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Posts posted by Sporadic
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Over 1000 orders? This whole thing is on a scale that I never realised. You never hear from over 1000 people on the threads.
The order numbers started at 1001 by the looks of it
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Just watched this video. A good bit of Not OutRun being played at around the 22:55 mark. Also just a lot of the AtariAge booth in general.
Great to see, cheers!
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Ok, thanks for the feedback. I'lI have a play with the above suggestions.
I agree it's certainly not the most straightforward thing to debug

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Oh, and although no one was playing it at the time (and it was at the name entry screen), I have been putting pics up with it in there on Facebook and Twitter.
Oh.. and here on AtariAge =)
That's The Last Strike name entry screen

Cool pics!
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I tried out Not Outrun at PRGE, too! It was fast and smooth, but I had some trouble controlling the car... maybe a bit too slippy? Couldn't hear sound, but I think it was just turned down and there was a lot of background noise. I didn't spend long on it, though, so much to see there. Didn't realize this thread was here until today. Good work!
The handling of the car isn't final, that's for sure. It needs more tweaking. Thanks for the feedback.
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Hi, long time, no bug!
I recently tried swapping back to the u235 sound engine (from zeros player) as i'm considering using MODs instead of uLaw for music due to space constraints etc.
I've found when playing samples using u235 it tends to only play about 1 in 4 of them, the rest are just not played. This is in VJ and on actual hardware.
Thinking it might have been my code, i ran the Doger example and the same occurs, the death sound only plays occasionally.
I've also noticed that it wont play anything unless you specifically call SNDPLAY with a SNDFREQ directly after it.
eg.
SNDPLAY(1,5)SNDFREQ(5,11025)Is the non-playing sound likely to be an rB+ issue? I would have thought if the problem lay in u235 itself then someone would have mentioned it by now. Any help/pointers appreciated!ThanksIs this likely to be an rB+ issue? Any help/pointers appreciated.
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Thanks for the feedback on Not Outrun, great to see and hear people enjoying it at the show

Pacman game? DO tell!!!
Here you go; http://atariage.com/forums/topic/272254-crumbs/
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Ordered mine earlier in the week. My PayPal account has a different email address to my preorder email address. I put my preorder email address on the order though to help tie them together on your end.
Just mentioning as this could be the case for some other people too.
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This looks awesome. Will you be releasing a demo file to try?
Not thought that far ahead yet.
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For completeness, I found the post. Unfortunately my photos have vanished from there.
http://atariage.com/forums/topic/170932-jaguar-cd-black-screen-start-up/?p=2158757
Edit, here's the pics!
Before
After
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I did have a photo of the random solder blob. IllI try and find it. However, it could indicate yours needs cleaning.
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I had an issue with my memory track cart. Wierdly, there was a blob of solder bridging 2 of the carts contacts. I scraped that off with my nail and then it worked flawlessly.
Before removing it, some games would lock up when loading and also when browsing the storage, some of the saves would show corrupted/random text and characters.
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Hey Sporadic, is this all rb+ ? cos it's moving pretty well.
It may be my eyesight, but is the road a little narrow re the perspective to the horizon ?
Yep, still all rb+

The road does narrow quicker than it should, you are correct. However, i am having to strike a balance between the overall looks and performance. This can be adjusted though so depending on how things go I may tweak it further.
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Not that it's essential but will there be an engine note?
Cheers!
Do you mean the engine sound? There's one there already, it's just very quiet. Will be addressed in due course.
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Thanks for the kind words guys

Still lots of things on the list to add in but it's getting there!
It's at the point now where the gameplay itself is taking shape, which is really exciting having been focused on the engine for so long (rewriting core parts of it on multiple occasions).
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Here's an update;
New additions in this version are;
- Car Collisions.
- Roadworks/Cutouts to dodge. (Other vehicles try and avoid them too).
- Trucks/Lorries.
- Overtake sound pitch varies.
- Player crash animation (WIP) and restart cycle.
- Moved around storage to create more ram space for future scenery.
- Timer causes game over at 0.
This is the version that will be available to try at PRGE thanks to Albert.
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Quick thought from me, plot will draw on to the particle layer object. That object is positioned on the screen like all others. Therefore if you plot at 10,10 then that will appear on the screen at particlelayer.x+10, particlelayer.y+10
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I had this line for changing pwidth
DPOKE VMODE,1735|(7<<9)
Pwidth 7 equates to something like 160 wide though. So play with other values in place of the 7.
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Stop reacting to all the posts in here Jeff and try to take in what's being said to you. Then think 'why' is all this happening.
I wanted to raise a few points below in blue.
As for why the game went up for sale I felt it was ready as it is playable from begining to end. Before you sought help here, someone else at least told you all these same problems. Why put yourself through the extra cost and loss of money by sending out multiple copies?
I don't know about most folks but 2 1/2 years is far too much time to invest in a project especially when you have a family and a full time job so that additional year and a half that he suggested is just NOT going to happen. Why the rush? Are you not doing this for a hobby? I'm still working on multiple projects but havent even entertained the idea of production yet. They are done when they are done, enjoy the creation process.
As for the allegations that I am somehow commiting a crime by selling the game in that state here is what I said: Not sure anyone has said "crime".
I have never encountered this "invincible" zombie that cj has pointed out. But rest assured I am searching for it everyday. This is the zombie that the sights are clearly over, but are not red (and hence can't be killed).
The collision boxes are set slightly too high which explains why the sky above the zombies head can count as a kill and they have invincible trousers.
This is an easy fix and is just something I overlooked. Haven't people been mentioning this for a year now?
I did get some very helpful advice from a few folks on here regarding the game and I thank them for that. People on this forum genuinely want to help and give critisism or feedback. Some are more blunt and to the point than others, don't take it to heart. How you react to these posts governs peoples responses here. As I've said elsewhere, gamers are passionate people and anyone supporting their beloved retro systems, even more so. Everyone wants the best things for their little Jags and probably hate to see wasted opportunities (there's been plenty already).
I actually do have customer feedback from the few customers that weren't affraid to open the box because cj says so, and guess what? Its positive feedback. I will upload the screen caps after I photoshop their identities out. Think what the feedback would have been if you fully polished the game. They'd be ecstatic!
A game I am NOT even selling anymore because it's under revision.... REVISION to address the issues you folks here (most who have never played the game) are pointing out. Don't say that like you're doing us a favour. It shouldn't get this far for you to notice these things or be told about them.-
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do do do do do do
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(Don't hate me! It was Sporadic's idea! Pah! Take that!)
MUHAHAHAHAAAAA
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Added a few more waves with the UFOs not moving horizontally. I have a problem, though. The UFOs positions are in the same place each time. I'm using RND so I don't know why.
Probably have a read here if you haven't already;
http://atariage.com/forums/topic/247781-rnd-function-question/
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Astrostorm and Protector are two games I've had an awful lot of fun playing recently. Both have that "one more go" about them.
Thanks for the Astro mention

Glad to hear you're enjoying it.
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If the blanks are solid colour (well they don't have to be and it's 50px (for example), set it at ypos=0 and height=0 and then just height+1 each frame until it fills the top 50px.
This would look wierd with an image (like it's unrolling) unless you want that. But solid colour, you won't tell.
For the bottom one, you can set it 50 px from the bottom and do the same
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Crumbs! by Sporadicsoft - Preview
in Atari Jaguar
Posted · Edited by Sporadic
Cheers.
Yeah, I tried to mimic various things from the original. You can about--face at any time but only left/right at junctions. Also, if you hold left/right before you get to the junction then it turns faster. That is to try and emulate the "corner cutting" mechanic of Pacman and aid in escaping Ghosts.