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Heimdall : PreOrder Phase Onepage  1 2 3 4 5 

John William

Posts 467
20 Jul 2020 23:59


I tried to pre-ordered the game in paypal and the link is broken. I want the game to be V4 edition exclusive. Meaning it will not work on my A500/v500 or winuae if possible. I want it needed the v4 hardware. Please tell point me where I can get the link please? I like V4 because it is like the new console where games are digital now heheh.


Vladimir Repcak

Posts 359
24 Jul 2020 07:56


Stefano Briccolani wrote:

Nothing new? I'm sorry, the engine was very promising..

Sorry. Nothing reportable yet. I took few weeks break as is usually the case after the 5-6 months of non-stop work.

The 1920*1080 rabbit hole turned out deeper than expected, but I am still determined to get it working!


Stefano Briccolani

Posts 577
24 Jul 2020 18:03


Good to hear from you after the hurricane, Vlad! Any report on your engine is welcome


Markus B

Posts 209
25 Jul 2020 09:57


Will it be configurable?
Maybe 720p60 is more interesting than 1080p24.


Stefano Briccolani

Posts 577
25 Jul 2020 10:38


I think 1080p is just a 'test' to see how his engine works on such a high resolution.



Gunnar von Boehn
(Apollo Team Member)
Posts 5421
25 Jul 2020 16:30


Stefano Briccolani wrote:

  I think 1080p is just a 'test' to see how his engine works on such a high resolution.
 
 

 
I not understand how one can aim for 1920x1080.
This goal sounds unrealistic to me.
 


Vladimir Repcak

Posts 359
26 Jul 2020 17:29


John William wrote:

I tried to pre-ordered the game in paypal and the link is broken. I want the game to be V4 edition exclusive. Meaning it will not work on my A500/v500 or winuae if possible. I want it needed the v4 hardware. Please tell point me where I can get the link please? I like V4 because it is like the new console where games are digital now heheh.

I appreciate the interest, but as stated earlier in the thread, pre-order phase was active for over 90 days and has been closed for some time now - hence why the paypal link can't work now.




Vladimir Repcak

Posts 359
26 Jul 2020 17:33


Markus B wrote:

Will it be configurable?
  Maybe 720p60 is more interesting than 1080p24.

It is configurable right now (e.g. full selection at start-up from over dozen resolutions).


Vladimir Repcak

Posts 359
26 Jul 2020 17:42


Gunnar von Boehn wrote:

 
Stefano Briccolani wrote:

    I think 1080p is just a 'test' to see how his engine works on such a high resolution.
   
   

   
  I not understand how one can aim for 1920x1080.
  This goal sounds unrealistic to me.
   
 

  Just like Stefano said, as a curiosity feature, why not ? While specifically my game isn't best suited for FullHD, the benchmarks revealed that you can design even a 3D racing game to be playable in this resolution, mainly if it has:
  - 256 colors
  - 2D HUD covering half of screen
  - 3D viewport covering half of screen (1920x540)
 
  It's going to be just slightly slower than 640x480x32bit, as the scanline traversal will only have ~12% more scanlines to handle.
  The Pixel Fill already takes miniscule amount of frame time, so even if it quadruples (4*640 = 1920), it's not a big deal.
 
  Everything else takes exact same amount of time as in 640x480.


Chris Chris

Posts 19
10 Oct 2020 09:41



Hi, any news on status of the game promoted here?

Would be great to get some status or a small demo of gfx on youtube.




Gunnar von Boehn
(Apollo Team Member)
Posts 5421
03 Nov 2020 06:45


What is the status of this game?
 
Did any of the people which pre-ordered it get something?



Stefano Briccolani

Posts 577
03 Nov 2020 07:27


No. I just sent him a Discord message asking for an update


Gunnar von Boehn
(Apollo Team Member)
Posts 5421
03 Nov 2020 09:04


Stefano Briccolani wrote:

No. I just sent him a Discord message asking for an update

I look forward to an update.
I assume Paypal does ensure these buys for a certain time?


Stefano Briccolani

Posts 577
03 Nov 2020 09:20


I don't know. I think asking a refund after many months is not so easy. In reality I still hope for the game to be released. An initial build of the engine was ready and worked on my v1200.
But I think Vlad had some problems on testing/deploying his code on his v4SA. So even the last time I chat with him he was still coding on winuae.
Problem is he come from Atari platform and seems not be familiar with Amiga at all (but is really good with 68k asm).




Vladimir Repcak

Posts 359
03 Nov 2020 12:36


Gunnar von Boehn wrote:

Stefano Briccolani wrote:

  No. I just sent him a Discord message asking for an update
 

 
 
  I look forward to an update.
  I assume Paypal does ensure these buys for a certain time?
I've never tried a refund via PayPal, but I assume there's no time limit on digital orders (at least that's how I interpreted PayPal's refund policy).

Regardless, those 6 pre-orders amount to less than $200 (after the PayPal fees), so I probably wouldn't even notice it if refunds were initiated on my credit card.

But, all those 6 pre-orders are still kept uncashed (or whatever is the exact PayPal term) on my PayPal account's balance, so I assume it would take a grand total of 30 seconds to claim the refund.

I certainly wouldn't take it personally if somebody did initiate the refund, as it's been quite some time already and waaaaay past what I estimated in March.

All those 6 people will get an exclusive bonus content / minigame that will hopefully somewhat compensate for this.


Vladimir Repcak

Posts 359
03 Nov 2020 12:56


Chris Chris wrote:

  Hi, any news on status of the game promoted here?
 
  Would be great to get some status or a small demo of gfx on youtube.
 


The status is that I am currently working on 3D modelling. I completely lost 3 months (July-September) as I got a local part-time opportunity working 2 hours a day, zero commute (walking 3 minutes, door-to-door), paying for 70% of my living costs.

In theory, those 2 hours wouldn't affect any of my coding, at least on paper. In reality, due to my sleeping disorder (Non-24), I was unsuccessful in aligning my sleeping schedule with the fixed job schedule.

Which resulted in me sleeping, on average, 2-3 hours per day. Good luck watching Netflix when you are zombie, let alone do any coding or creative work.

I don't expect anybody to understand this, as I spent a lifetime trying to explain it to people around me, that no, it doesn't matter that I have a gigantic sleep deficit after few days, I still can't fall asleep outside of the short window dictated by my biorythm.
I assumed that due to the nature of non-24 (every day the sleeping window moves by 2-3 hours back and forth semi-randomly), that short window would eventually move and align with the work schedule, but to my surprise, that hasn't happened in 12 weeks, due to Saturday's schedule that resulted in me not even going to sleep at all. When I realized what was going on, I quit.

I managed to get a little bit of coding work done during those few months with Stefano on a demo that ultimately didn't get released, as I overshot my desired features, and missed the deadline by 2-3 days. Still, all that work will be salvaged and reused in my engine and won't be in vain.

But, no game progress during those 3 months, unfortunately.


Vojin Vidanovic
(Needs Verification)
Posts 1896/ 1
04 Nov 2020 17:09


Vladimir Repcak wrote:

  But, no game progress during those 3 months, unfortunately.

Hope you will be able to sync sleep, work and coding, and do progress in next 3 months. Its never too late. Thanks for an update, no matter its more personal - but that is life.



Vladimir Repcak

Posts 359
04 Nov 2020 17:56


Vojin Vidanovic wrote:

Vladimir Repcak wrote:

  But, no game progress during those 3 months, unfortunately.
 

 
  Hope you will be able to sync sleep, work and coding, and do progress in next 3 months. Its never too late. Thanks for an update, no matter its more personal - but that is life.
 
Yeah, I just wanted to make sure people didn't think I took the $198.37 and fled to Bahamas where I would probably be able to afford up to 3 drinks in the cheapest moldy motel :- )))))

It would speed things up drastically if I was willing to work with an external 3D artist, but given my experience with this on other platforms in last 2 decades, not only I burn shitload of time (read:money) with communication, review, shared desktop sessions, documentation on my loaders/tools, I also have to pay them market rate. I'm not working for my market rate now, so I can't finance that. And then they find a different gig, and I have to start all over again with another one, and now have another issue - all the art I already have (from first guy) is of different visual style than the other artist produces.

So, it really is ridiculous to burn all that time, effort and money and end up with 2-3 different styles. It's just not worth it.

It can, however work, in smaller scale - meaning simpler games (at a lower price point, say $20), with less art assets, that can be produced by an artist within 4-6 weeks. Yes, I for sure want to target those after my first game.


Bartek Kuchta

Posts 37
04 Nov 2020 20:23


Hi Vlad,

Could you please tell me more about what 3D assets would you actually need and describe it in more detail?


Gunnar von Boehn
(Apollo Team Member)
Posts 5421
04 Nov 2020 20:36


Bartek is 3D artist he made 3D GFX for some demo games we did developed for Natami some time ago...

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