Classic Amiga and colored Graphics
Posted: Thu Dec 12, 2019 2:35 pm
Hi there,
my Imbiss game is almost ready to launch. Succesful tests on Win64, AOS4.1(X1000), AmigaKit(WinUAE),AmigsSys(WinUAE) and Android have happend. Now someone tests it on A1200/AGA/030-40MHZ . It complains the missing cyperbergraphics.library.
Now my questions are:
-Would it be enough to install cgx and it runs on AGA?
-Is there a plugin for AOS3.x which would help me out?
-is converting the graphics to 8-Bit .png a way to go?
The game is 24-Bit.png at the moment.
Sure Iam quite some time away from AOS but it feels clumbsy. Like moving from "lets do it!" to "lets see if it can be done"
Its also challenging to support more platforms. Currently it runs on Win64, Android and AOS via WinUAE and AmigaOne X1000.
For me it is too much work to do another project for so many platforms and their special needs. Any ideas/experience about that?
Greetings
Lars
my Imbiss game is almost ready to launch. Succesful tests on Win64, AOS4.1(X1000), AmigaKit(WinUAE),AmigsSys(WinUAE) and Android have happend. Now someone tests it on A1200/AGA/030-40MHZ . It complains the missing cyperbergraphics.library.
Now my questions are:
-Would it be enough to install cgx and it runs on AGA?
-Is there a plugin for AOS3.x which would help me out?
-is converting the graphics to 8-Bit .png a way to go?
The game is 24-Bit.png at the moment.
Sure Iam quite some time away from AOS but it feels clumbsy. Like moving from "lets do it!" to "lets see if it can be done"
Its also challenging to support more platforms. Currently it runs on Win64, Android and AOS via WinUAE and AmigaOne X1000.
For me it is too much work to do another project for so many platforms and their special needs. Any ideas/experience about that?
Greetings
Lars