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Posts posted by VintageGamer74
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Great progress! Definitely light-years ahead of the first game! I mean that in a good way!
Keep it up!
Cheers!
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Looks great!
You do great work!🤙🤘👍
Cheers!
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I like how it is looking.
Look forward to further progress.
Cheers!
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Old-school shooter! Loving it!
Cheers!
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Looks great!
Cheers!
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Clint, was wondering if there were any updates? Due to health issues I have had to sell a lot of my collection including my Jaguar. Hopefully this will be made so I can purchase this to replace my original unit.
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@spoonman I just got the AVS and is a very good alternative. I'm enjoying mine very much. I agree that it is a great product!
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Will be getting the RetroUsb tomorrow and eyeing the Mega SG for early next year.
Does anyone have these systems and if you do? What are your opinions about them.
Appreciate any input or thoughts.
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I was on there website the other day and I can't believe they want people to pluck down $650 for their "ultimate bundle". Yet they don't even have production models!?!?🤯
I do feel bad for those who trusted them and who apparently got duped but I'm glad I didn't place a preorder.
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19 minutes ago, VladR said:I don't mind if people constructively, without being dickish, specify what they dislike.
However, I have been saying for last~2 years that my first game will be flatshaded.
I wrote multiple posts explaining that I feel this style was unfairly ignored and want to explore it further.
So, anybody, who says I am not delivering what I said I would, will be reported to mods for trolling.
For some reason when I view your video in my mind I keep seeing games like Virtual On, Cyber Sled, Cyber Speedway and the Virtua Racing from Sega. Be cool if you went that route but it's your game so here's hoping we get to play and enjoy it soon! 🤘🤘🤘👍
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5 minutes ago, Stephen said:If it took two years to reach this point, a fully finished fun to play game will NOT happen in 2 months. The final 10% takes 90% of the time for most projects.
I understand that but I've only been here for just over a year. I don't know what has transpired before. And I DON'T want to know. I've read through some of the threads but that's where I leave it.
I hope he makes a great game(s) and really appreciate anybody else here these on forums or elsewhere who want to create games for the Jaguar, Lynx, Atari 7800 or any other system that is now dormant/abandoned.
I am not taking sides so good look to all of you creators!!!! 🤘🤙👍👊
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11 minutes ago, Swansea_Mariner said:Yes it does look very embryonic but then again I imagine that a large propotion of the development has been in the engine itself which will be common to, as suggested, several releases.
Hopefully the tracks can become much more varied with a range of sweeping inclines, declines , corners and curvature (akin to a bobsleigh track). The range of motion looks far too limited in these initial shots to retain interest, however it does look very promising and exciting.
I'm going to guess this wasn't the whole game or there is more that VladR isn't showing. I'd wager this was just a tech demo showing off his engine or a very early build and the idea of what he might have? Pure speculation on my part but I'd bet there is more that is not being shown.
We'll know soon either way.
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1 hour ago, agradeneu said:Use the hardware to its strength - that is the secret of good games you are mentioned. You can think/complain of missing hardware feats the whole day - ANY hardware has shortcomings and missing some cool feats a coder or artist would like to have. Regarding the Jag: you can do a LOT of things which are absoletely impossible to do on the SNES or Genesis. The Jag can do better 2D games than both 32X and 3DO and it actually DID - Ubi chose Jaguar as the leading platform for Rayman for some reason
- not other game had that level of color, art quality and fluid animation before, not even NEOGEO.
Thanks for the explanation. Like I said. I'm not a programmer or graphic designer so I'm not going to pretend to know anything about game development. I guess when I look at the Jag library as a gamer I was let down because it had more misses than hits. I was just hoping, at the time, that Atari and the Jaguar would take off and become a hit. Unfortunately, it did not. But there is a lot to look forward too from some talented folks like yourself.
Cheers! 👍🤘✌
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1 hour ago, swapd0 said:And a bigger CLUT, more Objects in the OP, a cache into OP, DSP, GPU & Blitter, more transparency modes, a command queue for the blitter...
That's a whole laundry list of things that it needed. With all of its shortcomings. What realistically could the Jaguar do? I just remember being underwhelmed with the Jaguar compared to the 3DO, some 32X titles and some Super Nes and Gensis titles. Even the Neo Geo had better fighting games. Not to mention it had Metal Slug. Something the Jaguar would have issues running. I know graphics aren't everything but it just wasn't that leap over 16-bit systems that I expected. Even the 3DO, to me, was ahead in a lot of areas.
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12 minutes ago, swapd0 said:Remember that the Jaguar only has 2MB, and for a Metal Slug you need a lot more memory...
Thanks for the reminder. I do know that but I was just mentioning games that I remember and played. I was and still am a 2-D fan!
Too bad the Jag didn't have more ram, less bugs and a dedicated sound chip. Don't know if it would have helped with market share but maybe it would have alleviated some programming headaches. Not a programmer. Just making an assumption.
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@Sporadic I was just curious as to what kind of music you are planning to use? Any chance of a Van Halen inspired soundtrack?
Anyway, the game looks great so far!
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13 minutes ago, VladR said:No, that would be crazy. There will be 6 different environments spread across the 500 levels.
Then again, now that I have real-time engine preview of the currently edited 3dsmax mesh, I might be willing to burn more time on the environments.
However, it's not easy to design something jag-optimized.
I could easily create 20 environments in a month, but they must confirm to the strict 60-fps requirement, so I can't just smash polygons together so they look nice. That's easy.
Plan B is to implement user choice of level of detail. Thus, unlike all other games on Jag that forced their compromise between visuals and frame rate, I will leave it up to player.
I know for sure now that I can have two more 60-fps environments.
And this is where my PC-based real-time preview comes in - it gives me real-time update on scanline count, so now I don't have to wait till I import the mesh to my source code to find out how it behaves , performance-wise.
Oh, and I will absolutely not allow the frame rate in game to drop below 30 fps.
The hangar is high poly, so the frame rate there doesn't matter much, as it's mere script. But the game itself won't drop below 30 on Ntsc (25:PAL).
If you ask how is it possible to ensure that then it's actually simple: At the start of each new frame I check the last frame time and if it's below 30, I halt with a debug message, so it's unmissable during overnight automated tests as I simply find the game halted in the morning.
I still need to implement the option of vsync, as currently it is forced. Then you will be able to have a frame rate of 57 or 43 or 39( unlike Vsync's 60 or 30), if you desire to do so.
I'm not a programmer but from what you just said it. It seems like you have put a tremendous amount of work into your engine/programming. Can't wait to see what kind of games you will be releasing!
Hopefully your series of games will be super successful. Cheers!!! 👍
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@JagChris What exactly did you capture of Vladr's demo? How long is the video? Can't wait to see what you shot.
✌🤘
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Fantastic! 🤘🤘🤘🤩
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I know it's only 1 picture but that looks really good!
Have a great show!
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I just don't understand if they had a chance at releasing MK3... Why not develop it? I'm not saying they had a chance but it seems that it was at least floated around. By doing that. You at least give Fight For Life a chance to be developed properly or least make it a better experience.
They kill a game like Deathwatch/Switch Death and release Club Drive, Aircars and Blue Lightning? UGH!😖 The machine wasn't up to snuff with 3-D compared to Saturn, PSX or N64.
I know 3-D was all the rage back then but SNK kept kicking out 2-D. I don't see why Atari couldn't?
Yes. I'm a dreamer.
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5 hours ago, VladR said:That's just a simple decoration inside the hangar - the high poly sci-fi crate with physically extruded details on it's sides (100 triangles). Its only purpose is to break the monotony of the empty hangar.
Obviously, there will be more objects later, I have finished this tool barely 10 days ago with only 3 objects modelled in 3dsmax:
- crate
- hangar walls
- gate which has 4 separate animated parts upon opening
Here's a better shot of it up close in the PC-based loader :
Yes, the colors are weird and deliberately don't match. For now.
Hopefully it now makes more sense that it is now possible to hire an external 3D artist and let him create complete 3D environment with this loader.
But, like I said, I focus more on the long term efficiency.
Once I finish audio component and PAL support, I will be in place to create a new 3D Jaguar game every 3-4 months, should I desire to do so, especially if I will have all art assets ready for me, created in parallel externally while I finish the previous game.
Right on, man!
Good luck and I'm buying!
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Announcing - Gravitic Mines
in Atari Jaguar
Posted
This looks amazing! Like a pastel painting come to life! The artwork is gorgeous!
Good luck and cheers!