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Frogz 64 Atari Jaguar game


WAVE 1 GAMES

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yep, it must be completely unintentional to have happened 3 times.

 

What's the saying from the CC thread?

 

fool me once shame on you

fool me twice shame on me

fool me thrice shame on lee (or as Pat Contri put it : fool me three times f u ....... but that is another story)

It was unintentional.

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Dunno, thanks to that screen capture in which he still was posting that he was in cahoot with the lunatic (RAMR or something) after having stated here that it was all over and the lunatic no longer member of that game company of his I completely lost faith in whatever he says.

 

That screen capture disappeared somehow, it was related to that gunslinger game research for faces for the bad guys or something like that ....

 

... anyhow, intentional, unintentional, in good faith, in bad faith or just simply a mistake, in my book him and that game company of his are in the "fool me thrice" category .... should he not be? Did I get the story wrong?

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Spelling error aside (I loled), it's obvious to me what's running under the hood is much cleaner than befoer. That said, collision / hit detection seems a bit off. Perhaps sprites / graphics are a bit big (subjectively) and it looks a bit busy (to me). I'm not so much going to comment on graphics and style (that can come later, and I will comment on the stylistic busy-ness of it all ;) ) but I'd focus on on (a) introducing gameplay difficulty progression in a slower and more measured way, (b) hit detection / collisions, © a gentle introduction of gameplay elements (e.g. snake not until later). There's no need to rush and (this is a personal preference regarding signal to noise ratio even on a single forum thread) there's no pressing need to post a video for every tiny incremental update (IMHO)...not that I'm here much at the moment, but I'd rather be surprised with a post every week or two than tiny updates that get pulled apart by everyone.


REM Plan *everything*
10 Take your time.
20 Goto 10.

Edited by skip
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Skip, regarding difficulty progression: this is old advice previously noted by CJ. I agree with this and that is how it will be. It just hasn't been set up yet. Its easier to get all of the levels objects in first and then write the code to gradually introduce the elements and speed things up as the game loops back to level one. For example, the plan is when you fire the game up you will see no snake or crocodiles in the water.(well maybe one of those guys but not 3) I know what you mean and fully intednd to do it this way. The really cool thing about it this time is the way I have it set up it will be much easier for me to do such a progression.

 

The update video was just to show where I am currently with the rebuild, which is about where I left off when I stopped before. (And then some) I agree the video updates should be fewer and far between.

 

As for collisions this seems to be the number one issue in my games. In fact I plan to spend the rest of today tweaking the collsions for the first level objects.

 

There is no rush. I am taking my time on this one and trying to do it right. I have a good feeling about this game. :)

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Apparently every other day is fewer and far between. I look forward to Sunday's video!

C'mon there's already an entry in the Jag list of games on Wikipedia, homebrew section, it's a done deal.

And until today at 8PM PST you could shell 19.99 to buy the "1st level demo" on CD ....

http://www.ebay.com/itm/Frogz-64-Demo-Atari-Jaguar-CD-/222571951997

 

I know I shouldn't be bashing the guy for attempting to honestly make a buck or 20 .... but still.

 

And the pattern is the same: "new/modern interpretation" as the main theme followed by bonus 2600 mode, I totally expect a VR mode (can you imagine being a frog that is squashed in first person view? What happens when you hop over the pink lady frog on the log? "Der humping"?) etc...

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You don't get any better, you just churn out crappy games, or half games, or worse, and have the fucking cajones to CHARGE FOR THEM.

 

-Thom

 

This game is going to be epic, fully complete and glitch free. As for you I predict you will just remain an ass. I'll hold my breath and cross my fingers and wish really hard that you will approve of my game Thom. Because gosh let me tell you that means so much to me.

 

See this is what gets me about jerk offs like you, you come in and leave a lame ass comment in my thread talking junk without anything useful to say, just trolling me as usual. Then you guys expect me to say nothing? Of course I'm going to talk shit back to you. You're an ass.

 

GTFO

Edited by Jeffrey_Bones
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frogz64.abs <-------- FOR VIRTUAL JAGUAR

frogz2.rom <------- FOR SKUNK

 

 

 

Test build for finding bugs and playthrough.

I removed the ability to swim in the waters with the current build and stuck with classic frogger rules meaning if you hit the water you die.

Levels 1, 2, 4, 8, 9 and 11 are fully playable with collisions set up.

There are debugging codes built in:

Pressing A will advance to the next stage ( be careful sometimes it advances all the way to level 14 with one press)

Pressing C will remove all enemies from level 1 and level 8

2600 mode is a damn mess right now. The only collisions working corectly are on the first row of lillypads the rest is all jacked up, it does however seem to load everything up ok.

None of the other modes are working yet only the main game and 2600 mode.

 

 

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Hello!

 

attachicon.giffrogz64.abs <-------- FOR VIRTUAL JAGUAR

attachicon.giffrogz2.rom <------- FOR SKUNK

 

 

Test build for finding bugs and playthrough.

...

 

Ok, i have downloaded both files, although i was wondering about the big difference in file sizes: 1MB compared to 1.75 MB.

Small advice: Adding a date/timestamp helps to the filenames helps a lot for later references (I.e. FROGZ64_20170806.ABS).

 

When started, the screen stays black for a very, very long time. 5 or 6 seconds is too long, i had rebooted the Jaguar 2 times and switched from testing the ABS to the ROM before i decided to let the machine run a longer period of time.

 

The animated Jagpad-Sprite still shows some bright pixels inside its shape.

 

The game runs faster under 60Hz than under 50Hz.

 

The green stripe between highway and river wasn't a save place for my frog.

 

Neither does key 0 toggle the sound/music nor does the "* plus #" combination (aka "reset") let you leave a level.

 

The skull sprite stays most often forever. IMHO it should disappear before the new frog appears.

 

 

Kind regards

Matthias

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Hello!

 

 

 

Ok, i have downloaded both files, although i was wondering about the big difference in file sizes: 1MB compared to 1.75 MB.

Small advice: Adding a date/timestamp helps to the filenames helps a lot for later references (I.e. FROGZ64_20170806.ABS).

 

When started, the screen stays black for a very, very long time. 5 or 6 seconds is too long, i had rebooted the Jaguar 2 times and switched from testing the ABS to the ROM before i decided to let the machine run a longer period of time.

 

The animated Jagpad-Sprite still shows some bright pixels inside its shape.

 

The game runs faster under 60Hz than under 50Hz.

 

The green stripe between highway and river wasn't a save place for my frog.

 

Neither does key 0 toggle the sound/music nor does the "* plus #" combination (aka "reset") let you leave a level.

 

The skull sprite stays most often forever. IMHO it should disappear before the new frog appears.

 

 

Kind regards

Matthias

 

 

 

 

I have cleaned up the edges of the Jagpad sprite. How does that look? I have also fixed the glitch where the skull animation stays on forever. (that was a simple accident)

 

Next I will make the middle area of the screen where the grass is a "safe zone" (as it SHOULD be) and start creating the reset game subroutine for pressing 0 and # keys like you suggested.

 

Thanks MD for your feedback.

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