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philipj

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Posts posted by philipj


  1.  

    I didn't actually call you an asshole. Well, not unless you go off to other places complaining about how bad AtariAge moderation is. Do you do that? And if someone thinks that, why would they still post here?

     

    *puzzled at your response*

     

    Well I still consider some of those guys you call assholes as friends... And no I don't go around insulting moderators like that even in the thick of all of that stuff that went on all of them years back. The way you see me post here is the way I've posted at JS2 all in good taste before things got out of control. Also I've been a member here since 02 posting here on and off, why would I stop posting here now? Now you do have to admit there's a bit of a stigma in the Jaguar community; too many unfair bans of members from past history, but then again all of the trolling that was going on in past history I don't really blame the site. I saw the asshole comment, wasn't sure if you meant for me or my friends or both. Just trying to tell my story that's all; the asshole comment felt a bit unnecessary.

     

    Besides this topic is kind of getting off track here... My focus is on Jaytrax a software that would otherwise go into obscurity less an old user like me put it out there and since I've done things with it in the Jag community, I can't think of a better place to put than in Jag forum here. The program was originally started off as an old Amiga synth program that got ported over to the IBM 386 PCs very similar to the way a mod tracker was used in game engines so when I started using the old program I approached it as such stuck with it until I reached a plateau... Although it's a great little music maker, the thing crashes a lot requiring me to save often and even losing precious work from time to time. Despite that, the program was actually given to me by actual programmer "Reinier Von Vliet" from Amsterdam I think and he seemed to have moved on career wise and have left Jaytrax behind. He did have a user base and forum out there, I can't find anyone that has used Jaytrax as extensively as I have someone can prove me wrong, which I'll be glad to here their works.

     

    I'll probably do some tutorials on how the program actually worked as some point in the future... For now I've been posting my music to help show what the thing is capable of; I've used and made a lot of tricks to get the most out of this thing. I'm not sure if I'll go into too much details considering it may take a lot to explain things. I might just start explaining the basics and then get off into some other stuff perhaps... I'm all about keeping peace.


  2. I tried to give this the benefit of the doubt... got as far as 'rehashing old atari st' and thought tl;dr.

     

    You are right though. Snide, backhanded comments were the hallmark of js2 (and jarse3). So you nailed that.

     

    Thank god for moderation here. Notice how the only people who ever complain about it are generally assholes? :D

     

    Who says it was meant as a backhanded comment...? I'm sorry you feel that way, but it was what it was at the time. Anytime someone mention JS2 or any of the politics of the time is like trying to walk on eggshells. If all you got was Atari ST part, then you're missing the whole of the story. But then again it shouldn't be that surprising that I would get a response. It only shows that people are people are paying attention contrary to what I thought at first. Very few likes or no feedback until I mention JS2, now all of a sudden I'm an a$$hole...? For what? Look this is my story and this is how it was when it happen, this is what we thought and to some degree I believe the thought still prevails. If you're asking wondering if I still have problem ST games being released today, well then you forget that I made music for "Protector SE" which was originally an Amiga game by Songbird. Also you still release ST games on the Jaguar anyway so what difference does it make at this particular time other than to be the very thing you're now accusing me of being by simply writing down my account of history? Check it out... Read the full story before you call someone an asshole. (Not my words... Yours.)


  3. Ok here's one of the last few songs I made on Jaytrax for an Atari Jaguar project... It was all voluntary this time contrary to the contest of the past and is purely a JS2 style collaboration with "Jason Greene a.k.a. T2KFreaker". This was around the time when the moderator at "Jaguar Sector 2 or JS2" was releasing a, then, newly found beta copy of "Fight For Life" when things were really kicking off. There was seemingly a lot of activity as far as Jaguar stuff going on at the forum at that time with talks of a "Jaguar 2" remake. One thing was very clear in the face of all of that hype was the reality of new software content for the Jaguar and I'm not talking about rehashing old Atari ST games in cartridge form, but new stuff. Just a little peep back into a history that would otherwise not be documented to kind of give a since of what the climate was at the time I started working on music for "Metro Blaster". It's kind of hard not to bring it due to the fact that it was what help to ferment what brought upon the making of the music.

     

    Like I'm doing now, I had showed of some of the stuff I was doing on Jaytrax at JS2 including what I'd did for "Jagworm", my first ever cartoon based music. This time around, the songs would be for a game that was not originally designed for the Atari Jaguar. "Metro Blaster" is a "Shoot-Em-Up or SHMUP" that was originally designed for the "Turbo Graphic 16", which T2K seem to favor at the time around 2005. He was a comic book collector and artist just like I was having a great understanding on all thing comic related so when he approached and asked me to do the music for him, I had just finished my work with Jagworm and had secretly shared it with T2K as well as some other music including an experimental "Heavy Metal" song I had sitting on the back burner and he seemed to like a little bit. After a few emails back and fourth, he wanted something that sound similar to "Nine Inch Nails"; having no real experience whatsoever making rock/metal music, purchased a copy of NIN that I still have to this day. A lot of inspiration came from that as well as some ideas I had about making heavy metal music and being comic book fans I knew that nothing short of "pure bad @zz" had to be manifested in whatever I made.

     

    I needed an edge to make the song sound different from anything out there... I owed it to myself, to T2K, to JS2 that was really popping off at the time before things went array. I was busy with school and work, but I made time to do the song learning from what I did with "Protector SE, Jagworm, and now Metro Blaster". Very similar to how I approached Protector SE, this time I'm going to have a secret weapon embedded within the song in a way that's completely different than the normal. My secret for Metro Blaster was "FUNK". Now when people think of the word "funk" they think "James Brown, Prince, MJ, and most 70s funk band of old. But there were really good principles that I saw as nuance for making Heavy Metal music as funky as possible while still keeping the continuity of that bad ass metal sound. I looked to YouTube to find a quick crash course in the elements that get people to make a "mean mug" while jamming at the same time thus I found an old YouTube of "Bootsy Collins" explaining the basic elements of funk in a video called "Basic Funk Formula", which was very simple and easy to understand; every sound and instrument is basically a drum that fits within the rhythm staring at "The One". Bootsy played for both James Brown and Parliament Funkedelic at the very heart of funk scene. What I've learned is something that was known all along is that rock music has always been apart of what would later become funk music and is deeply embedded into even heavy metal rather people know it or believe it or not. I just took the core constructs of funk music and applied to "Metro Blaster"; it was fantastic experiment and I was very proud of it when I'd finished it. Jason got a kick out of it as I made settle changes to it over time with one of the songs "Ghost Symphony" not yet completed in favor of starting and finishing "Primal Wing Assault", which is by far one of my favorite songs. Later on after the completion of the music, I did more research the relationship between funk and rock and found that Bootsy Collins own band member was a proficient guitar player name "Eddie Hazel" with his play style sounding almost similar to some of the music on Metro Blaster check out "Lampoc Boogie"; he was so good they called him "Little Jimi Hendrix". That made me feel good as an artist because that meant that I was right on the heals of that sound without fully knowing it. Now if only I can apply all of this stuff to programming. lol

     

    I hope you enjoy the music... Once again I can't express gratitude to Jeffery for posting the YouTubes and putting it out there. I haven't touched a video editor in a while so thanks man. Also I hope this music inspire more Atari Jaguar development and bring some really cool games to the table.

     

    Best regards.

     

    Edited:

    There's one more thing I want to note... Lessons I learned from Protector SE was also implemented very heavily during the making of the music... If you listen very carefully to the "Intro Theme", you'll notice it sounds very similar to how "Space Invaders and Asteroids" for the Atari 2600 sounds. I really was keeping the essence of the old retro sound alive as much as possible through out the making of Metro Blaster sound tracks.

     

     

     


  4. Ok... This song is very much Jaguar related. I don't know if anyone would remember; a while back I guess around 2001 or 02 "Songbird Productions" released a game called "Protector SE". Prior to it's release a contest was being held for musical content with downloadable mod file with instrument. It would probably be one of the first times I dealt with mode files considering at the time I was still fairly new at composing music via computer. Of course by that time I had already spent a couple of years using "Jaytrax Synth Sequencer" and another music program called "Winjammer", a PC sound card based sequencer and had only heard of mod trackers on and off over the Internet. Most of the instruments in this song comes directly from files Songbird had posted on their website thus the rules at the time was that it had to be in mode tracker form and submitted within a deadline. At that time I didn't have much time to figure out how a mod tracker worked so I almost didn't enter the contest. However out of enthusiasm for the release, I made the decision to compose the music and enter the contest during a time when I was still experimenting with different musical styles trying to find my sound.

     

    The inspiration for this song came from wanting to make "House Style" music with an Atari retro feel... Also some of the cool art works from Songbirds website, which you can still download from the site, also help to inspire the making of the song. Basically internalized my experiences with some of the aesthetics from what I experienced with the Atari 2600 from games like "Asteroids, Defender (which Protector is in essence, Defender clone)" and other space shooters like Space Chase, Yars Revenge, and so on... I basically put all of those good feelings into the song thus I choose "House genera" of music to do so; the style is very lite yet very celebratory, nothing too off the wall. This was before I actually played T2K for the Atari Jaguar and heard the music for that game... When I heard it I was like "OH...! OK... [email protected] techno / house music...I see now. lol" thus looking back over time, I had second thoughts about the style of the music I was making. In all in all I had fun making this song and was a great learning experience, lessons I would use later on down the road especially for another Jag game that never got released called "Metro Blaster", which I'll post later. In reference to the music actually used in "Protector SE's" game-play, I here a little "funk element" in the song, which I thought was pretty neat. Kind of made me wish I'd gone in that direction myself, I'd probably have better sounding song than the one I actually made... Live and learn right. :lolblue:

     

    I'll make the Jaytrax available for download... I hope you enjoy and it inspire future Jaguar game development.

     

     

    The Protector Gold (Philip Wood).zip

    • Like 2

  5. That would be sad to give up developing for Jaguar as nowadays there are more tools and technologies than anytime before (Raptor, Sound Engine...)

     

    Hi Felyx... I did the sound tracks for Jagworm. I've been meaning to learn how the sound engine works. Too busy with real life, but definitely on my to do list.

     

    This style of dark humor is an acquired taste and only old folks who watched some of the first adult cartoons and perhaps even old fans of Joe Cartoon can appreciate this.

    A lot of the stuff we found entertaining and funny back in the day is very much frowned upon by this generation.

    his style of dark humor is an acquired taste and only old folks who watched some of the first adult cartoons and perhaps even old fans of Joe Cartoon can appreciate this.

    A lot of the stuff we found entertaining and funny back in the day is very much frowned upon by this generation.

    Seen cartoon network lately...? Something about the shows on that station that's very bizarre, but then again I'm old-school head who grew up on "Tom & Jerry" where the Tom catches hell trying to catch the mouse. That thought can go both ways in that respect.
    • Like 2

  6. Ok... Here's song I made called "Teen-E-Bebop" featuring samples from "Frankie Lymon and the Teenagers" hence the reason I gave title of the song its name. The inspiration came from a song LL Cool J, a legendary hip hop artist, created called "The Do Wop". Now I grew up listening to LL and can remember the mid 80s when he first came and then created the song "I'm Bad", which just totally ripped Micheal Jackson's song "BAD" a new one; both songs were released the same year in 87, but it was the LL Cool J song that was the most popular among me and my playground friends in the 80s. Anyways when I made Teen-E-Bebop, I really wanted express the great memories of an era when hip hop was still very young, fresh, and still very much underground before it went mainstream. To make a long story short, I looked at the song "Why Do Fools Fall in Love" by the Teenagers, which to me, is the most recognizable do wop song I know. One thing I want to quickly note is the fact at how talented the Teenagers were, the harmony from them was flawless, I didn't hardly have to add any music to the song... They were that good. I felt like I was cheating just using their vocal harmony through out the majority of the song, to bring some level of originality to it, I added some music towards the end of the song using the Teenagers baritone singers voice as a bass instrument that plays in a continues loop to help make the music blend with the Teenagers harmony. Almost most of the instruments, except the samples and the drums are mostly synthesized sounds from Jaytrax... I had a lot of fun make this song

     

    I'll leave links to both songs for comparison... I hope you enjoy.

     

     

     


  7. First off let me thank Jeffery for posting this music on YouTube and Starcats for giving me the opportunity to do giving me the opportunity to make music for his game. When I started composing the music for Jagworm, it was really at the height of the buzz around the game at the time... I didn't know Lars personally, only through game forums (AA & JS2). I liked some of the graphic works he was doing and I wanted to put my work our there as well. I think at the time he had a contest for music talent similar to what "Songbird Production" did for Protector SE, which I also participated in. I just made time to do those things while attending school at the same time around 04 and 05; it was work, school and then music making on my spare time. Looking back today is nostalgia and it was fun to try and make cartoon music on my first try. I hope this music inspire others to keep chasing your dreams and keep making Jaguar games.

     

    I'm also going to include the Jaytrax music file of Jagworm, which has all of the songs located in the "Sub Song" dropdown box... To access them please read the topic instructional I posted.

     

    Best regards.

     

    Jagworm Music by Philip T. Wood 2013.zip


  8. Just to follow up on my last post... I know it isn't Jaytrax related, but for a proof of concept, below are some pencil art works of me dabbling around with a fighting game concept. I could give a back story on the drawings, but to keep it short and to the point, the following is a ninja, a shaolin monk, a couple of street brawlers and a cyborg gorilla. All of these drawings I did in various points in time to kind of keep the idea around, the gorilla I did in high-school as a comic book art, but later decided to include him in a final concept. All of them I'll probably redesign or just scrap and start a new. These were all rough sketches.

     

    With all sincerity, I hope these old drawings inspire others to keep working on your game projects and don't let anything discourage you... A delay isn't always a denial, just keep working on your stuff... Learn from mistakes, get smarter and keep moving.

    post-3526-0-54137200-1538189042_thumb.jpg

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    • Like 1

  9. Ok I'm back... Today is Friday Sept 28 of 2018... Back in the day there use to be a TV marathon called "Kung Fu Friday" so this topic is perfect for I'm going to bring up next... No doubt I use to love to watch this show on Friday evenings, sometimes it would show on Saturdays. One of the shows I use to watch that I have great memories is called "Wu Tang Deadly Strike" back when me and my pops use to watch it together. Other movies like "The Last Dragon, Big Trouble In Little China" are movies that would stylistically set the tone for games like "Pit Fighter and Mortal Kombat" thus it certainly hit a nerve with me concerning the idea of making a Street Fighter style game of some sort. "Konami's Yie Ar Kung Fu arcade game" was a favorite of mine long before the whole fighting game craze hit the scene in the 90s as well as a slew of other beat-em-up genera of games; It was out around the time Deadly Strike was playing on TV... it was only a matter of time before I tried my hand in coming up with some kind of fighting game concept... I also have some hand drawn art works I might post later, however I would often make music first before I got into designing something thus if I ever get this programming thing, I'll at least have something to work with... And I will get get it eventually. It's always fun to look back at what I did... i usually finish what I start when I do things like for legacy sake; live and learn right?

     

    Before I make this post too long (I can go on and on), here's a song I made, among other songs I haven't made public, concerning a fighting game concept that's been sitting on the back burner; it's probably the one the best of them all... I made this probably about a year before I did some music for Starcats "Jagworm". The song is called "Face Off "Kung Fu Madness" and was inspired by the movie "Deadly Strike" and one of my favorite hip hop artist "Ice T's Tibetan Jam". I hope you all enjoy.

     

     

     


  10. To talk about "Jaytrax", for me, is to sort-of go back in time to give a bit of a back story, foundation to how I got started into using Jaytrax or at least give some idea as to the driving nature of using the sequencer/synth. Take it back to 95 around my high-school graduation year; one day I visit the old arcade at the mall and run into a slew of games that would really showed you what was to come with the PlayStation, Sega Saturn, and N64. There was this game called "Soul Blade" that we all know today as "Soul Caliber", but by the time they released for the PS1, they renamed it "Soul Edge"... The way I remember, it was Soul Blade on the arcade cabinet. Anyways without being too long-winded, it was very fun and different in game-play thus bought something new to the table, but what impressed me the most about the game was the music. Now the SNES music from various games back in the 90s really offered a very refreshing alternative for non PC owners that was used to hearing the bleeps of the NES and the 2600; the 16-bit era was a bit of fresh air musically... The fact it can play more than four channels was audibly obvious and appealing. I always dabbled with a music keyboard in those days, but the music content coming from the 16-bit games, I knew if I wanted to get into gaming at some point in time, I'll have to make music outside my musical box thus some of the music I was hearing from "Soul Edge" was highly thoughtful and certainly outside of my knowledge base. Fast forward to 98 when I got Jaytrax I decided to revisit the old arcade as a source of inspiration for trying my hand into making music that's appropriate for a game scene as an experiment to see if I can make music similar to what Namco did so I chose "Mina theme song" having worked with a TS-404 emulator thus I used a music loop I created with the program, saved as a wave file and imported it to Jaytrax and created my song called "KUNG FU STYLE" just to see if I could make that kind of stuff.

     

    So without further or do here's "Kung Fu Style"... A song inspired by Mina theme on Soul Blade and for kicks, I'll post a YouTube of Mina's original theme song for a comparison to see if you hear the differences. A little later I'll post another song I made inspired by the martial arts and maybe I'll talk a little bit more about the "TS-404 emulator" I was using; I had a very good workflow and tool set I developed back in those days. Also I was very much inside my musical box, which I'll probably get into... Until then, I hope you enjoy.

     

     

    • Like 1

  11. You had better read what the "Dunning Kruger effect" is.

     

    Dude what are you even talking about...??? You're trying to paint a picture of me that isn't true at all and you know nothing about... I don't know what kind of idea about me that you have, but I'm trying to make peace here, maybe the sarcasm goes straight over my head, a lot of that around. Making peace seems to go by the waist-side over here, but then again maybe there's still hope... Maybe.

     

     

    I've read 2001, but I ain't going to Jupiter anytime soon.

     

    Ha ha very funny... Well now that you bring it up... Actually I like 2001 the movie visuals. Syd Mead (Mr. TRON himself), the futurist did all of the visual art works for that movie. I consider his work very brilliant and hope to bring that level of artistry to the Jag one day.

     

    BTW I'm still very interested in RAPTOR... I want to make a 68000 based 3D engine using RAPTOR to display it for experimental reasons. There's a few things I need to grasp before using it, but I been eyeballing Raptor for a minute believe or not since I got another Skunkboard about a year ago. No need in programming the GPU in Assembly when you have the API to do the graphic work.

     

     

    As soon as you start programming, you will know if you know or don't know. And likely you will know by then that your knowledge isn't sufficient because of the unknown in the machine.

    You know?

     

    I here you... Thanks for the advise. That's probably one of the reason why I never dived in all of the way due to all of the horror stories from experienced programmers like yourself and others here. It's also one of the reason why I keep reading.


  12. If those are from 1996 I wonder what you were doing the last 22 years? These artworks/meshes probably won't work for the Jaguar, you need to design some interesting low poly meshes, at least for a 3D game. Limitation sometimes pushes creativity. :-)

     

    Well that goes without saying a high poly count mesh obviously won't work on the Jag... That's stating the obvious. Games and comics are one thing, real life is another, I've was busy either working, career chasing, and/or taking care of family... No time to make video games the way I wanted. I'm an artist, not a programmer; if you're not making a real living in the programming field or already educated or established in programming, there's not too much of a reason skew off into making games except as a side hobby, but it doesn't mean the desire to do those things wasn't there... Just didn't have the time, the patience, or both get into something I didn't fully understand that's all. There's no real living to be made making Jaguar games so other priorities came first, but I always maintained interest as much as possible over the years. That's all I have to say about that.

     

     

    And here I was thinking you started by reverse engineering a BIOS, modifying a jaguar with said new BIOS, in the process adding a way to upload code via the joypad ports, created a protocol 'standard' that would be used for years to come and only THEN did you think about "Hello World" :)

     

    /we're not worthy.

     

    A broken Jag due to bad soldering never set well with me using BJL... Even I have a limit. A good copy of "Protector SE" is always good to have. I regret selling it; I'll probably get another copy at some point in time in the future just for keep sake. I use to have problems with BJL, never really got it to work correctly with the PC I had back in the day and didn't always have time to fool around with it. All I could do was to sit it on the back-burner and keep it moving, collect as much info as I could and figure it out later while I cook up ideas. If I had not done that, I probably would've left the scene a long time ago so I gave myself something to shoot for, stayed out of the flame/troll wars as much as I could and kept my ideas under lock and key so if it (my ideas) sounds crazy when I post, it probably is but what the heck. Maybe one day limitless polygon will be possible on the Jag (don't render harder, render smarter)... If a decent 3D engine can be made for the Sega 32X (Yeti 3D) why not the Jaguar.


  13.  

    I appreciate that you took the time to reply but I think you are missing my point so I try to pick up two points from your last reply:

    1) More experienced people already told you to just try and start doing stuff on the Jag if that is the platform you want to do something for, yet now you are speaking about learning something else for "prototyping and concepts". This sounds like still evading the main thing and not moving towards your goal. ( I know that feeling. For years I have been reading literature about scriptwriting but never really sat down and wrote a script, guess what...no script emerged out of that. :-))

     

    2) You speak about learning from past mistakes but actually you are still doing the same thing, you always did. Where is the learning?

     

    Don`t get me wrong, you can do whatever you want to do and I do not want to antagonize you but I had the urge to comment out of my own experience. You are never going to do anything if you do not start doing it.

     

    Well... I posted the pics to help inspire the project; I didn't mean for the topic to skew. I posted some pics on another and the topic got right back on course after a couple of post; I guess the pics were a bit too glaring, but I get the feeling if I was to start a topic just showing off my art works, I'd probably get the same kind of responses I'm getting here. Whatever impression I made, I humbly just putting ideas out there in hopes of getting feedback and info on the Jags inner workings and what have you, which is something I've been doing for a while now to test the validity of my theories; I'm just getting back into the Jag having bought a new Jag and a couple of Skunks plus getting it going in Windows 10 being an issue so I'm pushing pass the clutter I experienced in the past and actually get a concept off of the ground in prototype form before tackling the Jaguar; a proof of concept first. But I think anything I post will be met with some level of scrutiny, which is a good thing: I try and read everything and the good info I get, I archive it for future reference.

     

     

     

     

     

    I realize we're deviating away from the core thread subject here but Peter brings up a great point. I finally decided to pull the trigger and jump into experimenting with this on the Jag some late evening almost 2 years ago now. It's kind of crazy to think it's been that long but as you point out: time, family, work, life in general, etc. tend to be priority over a hobby like this. Not to mention any other hobbies which are also time consuming.

     

    To Peter's point, you just have to decide today is the day that I start learning and dive right in. While "Hello World" has been the starting point in learning how to program on just about every machine and as cliche as it may be, I found myself doing just that as well with the Jaguar. Printing text on the screen, swapping graphics out and breaking things. Changing audio out and breaking things. Then actually writing something from scratch no matter how big or small, just to know how you have to do it and why.

     

    What I also found to aide in progression is having some sort of challenge, may it be against yourself or against someone else or both even. Get the Jag to display some pictures and play some sounds. Figure out the ordering of assets and manipulate them so you can change things around and understand what works or what doesn't. Watch some YouTube videos on programming logic (I've watched about 20+ hours or so now and a lot doesn't click until you actually start doing it or really need something) so to that point, if you're not learning while you're learning, you'll find yourself going back a 2nd or 3rd time trying to figure something out again, which is where I've found myself at some times.

     

    So here I am almost 2 years later and only just now am I finishing up something that isn't just a screen saver of sorts or a MOD playing Jukebox but an actual game (a Simon clone) and despite how simple of a game it is, it has still proven to be an incredibly time consuming and challenging project when you're doing everything from scratch (graphics, audio, voice samples and program) for the first time around. I tried to jump ahead and create something more complex like the fish eating game I was working on but realized stepping stones are the best course here and starting out with much smaller or overall more simple games made more sense, which is why I chose Simon. I probably could have managed the fish game had I stuck with it but realized I needed to go back and work on something smaller so I understand more.

     

    I guess it really depends on what you're hoping to achieve. I know VLAD has been working on various things for years... and I mean since like 2012 kind of years, so 6+ years? Time tends to escape us but it's not there forever. The longer you wait... well, you see where I'm going with this. So just set yourself a goal to set something up this weekend and start to tinker around until you do something, anything at all. It's not going to be especially exciting but it is kind of fun sometimes.

     

    I challenge you...

     

    ;-)

     

    Thanks Clint...! I'd really like to make something really special for the Jag like what VRVlad is doing with emphasis on "Next Level", but I'm sure I'm not the only one to wanting something really good for the Jaguar. I'd like to do something really grand, but I'll settle for decent considering the Jaguar limitations. It's only a matter of getting things in order for a smoother way of development; I'll get there as long as it takes to get there. I'll be keeping my Jag and Skunk permanently... Just a few real life issue to over come, but I'm here for the long haul. Always good to get your input. :)


  14. Look, I'm the last one who can give advice about coding since I do not know how to write a single line of code but I know you from the boards for years and it looks like in your mind you are building up to writing that game of yours which is never going to happen that way. It's like trying to push a mountain away. Why don't you try with lifting a small stone first and write something like a hello world program and then you take it from there.

    You're talking about 'reasonably timley manner'yet for years you are talking about it and people comment on it, it is a bit painful to watch. Why don't you just start? It's the same with everything, for example you did not draw your best drawing from day one surely, it's also a matter of learning and exercising...

     

    Well don't think of it as something painful... I don't really consider it to be a painful thing or looking for sympathy. The Jaguar really is after all a very sophisticated kids toy at the end of the day just like my comic book collection; something that has nostalgic value more than anything else and shouldn't be taken too serious.I'm really just getting back in the swing of things, I haven't flashed a "Skunkboard" in a couple of years now. Really I've done more reading then I've done programming just to gain more understanding on some things. I did do a little html so programming isn't too much of a foreign thing... I've been looking at "QB64" which seems very clean cut with direct and swift results without jumping through a whole bunch of hoops; would make for a great prototyping tool for game concepts. Not really Atari Jaguar related, but it's start... It supports all of the major sound and image formats and seems simple enough. I'm probably putting too much of my thoughts out there, but I think QB64 may be a good program to prototype before tackling the Jaguar straight off. I've been watching tutorials on YouTube and what-have-you; I mean QuickBASIC, it doesn't get any simpler or more BASIC than that.

     

    You're talking about 'reasonably timley manner'yet for years you are talking about it and people comment on it, it is a bit painful to watch. Why don't you just start? It's the same with everything, for example you did not draw your best drawing from day one surely, it's also a matter of learning and exercising...

     

     

    It's called learning from past mistakes... And you're somewhat right I have been, not just giving advise to others, but getting my head into the game, but don't look at as painful, it's not by no means. I'm invigorated and optimistic the future so sympathy over here personally; not everything is as it might seem so I hope this brings some clearity... I'm also a good bit older than I was during my past post over the years, I'm not quite the same person I was in my youth or I am the same person just a bit more wiser now. But when I sold my Atari Jaguar collection I regretted it so I'm here for the long haul whatever the case may be.


  15. So...this will always be a solo project?.

     

    If so (and i mean this in a constructive manner) that might be something of a shame.

     

    I love the look of Philipj's motorcycle and when i look back at commercial Jaguar titles from likes of ATD,you can see how much better the likes of Cybermorph and even Battlemorph would of been if they'd enlisted a different art direction.

     

    It's early doors as they say,but having seen Philipj's work, it seems ideally suited to the type of game ValdR is pitching.

     

    And would it not lessen the workload to have others onboard?.

     

    I'm purely causal observer status and maybe people simply prefer to work solo and at their own pace...

     

    Still, if nothing else, it's nice to see the community coming forward and offering help.

     

    What's the saying about leading a horse to water?.

     

    Thanks a bunch man...! I've had those old drawings for years just experimenting with concept artworks. I think the biggest thing is finding a beginning, a middle, and an end to an indie game project especially when it comes to the buggy Jaguar and finishing the game in a reasonable timely manner. The good thing is that it's not like the early days where information was hard to get on programming the Jag. If you got a family and a job and other priorities, you got to do what you gotta do; the key would be to find a fair balance if you still want to make something for the Jag with a reasonable level of enthusiasm, I hope to make legacy pieces, but then again I'm an artist so that statement kind or reflects that... The thing some artist have to realize is there's a time factor that must be considered thus art must be a means to an end; a process among other processes that reaches an end point with every project making things easier the next go round. Well in theory it all sound good. :D lol

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  16. I can certainly understand... I'd like to see new 3D content for the Jag. I've been wanting to do a good racing game for sometime now. Here's some more artworks I did in Windows 3.1 paint program using 16 colors; I did this around 96. Maybe I'll redesign all of my old car drawings one day for a Jaguar release; it's always been a dream of mine revisit that old project; it's still on the table. I hope the images inspires one to get past the concept phase for more Jag development. I was influenced by a lot of good games back then; Ridge Racer, Outrunner, NFS 2, a couple of SNES games... All of the nuances came from those games back then in my youthful and expressed in my artworks.

     

    Note: These images are massive and will take up a lot of forum space... The last picture, Akira's motorcycle" I modeled in AutoCAD and ported over to Bryce 3D for rendering. Couldn't put any texture on it, the 3D object was one gigantic mesh thanks to AutoCAD 2000 crappy 3D interface; I modeled this before I learned 3D Studio Max. Although the motorcycle is one big mirror, the gloss gives enough visualization of what a shiny vehicle would look like.

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  17. I was casual artist drawing every so often... My epiphany about having some drawing skills was when my English teacher told me I had good penmanship when I first started writing in cursive before my teen years. I reason in my head if I can learn to write in cursive, I can learn to draw: I'm basically drawing lines and curves to make a fancy looking lettering thus I can apply the similar principles to drawing so I collected comics and started mimicking the art works just as I did with cursive letters. Latter on in life while taking an art class I learned that if you doodle everyday for three to five month, by the end of the year you will have basically come to a reasonable level of artistry especially if you start with a very good strong foundational knowledge. If you ever doodled in a note book on some level then the first step has already been taken, it's only a matter of consistent practice with a good knowledge base like "How To Draw the Marvel Way". The book is simple and was a great starting point for me back in the day; it's a bit dated today, but it gets the job done just fine.

     

    I know things are going a little off topic, but I'll post one or two more image and end it there to get the topic back on track. The following image are the old art test from those commercials you see on TV; I call them the "Charlie Brown Test" because the guy who drew Charlie Brown comic strips took this test.

     

     

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