Showing posts with label Concept. Show all posts
Showing posts with label Concept. Show all posts

Wednesday, 21 August 2019

Castlevania - Akumajou Dracula - Sharp X68000 AMIGA Mockup

Hello Amigans,




I have been following a discussion about what arcades should be ported to Amiga.  
The discussion is in the EAB forum

While we do have this version https://www.youtube.com/watch?v=VH3emf7NGg0
It is a very poor Amiga conversion, this is what I would consider a better rework (see above).  The Sharp X68000 version I have used to create this concept.  Could possibly reuse Graeme's Rygar engine, especially if you wanted parallax effects (8 colour background) and 16 foreground. 
The player is a hardware sprite (16 colours), Foreground and background combined (no parallax)
I personally would prefer more colour over parallax in this instance unless we can get both :)

Sharp X68000 version:

Wednesday, 24 July 2019

Amiga - "Heartland" port / concept


"Heartland" Amiga Port (Concept only) 32 colours (plus copper background) for ECS and AGA. I have more info on my Patreon site. Don't worry you don't have to sign up... just have to wait a few days for public version, but I'm happy with this concept. :)


More details on my Patreon (don't panic more info will become available in a few days, no need to be a Patreon)  :)

https://www.patreon.com/KevinSaunders






Tuesday, 27 November 2018

DV Player - AmigaOS 4

I haven't posted for a while as I focus as much free time as possible to "Iridium" game.  While digging through my graphic archives I come across concepts.  Here for example is an old (2014) concept for a DV Player for the AmigaOS.  Always liked the CDTV interface and that is the inspiration for it.


These days, I'd probably rework the interface and simplify it further. 

Tuesday, 10 April 2018

Brilliance 3

Brilliance 3.  Remember all those great art programs on the Amiga. Besides Dpaint, Brilliance is still an amazing program.  

These days it would be nice to see such software modernised.


This project not only updates Brilliance but adds a few other needed features such as layers and map editing tools.

Once all the graphics are created, it will be time to create the manual :)

I must add this is purely just concept images for the interface and as yet we have no coder, so if anyone knows someone please let me know.  At this stage any platform would be great.

Friday, 30 September 2016

ProXima 3 - Red Dwarf Star

It's probably time to give a quick tease of one of my own personal Amiga AGA projects.

"ProXima 3 - Red Dwarf Star" is a Vertical scrolling Shoot Em Up.

The environment is partly destructible as well as the bigger enemies, each enemy has a flash/hit state.

Some Tech specs:
- 3 layer parallax
- 6 levels (all choosable except the final level)
- One player (at the moment)
- 16 colour foreground/enemies, 4 colours for each parallax and 16 colours for player.
- Enhanced copper effects.



This game is the 3rd and final installment, ProXima 1 and 2 games are planned in the future.  

Tuesday, 5 January 2016

MIG n ZIGGY - Amiga Platform Game - 2015-2016 update

MIG n ZGGY update:

Project Concept has had a few small updates since the first post in May 2015.
Space level, Egypt and Ice Level started.





The example maps below are by no means completed. 
This stage is testing how well or not the tiles work together.




Friday, 4 September 2015

CONCEPTS of the Past - RAZZOR

CONCEPTS for different games that never quite made it past the Harddrive.

This post shows some concepts for games for different platforms, that never made it past concept stage (some for good reason). 


Concept 01 - "RAZZOR"

This game originally designed on the Amiga using Brilliance 2 software (see below images). Later updated using Lightwave and Photoshop (above). The game would be similar to Alien Breed or Alien Syndrome with a few twists.



CONCEPTS of the Past - Fruity Caves

For a long time I have always enjoyed playing Boulderdash / Clone games and in particular Emerald Mines on the Amiga.

The screenshots vary from the initial Amiga design (16/32/256 colours) to a future Amiga/PC version.





This is a more recent design that shows the editor screen (2010)






Fruity Caves is a game similar to:

Fruity Frank (Amstrad)
Boulderdash (C64)
Emerald Mine (Amiga)
BD4 (PC)

Friday, 6 June 2014

Amstrad MOVIE game - remake

Back in 2008 I imagined remaking the great game called MOVIE that was available on the Amstrad CPC. An excellent game. 

The original game was in "screen Mode 1": 320x200 (4 colours).
The Amiga version was going to be created in 32/256 colours.



Update 2015:

Below is an image comparision between the ZX Spectrum and Amstrad CPC.  Notice that the Amstrad version had more objects in the rooms.




Below is the Amstrad Map finally finished with separate sprites/objects. 




Wednesday, 28 May 2014

Fatal Danger - Amiga A500 - Dpaint

Fatal Danger was an early (1990's) Shoot em up game for the Commodore Amiga.
Designed with Electronic Arts - Deluxe Paint.

Created somewhere between in the late 1980's early 90's.

Included in this design is the background, aliens and player ship sprites.

I believe this version was designed for 320x256 (PAL) with 16/32? colours (no parallax effects)

Anyone skilled coders interested help re-create this horizontal shoot em up :)


This is the swamp tileset (click for image for larger version)




A quick composite for the "Space" end alien (classic/HD)


Here is the complete set (finally found those older files)


CLICK for larger versions :)