I like the game, cool projects, but the background looks out of place. For a game that mimics the SNES style graphics it does not really work.
Edited by agradeneu, Sun Jan 13, 2019 3:53 AM.
Posted Sun Jan 13, 2019 3:49 AM
I like the game, cool projects, but the background looks out of place. For a game that mimics the SNES style graphics it does not really work.
Edited by agradeneu, Sun Jan 13, 2019 3:53 AM.
Posted Sun Jan 13, 2019 8:57 AM
Posted Sun Jan 13, 2019 12:32 PM
Yes, the background (clouds) must be improved, now I'm coding the sprite engine into the GPU to avoid the slowdowns.
Posted Mon Jan 14, 2019 1:43 PM
Posted Fri Feb 1, 2019 11:16 AM
I put this on my Skunkboard this AM and gave it a couple of quick run-throughs.
Unlike the previous demo this one doesn't lock up after one screen completed.
Looks good, plays well. I didn't notice any issues. I look forward to seeing more!
Posted Fri Feb 1, 2019 11:49 AM
Performance much better! :-) Still some slowdowns/hiccups on NTSC hw though.
Posted Fri Feb 1, 2019 1:51 PM
Game is great, there's no way the massive slow down near the end of a level isn't bug related though may it be direct or indirectly related to coding as the Jag can certainly handle what's happening on-screen.
I am curious what testing purpose you are using the #6 for while having hammer in hand to blank out all the animated objects on screen is used for? #3 seems to offset the entire screen momentarily.
Have only made it to level 7 so far but will keep pushing on. The only recommendation I have at this point is to possibly lessen the volume of her screeching help me Oh NOOoooooo voice haha... otherwise it's good stuff! =) thanks for posting the ROM!
Edited by Clint Thompson, Fri Feb 1, 2019 1:56 PM.
Posted Fri Feb 1, 2019 2:33 PM
Wow; this looks great. The library of the jag is getting so deep i'm going to be able to start selling off some other classic systems soon for a lack of need.
Looking forward to seeing the final version of this and would definitely pick it up!
Posted Fri Feb 1, 2019 4:32 PM
Really nice, impressive.
But, there is a lag when getting the hammer and also when it goes away.
And the left side of the the background scroller kind of flickers.
Sometimes it changes, then the right side flickers.
Edited by 42bs, Fri Feb 1, 2019 4:37 PM.
Posted Fri Feb 1, 2019 4:38 PM
Yes, maybe all sounds effects need to be normalised.
It looks that I need to speed up the code, also I want to change u235se to the latest version.
Looking forward to it. Not sure how far it has been play tested but nice to see variety at least once you get to L7, not sure what else to expect if anything but hopefully a higher score =)
Posted Sat Feb 2, 2019 8:48 AM
Really nice, impressive.
But, there is a lag when getting the hammer and also when it goes away.
And the left side of the the background scroller kind of flickers.
Sometimes it changes, then the right side flickers.
It's an issue with the way the OP works, I'm using a 256 pixel resolution but the OP renders a few more pixel, also I don't have any clipping code and on the right side of a sprite you can't clip with pixel precision.
I'm going to fix it drawing two black strips on each side to display only 256 pixels, this was in my TODO list long time ago XD but I need those extra pixels to see the CPU usage changing BG register.
Edited by swapd0, Sat Feb 2, 2019 8:48 AM.
Posted Sat Feb 2, 2019 9:01 AM
How many different screens will be in the final product?
Posted Sat Feb 2, 2019 2:07 PM
Posted Sat Feb 2, 2019 3:46 PM
Cool jut tried it out. Never played an "original" donkey kong ame before so this was a first. It is really interesting how this looks like a snes game. Very interesting. Nice how all these things keep coming for our favorite console. Thanks for sharing.
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