There is just one concern - game itself seems to be in beta tests,
    so my lucky guess is that even Windows version is not finalized,
    and even you share code progress I suppose your signlehanded quality porting
    will take additional time to public release of game.

    Really looking forward to buy it like no AmigaOS title in long time.

    Now, I will abuse this board for a bit of topic.

    After all that long journey is done - of AROS, MorphOS on OS4 quality ports,
    would you remotely be interested to do a Vampire version (080 90Mhz, currently RTG, has its own AMMX instructions) provided it gets MESA SAGA, Warp3D SAGA driver or some similar solution for 3D working?

    It seems that Vamparization will quickly be a growing Amiga mareket. Currently it has FPU to be added,
    standalone board to be built - even real ASIC chips could be produced - quite a lot of potential, a lot of WIP or to be done, but basically all the ground work is behind.

    Most reliable info http://www.apollo-core.com/index.htm http://www.apollo-accelerators.com/

    Note that even I was a bit unpleasent with "we need Libre Office" comments on facebook, it is so.
    Even with quality games, a productivity software is even a bigger must and I dislike the policy
    of it being drag on since announcement of what ... 2012? and instead we are milked by eyecandies.

    Its nothing to do with your work and great opportunity, but with the way companies handle
    matters (and users).

    Now, back to MorphOS issues: Will G4 ~1Ghz + Altivec + Radeon 9200 be enough to have it playable under MOS or you are thinking of higher mid range specs?

    [ Edited by vox 25.05.2017 - 04:07 ]
    ------------------------------------------
    iMac G5 1GB with MorphOS and MacOS X
    Lame PC with AmiKit XE
    YT channel https://www.youtube.com/channel/UCdHl_msNWHEVPf229h_gijQ
    Telegram Amiga group: https://t.me/amigaranchorelaxo
  • »25.05.17 - 03:03
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    Daytona675x
    Posts: 109 from 2013/12/5
    Hi guys,

    @amigadave

    Quote:

    Yeah, I agree with all of your reasoning, but having a new multi-player online game for any Amiga platform would have been nice

    Absolutely!

    Quote:

    I'm sure it is still going to be a fantastic game to have on all of the AmigaNG platforms.

    Absolutely II ;-)

    Quote:

    I'm guessing that because of the difficulties you have had with limited RAM and/or VRAM, a version for AmigaOS3.x is not possible, running on the fastest 68060 with a RTG video card, or emulation (either FPGA, like the Vampire accelerators, or software, like WinUAE/EUAE/FSUAE?

    Right now I'm at a point where I'm confident to make it run fast enough (which means >= 30 fps always) on sam440ep class hardware when I ultimately squeezed the rest out of the code.
    68k in whatever form is unfortunately not even remotely in sight right now, the game is simply too demanding regarding CPU and RAM and it would be an incredible miracle if it is not too demanding anymore when I'm fully done with it (if the sam440ep version runs with >= 60 fps at the end of the journey, then I'd probably reconsider Vampire ;-) ).
    There's one sort-of exception thought and that is WinUAE: I actually prepared a version that doesn't use Compositing for the final display stretch-blit so that it worked on AOS4 in UAE. And I was told that it was playable.

    Quote:

    If the amount of work becomes too much for this project, compared to the amount of compensation you are getting from Benito, let us know, instead of beginning to hate the project and working for minimum wages.

    Thanks :-) But don't be worried: I don't and won't hate the project. And after all it's now more or less "only" waiting for the final version and another bigger optimization weekend or two (at least I hope so ;-) )

    Quote:

    We can raise more money, or maybe Benito will allow extra money from sales of only the Amiga versions to be diverted directly to you, instead of Benito or the distribution company.

    Thanks, but don't worry. I got my donation-button on my webpage and I'm pretty sure some people will click it when they like the final game, that should be it. And after all: it's not as if I had expected to earn money with that ;-)

    Quote:

    Even just having multi-player mode available via a local area network, and not the Internet, so that 2 to 4 AmigaNG owners could play together cooperatively in the same room, or same house together, would be fun

    Yes, I already thought of that too.

    Quote:

    I suppose that this takes as much work as providing online multi-player via the Internet

    It is actually significantly less work to code for local-area-networking only. Not just because you don't need a server but mostly because you can skip most of the more complicated things in game-network-coding, like e.g. lag compensation.
    However this would have to be my proprietary addition to the game, which can quickly become complicated, also depending on how the game's current network code is being used.
    And then again: it's about a two player mode after all, so while I see online-gaming as a great feature because it allows you to play with a friend in a distance, LAN would allow you to play with one friend sitting pretty much next to you. So IMHO a pure LAN system isn't worth the trouble.



    @vox

    Quote:

    Thanks for the hardwork of bringing an ... lets say AAA (HQ) title to Amigas of today.

    That was the idea ;-)

    Quote:

    Your layer exponation (which is terrific job for all future ports - think of lincensing it to other Amiga developers)

    In this case here the game's "Amiga-layer" is very very specialized for this game, e.g. the blitters are optimized for exactly the drawing modes and situations in T57. There actually is not much purely Amiga-related stuff inside besides very thin window, input, audio handling layers, but nothing you could easily wrap up and use for other games in a convenient way.

    Quote:

    There is just one concern - game itself seems to be in beta tests, so my lucky guess is that even Windows version is not finalized,

    That's correct.

    Quote:

    and even you share code progress I suppose your signlehanded quality porting will take additional time to public release of game.

    Yes, but not much. I will continue to work on it once I'm told "the PC version is done". From then add, let's say, "two more weeks TM" ;-) No, really, once the original source is done I will have to do some days of heavy optimizations and removal of the unused network-lib-blackbox, then it should be done.

    Quote:

    would you remotely be interested to do a Vampire version (080 90Mhz, currently RTG, has its own AMMX instructions) provided it gets MESA SAGA, Warp3D SAGA driver or some similar solution for 3D working?

    In contrast to the PC version the Amiga-port doesn't use 3D RTG features (and while the decision to go the software-rendering route was born out of necessity, it turned out that it's most likely faster than doing 3D rendering the way the PC version does ;-) ). But whatever, if I saw the possibility to port it to Vampire I would consider it. Unfortunately that's not the case right now. At the moment it's simply too slow and doesn't provide enough RAM. I'm a Vampire-fan myself (and if I'm lucky then a package containing mine will arrive here soon, despite the fact that unfortunately it was sent using a wrong / incomplete address :-P ), if I saw a chance to make it run on that thing I'd take it.

    Quote:

    It seems that Vamparization will quickly be a growing Amiga mareket.

    Yes, it'll certainly become a very interesting Amiga-flavour.

    Quote:

    Currently it has FPU to be added

    Another show-stopper at the momement (although this would be one on which I could probably work-around).

    Quote:

    Will G4 ~1Ghz + Altivec + Radeon 9200 be enough to have it playable under MOS

    Yes, that will be enough.


    Cheers,
    Daniel
  • »25.05.17 - 08:45
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    eliot
    Posts: 564 from 2004/4/15
    Yes, I am curious when I will get my downlaod link.
    regards
    eliot
  • »13.03.18 - 16:42
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    beworld
    Posts: 592 from 2010/2/10
    From: FRANCE
    Excellent game :-)

    Volume (sound & music) are very low....
    IMac G5 2.1,PowerBook G4 1.5,MacMini 1.5, PowerMac G5 2.7 died !!!
    My MOS ports
  • »13.03.18 - 18:04
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    eliot
    Posts: 564 from 2004/4/15
    Yes, just played it on my Mac mini.
    This game is a really good reason to start my MorphOs machine again ;)
    Well done Daniel, it runs really smooth.
    @all: Buy this game if you like Chaos Engine like games, it's really great!

    [ Editiert durch eliot 13.03.2018 - 18:32 ]
    regards
    eliot
  • »13.03.18 - 18:27
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  • Order of the Butterfly
    Order of the Butterfly
    asrael22
    Posts: 404 from 2014/6/11
    From: Germany
    Where to buy it?
  • »13.03.18 - 18:50
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    eliot
    Posts: 564 from 2004/4/15
    Quote:

    asrael22 schrieb:
    Where to buy it?


    https://benitosub.itch.io/tower-57
    regards
    eliot
  • »13.03.18 - 19:28
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  • Order of the Butterfly
    Order of the Butterfly
    Debaser
    Posts: 161 from 2005/7/12
    From: Syracuse, NY, USA
    I just purchased it and gave it a quick play. Fun game and very well done. :) Very cool!
  • »14.03.18 - 16:04
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  • Just looking around
    Adonay
    Posts: 17 from 2015/8/7
    From: Norway
    Just bought this will be fun .

    Edit*

    Sound FX and music is very low

    [ Edited by Adonay 15.03.2018 - 10:23 ]
  • »14.03.18 - 22:17
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  • Order of the Butterfly
    Order of the Butterfly
    defender
    Posts: 248 from 2011/4/24
    Just bought and tried tower57. Not my kind of game but it looks great. Thank you, Daniel!
    PowerMac 3.6 - Radeon 9000_64Mb - 1,5Gb Ram - SB Live - MorphOS 3.9
    CD32 TF330 SILP Wifi- PowerBook 1,67GHz 1GB/100GB - MorphOS 3 reg. 1455 IMac Isight
  • »15.03.18 - 21:16
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