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Everything posted by WAVE 1 GAMES
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Ok gotcha. So if one wanted to do this it would be possible if done correctly. With no impact to performance whatsoever? But since there is absolutely no need to do it this way I should use indexed images when possible Thanks.
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So to confirm you are saying that all objects should be 16 bit (including those large backgrounds) and there is no need to worry about it taxing performance at all? And may I ask what is the overall benefit of having 2 352x224 bmps as 16 bit assets if they only need 32 colors? Do you not recommend I conserve when possible for overall better performance? I'm actually not picking a fight and arguing with you I am asking for clarity. I just don't see the point of having such a large image be 16 bit if it only requires 32 colors and there is no way that doesnt have a negative impact on performance. I'm talking preventive damage control
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Ok congratulations on doing artwork for several Jaguar games. Kudos to you. I'm not sure that this fact makes your argument any more valid. Nor does this tidbit of information about your past convince me that I should make all assets of this game 16 bit because it's a "simple" little thing and I shouldn't expect any kind of impact on performance.
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I didn't say anything was hard. I stated verifiable facts in a very specific scenerio. Has nothing to do with skill level. That many moving 16 bit color objects on screen combined with 2 352 pixel wide 16 bit moving 16 bit background/foreground layers and sound and music taxes the system hard. It has a negative impact on performance no matter who the coder is. This is not an assumption or me lacking some magic skill. This is the truth
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Lmfao. Neither can you. Your argument is pointless. There is no need for all objects to be 16 bit but IF they all were it would tax the system. Why do you think the Jaguar supports so many different color modes? It's for maximum performance and flexibility. This is not a false claim this is the truth. Sorry you don't believe that. It's not a debate.
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Elaborate Chris. What specific techniques are you referring to? How about a link to what you mean? What exactly is the point of this comment? Yes there are many different techniques to conserving bus/memory. That is what we were talking about.
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What false claims? What are you talking about? You tried to own me with your little remark and all I did was point out that you are wrong. No I'm doubling down on what I said in It's original context. Because I'm right. 2 large 352 pixel wide (16 bit) background/foreground images can not be moving around on screen together with over 16 animated 16 bit sprites (also moving) This combined with music and sound takes a BIG hit on performance. Believe what you want to I don't care. The only thing we were talking about here was ways to conserve the bus/memory. It's not a debate.
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All of the fish are 16 bit color sprites with about 10 frames of animation. I am not suggesting anything that is what they are. Thank you for putting things into perspective. Now let me put something into perspective for you. I said a 352 pixel wide 16 bit color background accompanied by a 352 pixel wide foreground image and parllax scrolling (ie movement of large 16 bit objects on screen) combined with over 16 animated 16 bit fish moving around would tax the shit out of the system, because guess what? It will. If you don't believe that then the only thing I can say to you is "sorry buddy" at no point did I suggest the MOVING background and MOVING foreground layers were 16 bit color. They are not, that is the whole point. I'm not sure why you threw Native in there other than to say "but lookie what Duranik did.." But its not the same thing. First of all im willing to bet that demo was 256 color sprites. (I could be wrong) and I'm also willing to bet the environment consists of parts vs large moving images but even if it doesn't and its all 16 bit glory like you think it is there are 2 key differences here. Native has no sound using up the bus and I believe somebody in this forum already pointed out tearing in Native (to which Duranik himself confirmed) so the system bus was being PUSHED here. Not a very good example as the whole point the 2 of us were making was to conserve bus and memory not push it to the brink of falling apart! Now I ask you why in the hell would anyone WANT to push the bus to the absolute limit to where things start tearing for such a "simple little game"??? As for the arcade version of the game it uses 256 color pallette and has text that pulls from that same pallete. (Those colors are red, white and yellow) Thanks for your professional perspective. Have a good day
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He's actually right. It's true you don't need 2 mb of ram for 4 bit graphics. But lets try adding a 16 bit or 8 bit 352 pixel wide background image combined with an equally wide 8 bit or 16 bit foreground image, add scrolling on these large high color objects for the paralax effect and then throw 16+ 16 bit color fish on screen all doing their own respective thing. If you don't think something like that would tax the Jag then I don't know what to tell you. So NO you don't need thr whole 2 mb of ram for lower color graphics in such a setup but it definitely helps performance to keep as much of that RAM freed up as possible.
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5 bit???
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32 colors for a single image. And it's a spliced image. I guess you could also say 4 bit X2 spliced image
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Because I'm not.
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shipwreck stage 32 Color spliced gfx mode: shipwreck stage 16 color 4 bit gfx mode: : Atlantis stage 32 Color spliced gfx mode: Atlantis stage 16 color 4 bit gfx mode:
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Very very interesting Gaz! GrEat work! Do you have a pic of the boxart and the brand new label?
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I am terribly sorry for the accusations. The evidence is merely circumstantial and I reacted a bit harsh.
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Thanks for pirating WAVE 1 GAMES Ants, JagZombies and Frogz 64 you fucking dick
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Yes the good 3D games that we did get to see were done very well. Some textured and some not. All were impressive. If Supercross 3D had been more refined in regards to its framerate prior to release we would be telling a totally different story about that game today. In regards to IWAR I haven't ever noticed any slowdown in that game myself, in fact its aolid framerate ia something I remember most about it.
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I don't think he actually wanted feedback. I think he just wanted to know if people like his design. YES or NO only. Seems the feedback provided may have been unwelcomed based on his reply. Can't tell if he's joking or not but it is a YES or NO poll so I guess he didn't? I can't make heads or tails from his reply. I don't care for the design but maybe it's just for him to wear and he just wants to show it off. IDK
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Please don't order from eBay if possible. The eBay fees are ridiculous. If you are really interested order from www.wave1games.net
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I wouldn't necessarily say he fucked up the thread. According to your own poll results prior to him posting the mock ups the general consensus is people are not in favor of your design. But even with the new mock ups its still the same direction and idea. I'm curious if you go forward with the new ideas is it something you are going to offer to sell?
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Adding a mouse option is something I will look into however I have a few issues off the bat with that option. it is to my understanding that the mouse must be plugged into controller port 2 in order to function. If this is true and not just speculation on my part, that would render dual shotgun mode useless. Dual shotgun mode requires both controllers on both ports or a custom joystick that would also use both ports. However, this could be an additional option for the single shotgun mode for players who have the mouse. I wasn't aware that a PS/2 port mouse was available now. That is great news, I just checked it out in the store. I am curious if a PS/2 optical mouse would function with this adapter? That would be cool.
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just wanted to throw this little quick update out there about some neat stuff to be included in JagZombies 2 consider it a behind the scenes sneak peak. Clint Thompson of RISC games has been very kind and has designed the 3d model and animations for the new Batlord for this sequel. In addition to that he has also been kind enough in assisting with the new Batlord's stage as I was having a total brain fart and did not know where I wanted the final battle to take place (but knew it could not be in a cave again.) below is the new Batlord's design and the Batlord Cathedral stage: In addition to his contribution about 2 or 3 years ago Lars Hanning of Starcat DevOcean was kind enough to give me the assets files to a zombie he created for his unreleased zombie shooter. It was to be used in JagZombies 1, however was ultimately cut from the final game. The Starcat zombie will finally make his belated appearance here in JagZombies 2 Also the game will feature 7 brand new stages they are: Blood Moon Forest Hotel Hell Junkyard Jitters Return To Skinwalker Ranch The Library Sinister Sewers Batlord Cathedral Most of these new levels will feature some sort of animated properties as well as scrolling and one is even a pseudo 3D style level. So these are pretty exciting but then I thought to myself since we are doing this as a ROM cartridge that could go up to 6MB if necessary why not give the player a little something extra? So in addition to the main game's 7 new stages you will be able to play the original games 7 stages in an additional game mode called "JagZombies RELOADED". This will be accessible to the player from the very beginning at the main menu under option 4. For this game all of the old stages have been digitally enhanced with higher resolution and greater color depth than previously seen in JagZombies 1 It is still unclear at this point in development if all of the original zombies from JagZombies 1 will return for this special game mode due to space, but that is ultimately the goal. The original Batlord will also return for this mode in his respective stage, and he will be animated this time around. Again, this is just a little something extra I thought players might appreciate.
