Well, last time we tried something like this the environment was a tad more hostile (Project One) - so let's see how this pans out this time.....
We're going to try and build a mini game in public, via the forum. I'll be posting snippets of code along the way to highlight how RAPTOR handles things, along with regular builds.
Anyway, enough preface, over to the thread here!
Played with the code a bit more today, this is currently awaiting testing on real hardware by the testing team
(Yes, that's a 2nd player... that thing we initially promised, then said we removed.... Are there any Jaguar owners out there with a friend, and a second rotary?)
Less than one week to go, and some frantic activity on Rebooteroids to make the eJagFest 2012 build for sh3 to take with him. Lots of new stuff added and a few bugs squished. This one really is moving along nicely now, and with luck, shouldn't take much more to push to completion.
I've also done some work on the Bubble Bobble port. Still a long way to go there until I'm happy with it, but again, this one is moving along well and will make a nice addition to the Jaguar library when we're fin
OK, so real life is still keeping us all busy, but we have managed to almost finish the Raptor example game we mentioned (It just needs some sound effects and a few spot graphics) so that should be around soon.
I took some time this week to look back at the Rebooteroids code, and I'm not at all happy with it. Raptor's object handling was derived from the core code from this game, however this early 'version' of the engine (before it was even an engine) is, compared to the current Raptor bui
Well, It feels like ages since I wrote anything here... so what have we been up to?
Well, we've released HMS Raptor - and I've been cleaning the source code up to get ready to ship with the RAPTOR library.
We've re-worked Kobayashi Maru to v1.1 (FINAL! - even the titlescreen says so!) ready to be sent off to the pressing factory, and then turned into available to buy boxes.
We've converted Rebooteroids from a ROM cased cart format to a CD-ROM application. This means we'll be able to s
Phew, busy few weeks again.
Since RAPTOR was released internally to Jagware things have moved along at a swift pace. LinkoVitch of u235 has released his DSP Sound Engine, which has been swiftly incorporated into the project, and Matmook of CVSD has written a complete animation engine that takes text-based script files and produces code that interfaces with RAPTOR to handle all kinds of sprite magic, including conditional branching!
This weekend has seen the first implementation of RAPTO
Well, here we are again - another Christmas.
It's been an interesting year. A long year. A satisfying year. And a frustrating year. But most of all, it's been a happy year.
I'd like to take some time now to say thank you to several people.
The gang at Reboot - It as been an absolute pleasure working and playing with you all. Here's to another great year ahead full of fun!
The Jagware Team - Your continued support and assistance has made all the difference, thank you all. I am ex
Well, another project successfully completed, and a new game engine/api announced. Busy week! Many thanks to u-235 for committing to the RAPTOR project and handling the audio side of things! Collaboration ROCKS, far more gets achieved when people work together instead of dance together
Head over the the Reboot website for more details, and thanks for reading.
Push those buttons!
Well, the name of the game has leaked out..... but that is ok!
The final build has just been uploaded to our internal testing share and the play testers are all over it. If you would like to be one of the first people to play our new Jaguar game then I suggest you head over to eJagFest this coming weekend and say a big "Hi!" to sh3 at the Reboot table.
It will, of course, be available to download shortly after the event from our website, however what it actually is is in no way as impo
Yep, we're in BETA phase again.... Could there possibly be a major Jaguar party next month?
The last few weeks have been a bit busy getting things ready for eJagfest and RGC. Right now, we're planning to have something available for both events, hopefully you will enjoy them. Both things are on track to be ready in time, unforseen events non-withstanding.
Rebooteroids is still on the back burner, I would estimate its probably about 75% complete right now, but we are waiting on a supp
Just in case people are sitting on the fence over getting one, I would recommend that you source one with at least 72 clicks per spin (ie, Chaos Reigns)
The game will allow you to calibrate to whatever you get, but higher is better.
As for button/rocker - I can't comment. I don't own one of the rocker type controllers, so it's not been tested with it. It looks like it works ok with tempest, but the controls are significantly different for Rebooteroids. You have to hold a button for thru
I'm finally getting back into doing some more work on Roids, and spent some time today working on some more powerups.
So, today we have the all new Dual Shot, Triple Shot and Rear Shot powerups. I'm also considering a "Death Blossom" powerup which when activated will spin around firing randomly, and then leave your ship powered down, drifting and unable to move or fire for a short period. I need to plan this one out a bit more though, because I don't want to use any extra buttons for the
Wow, three weeks since I posted anything. What's been going on?
I did start work on the Challenges screen for Rebooteroids, and actually got it working so you could move around it, both with a Jaguar pad and also a rotary controller. And then we got sidetracked. Twice. Or possibly three times.
The first sidetrack resulted in what could be a fun multiplayer game should we ever finish it, and also some rather nice libraries for us to use in the future.
The second sidetrack was a return
1up did a nice roundup of homebrew games here.
Lots of multiplatform hombrew fun, congratulations to everyone on that list! It's an honour for one of our games to be one of the two Jaguar titles mentioned. I would personally have selected Superfly DX over Downfall, but I won't complain!
Today is a good day
Spent some time this week working on something that wasn't Rebooteroids. It's going quite well. We've even got a nice new logo for it. Maybe I should get some mugs made at cafepress? Oh that's right, we make games not f*&F^Cing mugs, I forgot.
Anyway, this will be a big game changer for us. Happy times.
Easter weekend, never a good thing when it comes to coding. Many eggs were found and consumed. Yumm. Anyway, back to the coding accompanied by "All You Need Is Now" which I finally picked up on CD.
I said last time I'd discuss the game features... well, since then SH3 has put up a placeholder webpage for the game on our site. You can find that here.
Here's what the webpage has to say on the "In Depth" - I'll try to add some more text about each below:
Rotary control *COMPLETE*
Well, you may or may not have heard about the little group of developers I'm a part of called Reboot. Anyway, we've been making some new games recently for the Atari Jaguar.
Last weekend we released a new mini game called "Downfall" - which you can read all about here.
At the same event that this was released (AC11 in France) we also previewed one of the other games we've been working on, called Rebooteroids. You can see a video of this in action here - I plan on continuing to blog the p
Things are still moving forward. This week we've seen some major work done on Rebooteroids for the first time it what feels like ages. Off and on over the last few months I've dabbled with the code, but recently sh3 has been able to spend some time working the graphics and we have had several discussions regarding game play and mechanics which has resulted in a much improved new build. If you are all very, very good you may even get some screenies soon
I know we also said we were taking th