Commodore Amiga =Reshoot Proxima 3= level 1-2 (and a bit of 3)

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  • Опубліковано 6 жов 2023
  • Commodore Amiga =Reshoot Proxima 3=
    ***
    Saberman&IndieRetroNews.com present: Reshoot Proxima 3
    Credits:
    Project lead: Richard Loewenstein
    Pixel Art: Kevin Saunders
    Sonic Art: Altraz Virgill
    Features:
    Custom-made for Amiga AGA-hardware
    Fluid gameflow experience
    5 uniquely themed stages
    adaptive attack wave design
    makes full use of AGA-chipset
    24 bit color pixel art
    Steady 50 fps framerate
    2 difficulty settings
    Energizing music and sound-fx
    Entire code in Assembly-language
    Local and global highscore table
    Available on CD-ROM boxed, USB and digital
    Exclusive for Commodore Amiga A1200, A4000 and CD32
    Compatible with most Amiga-emulation systems, MISTer, A500 Mini, PPC
    Source:
    www.spieleschreiber.de/
    www.spieleschreiber.de/press/...
    Download:
    www.amigashop.org/product_inf...
    @Saberman #Saberman #IndieRetroNews #amiga #amiga1200 #commodore #amigaming
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КОМЕНТАРІ • 19

  • @fernandoquinto7716
    @fernandoquinto7716 10 місяців тому +3

    I love the explosions keeping the movement.

  • @Turricanadn
    @Turricanadn 10 місяців тому +1

    Tecnicamente es de lo mejor si no es lo mejor que he visto en AGA, simplemente impresionante!!! 😱😱😱💪🏻💪🏻💪🏻

    • @spieleschreiber5093
      @spieleschreiber5093 9 місяців тому +1

      Gracias por esas palabras tan amables, ¡me siento muy agradecida!

    • @sebastiengiovannelli8556
      @sebastiengiovannelli8556 6 місяців тому

      not agree at 100% , technically one of the best, maybe the max aga can do, visual fx are top notch BUT grahpically not the top in the way 2d gfx can be, I mean design like neo geo shemup or . I speak about gfx not technics, in the case of proxima3 it's more like an aga technic demo, like shadow of the beast, but for example sob do show some better 2d pixel art . 2d pixel art is present i' proxima3 but not too much, for example the background is more like fx . anyway powerfull coding

    • @Turricanadn
      @Turricanadn 4 місяці тому

      @@spieleschreiber5093De nada, ya compré la versión para AMIGA CD32 😉

  • @jimpowerBoom
    @jimpowerBoom 10 місяців тому +1

    Great game, I love it, although I don't really play such shooters. It runs on my CD32 or on the A1200.

  • @madcommodore
    @madcommodore 10 місяців тому +2

    looks like Axelay on the SNES (which needed a DSP and cost £65!!!!)

    • @spieleschreiber5093
      @spieleschreiber5093 9 місяців тому +1

      No DSP needed on Amiga. Copper does the magic.

    • @madcommodore
      @madcommodore 9 місяців тому

      @@spieleschreiber5093 Was really a comment so people remember that SNES game cost £65, to make up for the piss poor motherboard design of the slowdown addicted SNES :)

    • @spieleschreiber5093
      @spieleschreiber5093 9 місяців тому

      @@madcommodore Thought so. I read an excellent feature in the UK Retro Gamer magazine years ago, about SNES tech, and to which length some cartridges went to get more perf out of the system.

    • @madcommodore
      @madcommodore 9 місяців тому +1

      @@spieleschreiber5093 The SNES launch game Pilot Wings had a DSP chip inside it lol even though it's not doing anything the SNES CPU and graphics chip could have done if the motherboard was a better design I guess.

    • @spieleschreiber5093
      @spieleschreiber5093 9 місяців тому

      @@madcommodoreThe result was worth it though. Pilotwings looked and felt incredible.

  • @daishi5571
    @daishi5571 10 місяців тому +1

    3 levels in and still not top of the scoreboard. The bar was set high.

  • @jamesthompson6557
    @jamesthompson6557 9 місяців тому

    Impressive game, however I wished the devs would have targeted a higher spec Amiga to have been able to push the envelope more - a version which takes advantage of a faster CPU and more RAM (Prxmia 3 only requires a base A1200 to run, and I have not seen a basic A1200 with no CPU upgrade and at least 16MB Fast RAM in years).

    • @spieleschreiber5093
      @spieleschreiber5093 9 місяців тому +1

      The game is designed to boot and run on the CD32 console, which is basically a A1200 with CD-ROM and no expansions. That's why. The game takes advantage of better hardware to load additional voiceovers and keep the framerate at a stable 50 fps even in the most busy moments.

    • @jandoor2068
      @jandoor2068 9 місяців тому +1

      @@spieleschreiber5093 :) Yes, I am aware of that - I just finished recapping two CD32's and adding TF330's etc to them. I understand that the devs were attempting to target the base AGA configuration, however even most CD32 owners have upgraded their systems with, at the very least, some fast RAM, which in itself gives a huge performance boost without even touching the CPU.
      My point is, this game is great, but if the devs had allowed themselves the freedom to target a slightly higher hardware spec they could have done so much more with it. Even targeting a base 14mhz 020 AGA system with 2MB FastRAM would have given 30% more CPU and double the space for graphics and sound.
      I am not saying the devs should target a 100mhz 060 with 128MB FastRAM (ala TF1260 etc), but I hope on their next project they at least target a base AGA machine with 8MB FastRAM at a minimum as they are VERY talented and I want to see what can be achieved on "fairly standard" classic hardware when it is allowed to breathe. :)
      In any event, even with the ridiculous constraints of 2MB Chip and no FastRAM or higher CPU, the Reshoot games are amazing and I have purchased all three (just purchased the Signature edition eith USB of Proxima 3) and I am looking forward to their next release.

    • @spieleschreiber5093
      @spieleschreiber5093 9 місяців тому

      @@jandoor2068 I would have loved to add more features, possibly even more polygon-based stuff. We as a team had plenty of ideas, and the engine is totally capable of doing that. It was just not possible as, after >4y of development, we had to close the project. Otherwise, it might have met the destiny of so many other Amiga software projects nowadays, that aim too high, never get finished, and remain a tech demo forever.
      I am trying to say that game development is only partially about technical limits. It's also about the limits of budget, knowledge, and the chemistry of the development team. Only if every puzzle piece drops into its predetermined place, a game will be released. Anyway, thank you for your kind words, and your support for the Rehoot series. As the project lead behind all three of them, I really appreciate it!

    • @Asphodellife
      @Asphodellife 9 місяців тому

      Very interesting. Personally I'm all for the 'base' CD32/A1200. If only it takes some old 'trauma' away from the past of bad titles and ports on these machines compared to Japanese studios at the time :)) (Though a 'real' CD32 port would be interesting too). I understand the 'we want at least release a game this decade', but I really hope all those ideas will eventually find their way in whatever comes next! Awesome release! @@spieleschreiber5093