Atari STE 50fps racer - WIP 15 June

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  • čas přidán 19. 08. 2024
  • Latest changes to this WIP game for the Atari STE. Refined the car shape (courtesy of great sprite work by Scott Elkington) and added drop shadows. New intermediate animation frames for car steering.
    Looking more console-like by the day!

Komentáře • 46

  • @inceptional
    @inceptional Před měsícem +2

    Lovely jubbly. The extra frames for the car turning have really improved things. Coming along very nicely. :)

  • @junosix2453
    @junosix2453 Před 2 měsíci +2

    Those inbetween frames look insane, phenomenal work from Scott!
    Got to get some screaming Porsche engine sounds into the mix too!

    • @gridleaderretro
      @gridleaderretro  Před 2 měsíci

      Thanks! That reminds me - I need to DM you to ask a few things :)

  • @kometbomb
    @kometbomb Před 2 měsíci +2

    The new intermediate frames have a really noticeable effect! Steering looks suitably smooth compared to the scrolling now.

    • @gridleaderretro
      @gridleaderretro  Před 2 měsíci

      Yeah, it's made a big different hasn't it! I like to think the shadows have a big impact too.

    • @kometbomb
      @kometbomb Před 2 měsíci

      @@gridleaderretro Yup, the shadows make the cars more tangible because they now sort of interact with the road, casting the shadow.

  • @Pai3000
    @Pai3000 Před 27 dny

    Wow!! This is looking incredible😮

  • @jrherita
    @jrherita Před 2 měsíci +1

    Impressive! (The road mirroring at 0:18 is actually kinda cool). This looks great!

    • @gridleaderretro
      @gridleaderretro  Před 2 měsíci +1

      Thanks! The road mirroring isn't a deliberate feature but glad you like it!

  • @animator75
    @animator75 Před 2 měsíci +1

    Getting even closer to that arcade feeling! :) Would love to se this outputted to a CRT screen.

    • @gridleaderretro
      @gridleaderretro  Před 2 měsíci

      Yeah, that would be pretty cool. My STE is sadly connected to a 27 inch flat panel rather than the real deal!

  • @AtariCrypt
    @AtariCrypt Před 2 měsíci +1

    Absolutely loving this!!!

  • @timediavideo
    @timediavideo Před 2 měsíci +2

    Just beautiful! Are the perspective angles hand-drawn? Or do you use a 3D model als basis for the sprites?

    • @gridleaderretro
      @gridleaderretro  Před 2 měsíci

      Thank you! The different angles of the car sprite have been (I believe) hand drawn by project contributor Scott Elkington, with inspiration from the WEC Le Mans arcade machine sprites. You can find him on Twitter/X at @ScottElkington.

  • @jezhollinshead2839
    @jezhollinshead2839 Před 2 měsíci

    Awesome work, Looking amaaaazing! Can't belive the speed 🤩I need to work out how to write these to a physical disk, so I can play on the STE rather than just in emu's.

    • @gridleaderretro
      @gridleaderretro  Před 2 měsíci +1

      Thanks Jez! Quite pleased with the feeling of speed. Have you considered a Gotek or similar for playing these on the real STE?

  • @kevcall
    @kevcall Před 2 měsíci

    Looks way better with more car angle sprite frames, what a great idea it was 😁 no idea why more games like this didn't do that

    • @gridleaderretro
      @gridleaderretro  Před 2 měsíci +2

      Yeah, that used to annoy me too :)
      Back in the day, games on the STFM needed to pre shift sprites in order to get the required level of performance, and this used up large amounts of memory, limiting the number of different sprites that can be used.
      I'm having to do pre shifting of sorts to get this level of performance on the STE, but I'm also targeting a 1 meg machine rather than 512k, so memory is less of a constraint.

  • @TPau65
    @TPau65 Před měsícem

    This really comes out nicely! Well done so far! You probably already are aware of the little graphic glitch in the car flip over animation? 😉

    • @gridleaderretro
      @gridleaderretro  Před měsícem +1

      Thank you! The graphic glitch you mention is one of about 100 rough edges that currently need to be sorted out before release :)

  • @b0rg1010
    @b0rg1010 Před 2 měsíci

    Very nice indeed! Great work! :)

  • @Antonio-hx7yh
    @Antonio-hx7yh Před měsícem

    incredible work, very arcade-like

    • @gridleaderretro
      @gridleaderretro  Před měsícem

      Thank you - arcade-like is exactly what I'm aiming for!

  • @noelsaw
    @noelsaw Před 2 měsíci

    Nice! So smooth!

  • @Cataclysmic0
    @Cataclysmic0 Před měsícem

    Truly amazing job! Imagine if this had been released back then :)
    Would it also be possible to enhance the engine to support slopes on the road?

    • @gridleaderretro
      @gridleaderretro  Před měsícem +2

      Thanks! The engine could theoretically support hills/slopes but I'm not entirely convinced that it would be possible at this frame rate due to the maths involved. I may explore it in a future project.

  • @Nick-Cooper
    @Nick-Cooper Před měsícem

    Look similar like WEC Lemans or Burning Rubber on Amstrad CPC.

    • @gridleaderretro
      @gridleaderretro  Před 15 dny

      Yes - it's heavily inspired by the arcade version of WEC :)

  • @IntoTheVerticalBlank
    @IntoTheVerticalBlank Před 2 měsíci

    Seeing other parts of the track off to the side makes me want to try to go.off road and get to them

    • @gridleaderretro
      @gridleaderretro  Před 2 měsíci +2

      Yeah - it's a side effect of the method used to render the road. Some people have complained about it but I think it's quite cool if you choose to "creatively interpret" it!

  • @Corsa15DT
    @Corsa15DT Před měsícem

    very good game for the ste

  • @jasont6287
    @jasont6287 Před 2 měsíci +1

    Looks way faster than lotus Ste frame rate wise m8 ps i liked your comment about the blitter in the st.

    • @lucasjokiel
      @lucasjokiel Před 2 měsíci

      Looks like No Second Prize or Vroom fast!

    • @gridleaderretro
      @gridleaderretro  Před 2 měsíci +2

      Much higher frame rate than both NSP and Vroom!
      (To be fair, it's doing much less work on every frame than both games :) )

    • @lucasjokiel
      @lucasjokiel Před 2 měsíci

      @@gridleaderretro That's why I need to get my SC1224 from Attic and see with my own eyes!

    • @jasont6287
      @jasont6287 Před měsícem

      @@gridleaderretro And niether of those where slow on the st m8 i know Vroom wasnt from person experience back in the day on my Ste.

  • @lucasjokiel
    @lucasjokiel Před 2 měsíci

    Yay!

  • @ArneChristianRosenfeldt

    Isn’t there a way to sneak in some MUL and DIV into the CPU, while the blitter occupies the memory?

    • @gridleaderretro
      @gridleaderretro  Před 5 dny

      Yes, that's correct - you can run certain instructions immediately before starting the Blitter and they'll run in the background for "free" during the blit. It's nice in theory but I feel that it's generally better suited to demos rather than games due to the complexity it brings to the code.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt Před 5 dny

      @@gridleaderretro so there is no way to shovel outrun quality track projection into this? I never figured out why a CPU with a 16 Bit ALU (which can do one Add per cycle) needs so much time for 16 bit multiply. 6809 needed 11 cycles (?) for 8 bits.

    • @gridleaderretro
      @gridleaderretro  Před 4 dny +1

      @@ArneChristianRosenfeldt It's debatable as to whether you'd be able to add hills and so on to this and still have it running at 50fps.
      Prime Mover on the Amiga is a good example of what might realistically be accomplished at 50fps. You'd probably get somewhere close to that on the STE, minus some of the niceties like the tunnels and distance gradients.