MegaBall Open-Source Release

IIRC this game just so happens to run on NG systems MorphOS and OS4, right out of the box. I wonder if anyone is up to porting and enhancing for NG systems?
 
Run it under emulation - it's nice that they put it out there but only masochists port assembler. It's probably got all sorts of funky custom chippery in there too.

I guess you missed what I posted that Megaball runs under NG OS4 and MorphOS systems, both of which lack custom chips?

Example

Games: I was pretty amazed when I found out by chance that Megaball AGA runs on Morphos! Sound and graphics are perfect, of course the picture is a little bit small, depending to your monitor and resolution. Nothing special installed, just Morphos out of the box.
 
Still, it might be easier to just rewrite it from scratch. I mean, it's just a ball bouncing around. Preserving the levels might be worth it though.

My next project after Ampwifi is actually to make a game similar to MegaBall. Still haven't decided if it'll be Android or PC. Maybe OUYA. I may just take a look at the MegaBall source just for fun, and it was the original inspiration for my idea.
 
Still, it might be easier to just rewrite it from scratch. I mean, it's just a ball bouncing around. Preserving the levels might be worth it though.

My next project after Ampwifi is actually to make a game similar to MegaBall. Still haven't decided if it'll be Android or PC. Maybe OUYA. I may just take a look at the MegaBall source just for fun, and it was the original inspiration for my idea.
The level loader is in C and the music is mod, there are a few mod player libraries around. It was a good and fun game - maybe give the lads a shout.
 
I guess you missed what I posted that Megaball runs under NG OS4 and MorphOS systems, both of which lack custom chips?
I thought that OS4 had chip emulation. Now I think about it Petunia is nothing to do with UAE (petunia is 68XXX emulation only) so I guess the MegaBall guys did the right thing and used OS calls - so I wonder why they bothered writing it in assembler if the drawing and other heavy lifting stuff is being done by the OS - you'd think the game logic would be pretty minimal.
 
Ya, it was one of the last games I actually bought for the Amiga. Still have the original box for it somewhere.
 
The biggest problem with a port to anything modern will be the graphics. The 8 bit graphics from the AGA era just won't cut it - especially in HD. Plus you'd want to scale the graphics to the different resolutions. Blitting sprites around is a lot more complicated these days, you'd probably rather go with a vector system like OpenGL ES. One potential shortcut might be to just target the OUYA at 720P and let the TV scale it up to 1080P if needed.

The easy part would be the physics engine. For my game I was experimenting with Box2D, which would be perfect for MegaBall as well.

The sound was pretty good and could probably be reused without much issue.
 
The biggest problem with a port to anything modern will be the graphics. The 8 bit graphics from the AGA era just won't cut it - especially in HD.
I have mixed feelings about that - I can see how there might be "expectations" for HD but that would kill a lot of the charm. Roblox and Minecraft show that there is a certain amount of demand for retro 8bit feel. I think that if you honestly listened to the music with an HD graphic experience in mind you would see that you are going to have to remaster/recompose the music as well.
 
Actually, on second thought, perhaps OUYA would be a bad idea. Mostly because most TVs are 16:9 widescreen, but megaball would work best if it was a 16:9 tallscreen.

At any rate, search for "Arkanoid" on the Play store and you'll find gobs of Arkanoid/Breakout rip offs. Interestingly, a search for MegaBall just turned up a bunch of lottory games. So a port of MegaBall would likely only appeal to former Amiga fans of the game.
 
Actually, on second thought, perhaps OUYA would be a bad idea. Mostly because most TVs are 16:9 widescreen, but megaball would work best if it was a 16:9 tallscreen.

Yeah, at first glance, it would seem a tallscreen would be the way to go. But, thinking about it a bit, personally, I think a well done console / widescreen version could be way more fun to play. You'd definitely have to tweak the gameplay (probably a lot) to take the extra width into account... But it would be a good challenge. Things like the shrink pellet would be absolutely terrifying on a playfield that huge and fast. You'd feel like a soccer goalie stuck in penalty hell. :D Make some new game modes that utilize all that area in novel ways. Maybe divide that wide screen up into sections and have a "hot potato" mode where the object is to keep bouncing the ball into your opponent's bricks... Once the bricks in your half of the screen are cleared, you lose. Or a multi-player co-op could work, too... Do it right, and it could be a complete riot at parties.

At any rate, search for "Arkanoid" on the Play store and you'll find gobs of Arkanoid/Breakout rip offs.

And they seem to range from mediocre to absolutely terrible. :/ The big problem with playing a game like that on Android is the control system. It's not really a game that lends itself to tilt, and the phone/tablet form doesn't really have anything in the way of a controller standard, so you can't really expect anyone to use one. So that leaves touch. And touch sucks for a game like this. Either the paddle is so small that my finger covers it, and I can't see the play, or the paddle is so big that the game is easy to the point of being completely boring, or gimicky to the point of being annoying instead of fun.

It's really easy to make an Arkanoid game. The hard part is making a fun Arkanoid game. That's really where MegaBall excelled. It had the right level of difficulty, it was always very fluid, and, while brutal at times, it always felt "fair." If I lost, it was my own damn fault. The level editor added some replayability, as well. I think I still have a disk or two tucked away with old levels, consisting of funny pictures we'd drawn, etc.

So a port of MegaBall would likely only appeal to former Amiga fans of the game.

Yeah, I think pretty much only Amigans remember that name. And if you're going to be changing gameplay up enough to make a proper version for any new system, you might as well pick yourself a new name and make it wholly yours while you're at it...
 
I thought that OS4 had chip emulation.

Nope, just UAE bundled with the OS but it is still a separate emulator.

OS4 and MorphOS will make use of custom chips on the Amiga Classic (with PPC board), but I was referring to NG :)
 
actually it would be easy to play on a Galaxy Note ll (with the s pen)
 
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