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Shoot'em up


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#1 DrTypo OFFLINE  

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Posted Sun Jan 15, 2012 3:49 PM

Hello,

here is my first game for the Atari Jaguar: "Shoot'em up".
It's a shoot them up kind of game. Yeah, I thought long and hard to find a name.

The game is provided with its manual in the zip file attached.
I'll set up a proper website and provide the source code within a few days (hopefully).

You can run it with the Skunkboard or with Virtual Jaguar.
If you're using BJL let me know if you've trouble running it (it's provided as a .cof file).

Have fun!

Attached Files


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#2 sh3-rg OFFLINE  

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Posted Sun Jan 15, 2012 3:59 PM

Nice one Typo, been looking forward to this since you mentioned it - grabbing it now!

EDIT: Had a few blasts on levels 1 & 9, fun of a very chunky variety :)

And you got the first game out to use the U-235SE, win!

Made a BJL just incase someone does have trouble with the original file, 4000/4000.
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#3 CyranoJ OFFLINE  

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Posted Sun Jan 15, 2012 4:19 PM

Very nice! :)

#4 K3V OFFLINE  

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Posted Sun Jan 15, 2012 4:29 PM

CD image anyone? :)

#5 CyranoJ OFFLINE  

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Posted Sun Jan 15, 2012 4:31 PM

Use JIFFI :)
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#6 JagChris OFFLINE  

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Posted Sun Jan 15, 2012 5:08 PM

How do I restart after I die? I'm using VJ.

#7 sh3-rg OFFLINE  

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Posted Sun Jan 15, 2012 5:15 PM

How do I restart after I die? I'm using VJ.


Fire 'B' to get back to menu, Keypad 1-9 for start level again.
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#8 JagChris OFFLINE  

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Posted Sun Jan 15, 2012 5:34 PM

How do I restart after I die? I'm using VJ.


Fire 'B' to get back to menu, Keypad 1-9 for start level again.


ok yeah got it. Some confusion using VJ for a bit. :)

Notes on the game. I LOVE IT so far. I cant stop playing it. Had to yank myself away to answer this post. :)

Dr. Typo good job! Thanks for sharing this.

The U-235 sound engine seems like it works great. The sounds of the shots alternate right to left and sounds great. This is very cool.

If you're going to keep going Typo you should consider a logo like U-235 has for its engine, which is very nice by the way.

Good job! Looking forward to more!

ok back to me playing! :)
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#9 JagChris OFFLINE  

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Posted Sun Jan 15, 2012 5:38 PM

Hello,

here is my first game for the Atari Jaguar: "Shoot'em up".
It's a shoot them up kind of game. Yeah, I thought long and hard to find a name.

The game is provided with its manual in the zip file attached.
I'll set up a proper website and provide the source code within a few days (hopefully).

You can run it with the Skunkboard or with Virtual Jaguar.
If you're using BJL let me know if you've trouble running it (it's provided as a .cof file).

Have fun!


You should keep the name if you're going to keep working on this.

Are you going to keep going on this?

I gotta play this witha proper controller.

#10 ls650 OFFLINE  

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Posted Sun Jan 15, 2012 6:04 PM

Screenshots for anyone wondering what this looks like:

SEU_a.JPG SEU_b.JPG
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#11 JagChris OFFLINE  

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Posted Sun Jan 15, 2012 6:38 PM

I hope you don't mind. I am resposting this over at JSII.

#12 K3V OFFLINE  

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Posted Sun Jan 15, 2012 6:50 PM

Use JIFFI :)


Wasn't aware of this. Nice utility! Will come in handy :)
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#13 TrekMD OFFLINE  

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Posted Sun Jan 15, 2012 7:11 PM

Cool. Will have to check it out.

#14 Willard OFFLINE  

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Posted Sun Jan 15, 2012 10:58 PM

Great to see some new devs adding to the Jaguar scene, will have to give this a try. Look forward to your future Jaguar projects assuming you intend to continue developing for the system :)
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#15 LinkoVitch OFFLINE  

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Posted Mon Jan 16, 2012 6:48 AM

Excellent! I will be giving this a whirl when I get home from work tonight.

Nice work!

#16 DrTypo OFFLINE  

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Posted Mon Jan 16, 2012 6:59 AM

Hello,

thank you all for you kind comments.
I don't plan to keep working on... "Shoot'em up". I would add a soundtracker module but for this I need LinkoVitch to implement more soundtracker commands in his engine. I left channels 1 to 4 free for this purpose. So get back to work LinkoVitch!!! ;)

Now I'm going to work on another project... yes, for the Jaguar. :grin:
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#17 DrTypo OFFLINE  

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Posted Mon Jan 16, 2012 7:03 AM

Excellent! I will be giving this a whirl when I get home from work tonight.

Nice work!


Oops, cross-post! When I said "get back to work" I was talking about the sound engine. Not the work that pays the bills and put food on your table. ;)
By the way I should also resume the work I'm paid to do and stop posting on Atari Age.
See you tonight.
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#18 LinkoVitch OFFLINE  

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Posted Mon Jan 16, 2012 7:08 AM

I don't plan to keep working on... "Shoot'em up". I would add a soundtracker module but for this I need LinkoVitch to implement more soundtracker commands in his engine. I left channels 1 to 4 free for this purpose. So get back to work LinkoVitch!!! ;)


OUCH! One down side of releasing this Sound Engine is the whips from users are starting to hurt.. *must code faster* :D

Which effects do you need for your module? If they are amongst the simpler effects I can bump them up the implementation list. If you send me the module you plan to use I can use it as a reference module to ensure the features work when I am writing them (I won't leak the module out and will only use it for testing and dev).

Glad it is working for you, working on hopefully improving its performance further before I get back into the module parser side of things.
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#19 rush6432 OFFLINE  

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Posted Mon Jan 16, 2012 7:11 AM

Awesome to see other developers for sure! Keep at it!
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#20 JagChris OFFLINE  

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Posted Mon Jan 16, 2012 12:00 PM

Hello,

Now I'm going to work on another project... yes, for the Jaguar. :grin:


Can we get a hint on what that is? :)

#21 DrTypo OFFLINE  

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Posted Mon Jan 16, 2012 1:40 PM

Which effects do you need for your module? If they are amongst the simpler effects I can bump them up the implementation list. If you send me the module you plan to use I can use it as a reference module to ensure the features work when I am writing them (I won't leak the module out and will only use it for testing and dev).


I don't have a specific module for the game. I browsed the ModArchive a bit but haven't made up my mind yet.
If a musician wants to do an original module for the game he's welcome to do it.

By the way a good reference module is Killing Floor, especially for commands D and B:
http://modarchive.or...eid&query=47103
Watch it play in a soundtracker!
I have a few other references that I used to validate my own module player if you're interested.

#22 DrTypo OFFLINE  

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Posted Mon Jan 16, 2012 1:48 PM

Can we get a hint on what that is? :)


Well... it will be another small game. But I haven't written a single line of code yet. Even if it's relatively simple, it's going to take more time than "Shoot'em up".

#23 LinkoVitch OFFLINE  

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Posted Mon Jan 16, 2012 2:00 PM

By the way a good reference module is Killing Floor, especially for commands D and B:
http://modarchive.or...eid&query=47103
Watch it play in a soundtracker!
I have a few other references that I used to validate my own module player if you're interested.


Ah, those are easy! and already supported :D

There are some more 'fun' ones which I will have to really kick myself to not leave until last, stuff like 4, which involves having to adjust the pitch based on the amplitude of another wave form (sine or triangle) which is oscillating at a defined frequency and has a 'volume' of its own :D

I have a ton of really nasty effect tastic modules to play with that use most of the effects. :)

#24 so_tough! OFFLINE  

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Posted Mon Jan 16, 2012 2:05 PM

why don't people who develop for the Jag try for something great? I'm not being a hater , but (oops!) these homebrews are not exactly pushing the Jag hardware, not even a little bit.
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#25 Christos OFFLINE  

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Posted Mon Jan 16, 2012 2:48 PM

It takes too much time to develop something that pushes the hardware when you are working full time on that project. It takes a lot more time when you do it on your spare time. And at some point instead of a fun thing to do, it becomes another boring and stressful job.
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