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phoboz

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Everything posted by phoboz

  1. Yes, but in fact I thought it was needed, because some levels can take up to a few seconds to load. (all graphical data is packed to fit on a cartridge, and needs to be un-packed when needed, because all of it won't fit in RAM at the same time)
  2. Thank you. Yes, the game has been going trough a gradual improvement process. Thanks to the talented people who have joined the project, as well as your comments on the videos that were published in this thread. Maybe it was a little bit premature to post the earliest videos, I got a lot of comments like: "It looks like an 8-bit game". For understandable reasons you don't go all in on the artwork before you have a working game engine, so this is what has been happening More professional artist has been joining this project (after all, I am only a programmer myself) The main point is that a platformer might look very beautiful on screen-shorts, but if it doesn't play well, if the physics doesn't feel right, then I can guarantee that you won't play it for very long. So this was really my focus from start. When I had a game engine that felt right, then the actual level design, enemy design, item design, and graphical polishing process could begin...
  3. If I buy any of these, they would not be looked to for example the Game Driver? Because I prefer to make myself a personal cartridge rather then to purchase a super expensive add-on...
  4. This is the first real BOSS in Asteroite (no mini-boss like the Alien, and Predator you saw in the earlier videos) As promised, it features an animation style similar as in the later Contra and Probotector games: (e.g. using several animated parts, look at the elastic arms etc.)
  5. Cool game, but it's just so insanely difficult. I really wished they play tested it a little bit more before release. I only reached the first tunnel once, but I could never figure out how to complete it. I got stuck on some obstacle that could neither be avoided, nor destroyed (but I guess I was supposed to find a way to destroy it?)
  6. Yes sure, I was always a fan of the arcade game Smash TV. I would love to see some dual joystick support in 1 player mode.
  7. I find the 3D Voxel (homebrew) game Fallen Angles by @DrTypo very interesting (once you understand which button(s) you need to press to dock with the mother ship?),... also the 3D flat shaded polygon (homebrew) game Tube 2000 is cool. I actually prefer flat shaded polygons on planar surfaces, I think that gouraud shading only makes sense on curved surfaces (like spheres), but when it is used on flat surfaces it looks rather silly. Therefore I think it was a wise decision to use flat shading in the tunnels of Tube 2000.
  8. Yes I am also interested in this topic as a deveoper, and when the Gamedrive becomes widely available, at an affordable price I might get one myself? (so it's not only about CD-ROM support) Also it is interesting for me to know if there will be a market for digital purchases (of my games) in the future? However, currently I am a little bit concerned that if I start selling my games as digital downloads, they might be shared very easily with persons who didn't buy my games?
  9. No I am not, but without bringing something new to scene (like optical drive emulation) it is a little bit hard for me to consider it a game changer. Although I hope that it will motivate more people to start developing new games for the Jaguar, otherwise you will just sit and play the same old games, year after year... Regardless if you play them (or people deveop them) using an Emulator, the SkunkBoard, Gamedrive, or whatever comes next, it's the games that makes a system interesting. Then you may buy them on cartridge, or use backup copies of them (hopefully only for the games you own, or from games that are freely available) It doesn't matter to me, as long as you enjoy the games.
  10. As a game developer this is exactly what I want, because I do some changes to the game, and then have to try the new version. If I were to do that this with an SD-card, it would be very annoying to remove the SD-card from the device, put in my computer, upload the file, and then have to put it back in the device. With the SkunkBoard, I just transfer every new build directly using the USB-cable. I addition the SkunkBoard has debug features over the USB interface, so you can actually communicate back to your computer while the program runs. So from my point of view, and USB port is more flexible than an SD-card. For the Vectrex there is something called the VecFever, this has an built in drive, plus an USB interface. So you can transfer files to it using the USB cable, and you can also have it communicate with your computer as the SkunkBoard. In addition, the built in drive ensures full compatibility, as compared to an external SD-card, which might not be fully compatible for all games.
  11. No the Jaguar version is better. Look here for a comparison of the backgrounds between the Amiga, Jaguar, and 3DO version. They were all re-worked for the Jaguar, more colorful than the Amiga version, and more true to the original than the 3DO version. https://fabiensanglard.net/another_world_polygons_Jaguar/index.html
  12. Have you ever heard about the SkunkBoard, it has been around for years?
  13. Nice to have that clearified, still hope you make it though
  14. Great I am just as euntsiastic as you. Althought making such promise (that a firmware update will fix this) so early in the deveopment is quite brave. Let's hope it works out, because as mentioned, optical drive emulation for the Jaguar will be a game changer. For now it does what the SkunkBoard already does very well. So I will be following the news for this very closely... I think that the Jag community really deserves this for beeing so patient and and optimistic. I salute you...
  15. I hope it will be possible to realize this using the same hardware (for those who already bought the game drive), but I personally have my doubts... Because CD-ROM emulation will not just happen because a SD-card can fit all the data of a CD game. It's a completely different task to emulate a block device (a CD-ROM), compared to emulating a random access memory device (like a Cartridge). Because I seriosly doubt that the Jaguar CD-ROM will appear to the Jaguar just like a big Cartridge. A CD-ROM requires a much more complex interface, with commands to move the head to a certain sector, and to read, and cache data blocks. All of these datablocks must end up on the excact same physical location as they were located in the original game. Otherwise the game will go and look for the data in the wrong place, and read something else, which will certaily lead to a game crash quite soon.
  16. To me this would really be a game changer, because you might as well use the old and very reliable Skunk-board to play cartridge games.
  17. Yes, because all optical devices, will fail sooner or later, and they are expensive to maintain. So I think that the person who made these optical drive emulators did a very good job.
  18. Yes there is a person who actually managed to pull off CD- (or even GD-) ROM emulation for the SEGA Dreamcast. It is amazing, you could simply connect an USB hard-drive (with all your GD ROM dumps on, because these are big), and play all SEGA Dreamcast games. http://8bitplus.co.uk/projects/dreamcast-usb-gdrom-ode-board/ I think there is also an option to do the same for 3DO: http://8bitplus.co.uk/your-consoles/usb-host-controller-fz-10/ Such a device would be a game changer in the Jag community, as the Jaguar CD ROM add-on is very hard to find at an affordable price. Also I understood that these CD ROMs have very poor reliability, so I haven't bothered to look for one...
  19. Yeah this is great, the levels look like Doom II levels. However, is it really the Doom I engine in the bottom, because there should be a different shotgun in Doom II?
  20. I would really like to try this one out. It looks very impressive, it kind of reminds me of Shenmue on the Dreamcast, but with guns instead of Karate. (and a more cyberpunk atmosphere) Although it's hard to tell from the video what the gameplay is like, e.g. what you are supposed to do? I guess there are some missions for you to complete?
  21. Will it play this Jaguar game?
  22. Asteroite April update. Thank you Krauser for new music and enemies, @SlidellMan for the pipe tiles: and some initial work on a large BOSS, consisting of several parts, animated using key-frames (like the bosses in later Contra games) Thank you Krauser for the BOSS parts.
  23. phoboz

    Jaguar Bomberman

    Yes so it's not only the bits of the main CPU. In the end it's all about how you program whatever system you have. For example, the reason why the PC is locked in the gigahertz race is because it has to be able to run all kind of legacy software from MS DOS etc. Since these programs were made using 16-bit techniques, they can only be made faster by increasing the clock speed, because 64-bit will not speed up a 16-bit program. Unfortunately this has also lead to laziness, there there is very little gain to program for the PC using high-performance computing methods. So programming the Jaguar is actually more similar to program a high performance computing system, because the true power of the Jaguar can only be unlocked by using the combination of different subsystems in an efficient way. If you only employ 16-bit programming methods, like in the old MS DOS software for the PC, you will never see any 64-bit quality games on the Jaguar...
  24. phoboz

    Jaguar Bomberman

    The PC engine main CPU was indeed an 8-bit CPU, just like the Atari main CPU is a 16-bit CPU (the same main CPU as in the Genesis) However, the PC Engine hade a 16-bit graphics system more similar to the 16-bit arcade mahines (482 different colors on the screen at the same time). Just like the Jaguar has the 64-bit object processor (65536 different colors in the screen at the same time) My point is, how do you really define the number of bits a system has? Do you take the highest number of bits of any part of the system, or does it have to be the bits of the main CPU? To this day there has only been one pure 64-bit system, and that is the DEC Alpha (as mentioned above). Today PCs are not even pure 64-bit, because in the x86_64 most of parts are 32-bit or less, at least half of it is 16-bit, some 8-bit parts, and some part is 4-bit (it's really only the address space that is 64-bit). It's not even a RISC CPU, like the Jaguar co-processors, and the DEC Alpha. So how do they achevie speed on the PC, they just crank up the clock frequency crazy (e.g. giga hertz) I have tried Linux on a DEC Alpha (the only pure 64-bit) running at a couple of hundreds of megahertz (compared to the gigahertz of a PC), an it runs like a blast. Imagine how fast that could be if they would crank up the clock speed of the DEC Alpha to several gigahertz? But having such high frequency is really an energy bandit, so imagine how much resources we waste just becuase the didn't make the PCs pure 64-bit, and RISC (e.g. smarter), running at a few hundreds of megahertz instead...
  25. The controls are very similar to Contra. We have started to work on a boss that uses similar animation techniques as in the later games of that series.
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