-
Content Count
614 -
Joined
-
Last visited
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by Sporadic
-
Something I've done which I think is a similar effect is to use the drop Shadow. Create a selection around the area to be "raised" and then apply a drop shadow for different angles. You have to provide it an X and y offset so I usually do it four times, up-left, up-tight, bottom-left, bottom-right. Play with the blur and opacity too.
-
We've been on a hiatus for some time now for various reasons. I don't really want to share our work list in case something isn't completed for whatever reason. So yeah, done when it's done, I'm afraid 🙂
-
It's certainly an interesting idea. I'm not sure how mouse control would feel with Dooms frame rate though. It might be more frustrating than dpad.
-
No, you want to get a Micro SD card (the smaller kind)
-
That'll be the free version of Astrostorm I originally released which was absolutely not for anyone to resell, it even says so when you boot it up. That version is extremely cut down and missing many features compared to the retail version in the AA store. This is why we can't have nice things, random person insists they are just creating a copy for their own personal use, then they give it away to someone else or sell it on, damaging the homebrew community in the process.
-
Yes indeed that's true. Colour depth does though.
-
I don't get the obsession people have with Jaguar games having to look a particular way with as many colours and detail as possible. Just because the hardware can do something, doesn't mean the developer has to. This this case, he might have been intentionally going for that art style as it suits the genre. I'm sure most of us have games on our PCs and mobiles that don't take advantage of the hardware. In many cases, it's because the developer or designer wanted it that way.
-
New update time! I've recorded some new footage showing the current game state. Crumbs is now in its final stages of development before i move it over to testing There's still some levels to create, minor bugs to address and a couple of other features i'd like to get in. The video shows some of the progression of the Campaign, played in the first level (House). There are now powerups and stuff but they aren't really featured in this video. Below is some general blurb on the game and how i've laid out the progression. Crumbs! is a new game from Sporadicsoft for the Atari Jaguar console. Run around the levels and collect all the Crumbs while avoiding the Ghosts. The game features Campaign and Arcade style games. The levels are organised into houses with 4 floors per house. There's a new map per House and each of the floors represent the difficulties. There are 3 tools you can use to help detect the proximity of the Ghosts; - Red wall glow (The walls glow red around the Ghosts' radius) - Radar (The top of the screen shows a radar indicating where the Ghosts are in relation to you) - Heartbeat (Your heartbeat speeds up as the Ghosts get closer!) There are 5 powerups to collect and use at your will (they persist between levels); - Speed up (player runs faster!) - Show map (handy for harder difficulties where the map is hidden by default) - Longer lasting power pill - Lights on (Hide the Ghosts and avoid getting caught) - Freeze Ghosts CAMPAIGN Work your way through all the houses to clear them. The map layout changes for each house and the difficulty changes for each floor in a house. You only have to clear 1 floor to move to the next house but to achieve a high score and rewards you should try and clear the entire house (all floors). Campaign progress is saved to the cart; Houses unlocked, floors cleared in all houses, power ups collected, current score, lives and maximum Arcade level unlocked. ARCADE Choose a difficulty level and progress though that floor in each of the houses in turn. The starting level can be chosen as you unlock them in the Campaign. DIFFICULTY LEVELS - Easy - Map always visible. Good for learning the House map. - Medium - Map only visible when power pills eaten. - Hard - Map always hidden. Collectables not shown on radar. Reduced distance of Ghost red wall glow. - Nightmare - Map always hidden. Dark play area (walls hard to navigate) - Only ghosts shown on radar. Further reduced distance of Ghost red wall glow. Highscores are all saved to cart; 1 scoreboard for Campaign and 4 for the separate Arcade difficulties.
-
This is a fun shooter, great job! Nice balance of shooting and difficulty. There is something satisfying shooting those Biopedes head on and nailing all segments. If you have a skunk or GD, get this flashed asap
-
The Atari Jaguar source code thread
Sporadic replied to JagChris's topic in Atari Jaguar Programming
I looked at the Club Drive source recently too, it is missing some assets. I can't remember what off hand though. -
It would be great if the Club's link was promoted to a top level link. Ideally with a counter/marker for updates; Without "following" a club, there's not really any indication to go look at them.
-
Not soon, unfortunately. I'm working on it as much as time allows though. I want to see it complete more than anyone!
-
It'll come, I've just had a lot on and also working on Nitrous when time allows.
-
Does Jaguar have 3d geometry ? 3D Graphic GPU?
Sporadic replied to Oleg Raven Moiseyev's topic in Atari Jaguar
This HVS developer comparing NBA or WMCJ to Doom of all things is ridiculous. It's comparing apples and oranges. Doom is a pseudo 3D engine performing many calculations, utilising the BSP tree to see what's visible, rendering multiple rooms if required. Loads of sprites potentially on screen and various AI routines to run. It's designed in such a way that it can be flexible and react to any of those things changing. NBA Jam and WMCJ are basically fixed cameras just panning, zooming, a single scene with a touch of rotation. They have fixed quantities of sprites on screen and no real visual clipping to perform. Of course they will run at different frame rates. That developer sounds just like another chest beating numberwag ego driven developer. He may have written some decent code but he lost credibility for me boasting about his FPS compared to Doom. They are both totally different, there's no comparison. -
The majority of people aren't going to be using the USB, so it makes sense hiding it out the way. Also, you aren't going to please everyone with its orientation. It's only ~5 inches different left or right so it shouldn't affect anyone. It's an awesome piece of kit and for development it allows you to iterate so much faster. The usb could be on the front for all I care! 🤣
-
I have just attached a JagGD MRQ file to the first post. So it'll look better in the GD menu now and the saved scores will work.
-
It's a very capable program! All the colour depths "just work" too, no messing around. I also use Paint.Net for some things.
-
Tiles is a little puzzle game I decided to create over the course of the last 10 days. Just random hours here and there. It's a simple idea, fill the grid with the specified 'Win Tile' in as few moves as possible, as fast as you can. There are a couple of random power ups that can appear: - Mirror: You get a mirrored cursor for 8 seconds. - Fill All: You can replace all tiles of one type. Included are 4 difficulty settings; The tileset graphic changes with each and the allotted time reduces. Naturally, theres a separate scoreboard for each difficulty too! The project started as a fun little thing to see how quick I could go from zero to completed game whilst trying to keep the presentation at a level i'm happy with. Tools used: - Raptor API & rB+ by Reboot. - U235 SE by Linkovich. - Paintshop Pro 7. - Audacity. Hope you all enjoy. ROM included below - it is locked to JagGD and Skunkboards only (emulation will not work). MRQ file added for the JagGD. Tiles_V1.01_JagGD_SK.rom Tiles_V1.01_JagGD_SK.mrq
-
The JagGD is an awesome development tool! It takes ~4-6 seconds to upload a dev ROM Vs what... 40 seconds on the skunk?
-
Sorry, I'm still not following why you need to shift it 1 pixel right per row. Why not have it 0,64,128,192 on every row? That'll create a grid. By shifting right 1 pixel per row, the final iteration will draw between X = (192+15) and (192+15+64) - that'll overflow at the end of the destination bitmap.
-
I'm possibly not following what you are trying to accomplish, but do you need the + i ? *A1_PIXEL = (y << 16) | x + i;
-
You aren't waiting on the blitter in the loop - could it be corrupting/overwriting itself before it's finished? It's hard to see exactly what's happened from the screenshot, are you able to post anything clearer?
-
Thanks, that looks great. I appreciate the enthusiasm I've been gradually getting back into things lately. Time has been tight the last few months. Some features I've been wanting to add for a long time are coming to fruition. After that it might finally be time to get serious on the graphics 😉
-
Looks to me like the guns on opposite sides are mirrored. So they move opposite directions. This means you'd only need left/right for the horizontal guns and up/down for the vertical ones.
-
Yeah the manual was included with the console when loose. Also a controller overlay.
