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Sporadic

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Everything posted by Sporadic

  1. Not soon, unfortunately. I'm working on it as much as time allows though. I want to see it complete more than anyone!
  2. It'll come, I've just had a lot on and also working on Nitrous when time allows.
  3. 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.
  4. 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! ?
  5. 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.
  6. It's a very capable program! All the colour depths "just work" too, no messing around. I also use Paint.Net for some things.
  7. 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
  8. The JagGD is an awesome development tool! It takes ~4-6 seconds to upload a dev ROM Vs what... 40 seconds on the skunk?
  9. 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.
  10. I'm possibly not following what you are trying to accomplish, but do you need the + i ? *A1_PIXEL = (y << 16) | x + i;
  11. 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?
  12. 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 ?
  13. 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.
  14. Yeah the manual was included with the console when loose. Also a controller overlay.
  15. Cheers Yeah, we're working from source.
  16. I'd be interested to see an example background. I'm not convinced the digitised actors will look good in a game. Quite often, digitised characters just don't look very good in older games. But examples here might help too. Digitised characters would be useful for someone to rotoscope (draw over) to help animate at the very least though. I personally don't want you to put lots of time into this right now for my benefit. Purely because I can't say when or how long until I will spend time on this. If you are doing it for fun anyway then that's up to you of course
  17. Hi! All I can say is I definitely still want to make a decent beat em up, always have done. But I must commit to finishing Nitrous and Crumbs first, before taking on anything else. My time is already limited so I dont want to spread myself too thin with too many projects. I was thinking something like Streets or Rage/Double dragon/final fight when I started this. The engine I created in the video is quite old now and I'd want to rewrite it, applying all the knowledge I've learnt since it's creation. This should yield better results in the long run. I can't picture how it would look with digitised sprites as you suggested but feel free to post an example here or in PM.
  18. I should also say, I received mine the other week. It looks awesome and the quality is superb. I've not had chance to try it out yet, but looking forward to it. It will be an important part of trying to add rotary support to Nitrous
  19. I'm pretty sure I tried removing the AI as one of my tests. It still ran like crap.
  20. Thanks for the offer, will keep in mind. I was thinking the other day about adding some car choices. I've made various optimisations lately and saved a load of space so it's more possible now than before. I've got to be careful with license/copyright etc. Perhaps some "similar" cars.
  21. Yes, most graphics are still place holders. No point finalising them until I'm 100% happy with the engine, gameplay and features. Thanks for the feedback.
  22. Thanks everyone Hope you enjoy having a go at PRGE. The main thing I'm currently working on is the car physics. In the PRGE demo version, the car is a little too slippy on the corners. I think I've improved this now but it was too late for the PRGE cut off. Likewise, the collisions and how they affect the player are being tweaked to keep the game flowing with less recovery time.
  23. Maybe this screenshot will answer your question
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