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Everything posted by phoboz

  1. I would not call Hyper Force amazing, but it's decent in the same category as Zool 2. Bubsy looks quite nice, but unfortunately totally unplayable (I am very sorry for this, as it looks better than the SNES version of Bubsy, but the SNES game is much more playable) I feel a little bit sorry that many Jaguar games were more like technology demos intended to display to true 64-bit power of the system, rather than being great games. So an exclusive, playable platformer is definitely a goal. Graphics will be what we, as home-brewers are able to come up with. The limitation is mainly the people who are willing to contribute, and not the system's capabilities. What I truly long for are playable platform games, and not more (very nice looking) Bubsy games...
  2. phoboz


    Very cool @DrTypo, there hasn't been many 3D homebrews. I have been fantasizing about making a game similar to the 1979 Tailgunner (Cinematronics) Vector arcade game with flat shaded polygons. (would look a little bit nicer than the original wireframe graphics) The polygon count would not need to be high, but I haven't been able to find a library that I can use with C for this (most open libraries for the Jaguar focus on 2D graphics)
  3. I don't know. I am not so familiar with the Jaguar CD, but why is this interesting? The game fits on a cartridge, so I don't see the point of having a CD release. Also I don't have access to a Jaguar CD rom drive, so it would be quite difficult from a practical point of view. However, the game is to large to fit all of it in the Jaguar RAM at the same time, so it must have the cartridge. This is manly due to the music.
  4. I think the whole xxx-number-of-bits discussion is meaningless, let's focus at the games the Atari Jaguar instead has to offer instead. Hopefully this will be one of these games some day?
  5. I think that it is only the generation who grew up during the bit-wars that are so sensitive about how many bits the graphics looks like being. Today (even for the Jaguar), the number of colors is not really a limitation, and still we see graphics on games for the Nintendo Switch that even look 4-bit. No one seems to complain about that (e.g. they are still being sold for the console), maybe some people even like this simplicity. So graphics (on platforms without severe technical limitations) becomes what is drawn to be, graphics does not automatically look a certain way just because it is displayed on a platform with a certain word length, e.g. 16, 32, or 64-bit. For example, 2D Metroid never had 64-bit looking graphics, even if there were games with computer pre-rendered graphics on the same platform (e.g. on the SNES, Super Metroid vs. Donkey Kong Country) Would you have liked a dark space action adventure with colorful pre-rendered computer graphics, I know I wouldn't?
  6. I added a background layer (parallax, because the map moves and the background is static) Thank you @CyranoJ for the tip on how to make all of this play together. I also changed the jump. It now displays the "crazy" leg pulling frame only when the player is jumping very far...
  7. You have to build up speed by moving in the desired direction long enough. If you change direction, hit an obstacle, or get hit by an enemy, you loose speed. This is a very important part of the gameplay. You will need to build up speed to perform a long jump, thus being able to reach new areas. If there are obstacles in they way, you would need to clear them before you successfully can build up speed.
  8. The Asteroite update for February 2021. Some new enemies, and a vertical level, enjoy. Note that the video capturing tool does not capture blinking sprites very well (e.g. when you are hit, or when the enemies disappear) Either you see them all the time, or they just disappear. I does not look like this on the real Jaguar.
  9. Yes, it certainly does. It helps to see things from a new angle, with fresh eyes. Sometimes you also feel like you get stuck, then it's nice to have something else to focus on for a while.
  10. I changed a little bit. Originally there were 5 states, pre-jump (1), jump with the legs pulled backwards (2), mid air with the legs a little bit like in the crouching position (3), on the way down with the legs pulled forward (4), and finally the post fall frame (5), which is the same as the pre-jump frame. Now the legs are only pulled forward (4) if the player pulls they control stick in the advancing direction. Otherwise (e.g. in a straight upward jump, or a straight fall), the game character won't pull the legs forward, thus staying in state (3) until reaching the ground, state (5).
  11. OK, So we changed the main sprite again. Now to something unique for this game (the previous hero was borrowed from open gunner)
  12. Great initiative, @agradeneu, I would love to see more of your artwork on the Jaguar, @LordKraken, please feel free to use any parts of my code, if you find it useful? Also a little tip from my side, from a person who have tried for a while to find a platform for my independent games: Stay focused on the retro consoles, it's very hard to get trough all the noise on the modern console/PC market. Unless you have very good contacts with a large publisher who can really get their game trough, otherwise it might not be worth the effort. (besides from your own satisfaction of seeing your game on a modern console, and to maybe get a few buys from your closest friends) On the Jaguar there is a large gap to fill, since it had such a short commercial lifetime. It seems to have a dedicated community, were all active persons will definitely check your game out, and most likely many of these persons will also buy your game...
  13. A musician has joined the team, you can hear his first contribution in this video:
  14. Cool! I also changed the main sprite. @WAVE 1 GAMES now the Samus lookalike has been ditched:
  15. I actually enjoyed Fallen Angels recently, as soon as I understood which button to press for docking with the mother ship (e.g. this is what you have to do when you have rescued enough fallen pilots, in order to reach the next level)
  16. ...and yes I am very sad that Nintendo pulled the plug on one of the best games ever made e.g. AM2R, but that one used assets directly from the Metroid games. Instead Nintendo released a 3D, but still 2D remake of Metroid 2, when everyone was actually hoping to see a legal version AM2R. Obviously, they couldn't, or were not willing to hire real pixel artists, instead they re-used the 3D artists to make a low polygon count 2D game using a 3D engine.
  17. The game is not supposed to be called Metroidvania, it's just the name of a genre. I haven't come up with a proper name yet. The main character is not final, I just used something to test the engine with. Isn't Castlevania IP of Konami, e.g. the second part of genre name "Metroidvania" What about Axiom Verge, isn't that also a Metroidvania game taking place on an alien planet without any vampires and castles? No one prevents it to be sold...
  18. Time for another update, this time I added some wall climbing enemies (e.g. the first monsters in the game) It is now also possible to shoot in diagonal directions while jumping, or running. Currently, I have no pixels artist supporting me, so I have to do everything using my own skill, or using free online resources. Thankfully there seems to be a good amount of Metroidvania related assets freely available.
  19. Technically speaking, all home consoles (except for the Vectrex) the image is a matrix of dots of varying brightness. This is the only way you can connect your home console to a TV, because it does not understand the language of vectors. That's also why the Vectrex must have a built in monitor, because it's a custom built vector monitor, and not a TV. Although more modern game consoles, and high resolution monitors are able to emulate vector graphics faithfully (because the pixels are so dense it's hard to distinguish them) they will never become real vector devices (e.g. a device that has a real vector monitor) In the first pixels based video games, the dots of different intensities were defined by hand, one by one. Later high end graphical workstations used math to generate raster images that looked like vector graphics, but they were still made up of pixels. The later home consoles (including the Atari Jaguar) could also draw vector-like images on a raster display in real-time, rather than showing pre-computed images made on a workstation. A pixel artist in my opinion is a person who can use a combination of different techniques. - Drawing by hand (e.g Dexule Paint, or Paintbrush) - Drawing by hand + using filters and compositing techniques (e.g. GIMP) - Draw using simulated vector graphics (e.g. Inkscape, or Corel Draw) - A grey zone for me is pre-rendered vector images using a high end graphical workstations (e.g. Maya, Houdini, or LightWave) This is just what I think based on my previous experience,... Regarding what kind of graphics is suitable for the Metroidvania. The whole atmosphere (in for example Metroid) makes you feel left alone on a desolate planet. You are exploring deep and dark caves beneath the surface of a seemingly dead planet. The mood is built up by dark music, cold environments, and unpleasant surprises. In order to create such atmosphere, you cannot have to colorful graphics, and to cheerful music, but that doesn't say that the graphics cannot look good. However, it's not supposed to be a competition about which pixel artist can make use of the most amount of colors available on the screen at the same time.
  20. The aim with Kings of Edom is for it to be a fully fledged rouge-like (but not necessarily a clone of the game Rouge) In the future there might be other projects (Action RPG, Metroidvania etc.)
  21. It should be possible to re-use the engine for any type of run-n-gun, side scrolling action game. I looked at some videos of Gunlord, and it seems to have one layer using a tile map (which I currently have in this demo, this is the layer the action takes place), and second layer using a large bitmap image, or a series large images (for decoration). This is just how thought about doing it, because the Jaguar's ability to handle really large images (besides from many 16x16 pixel sized tiles, as used in the first layer) is really what differs the Jaguar from the other consumer 16-bit console systems from that time (e.g. SNES, Genesis, which use 16x16 tiles for both layers. The NeoGeo would of course also be able to do how I described, but that was really not aimed at the mass consumer market) However, it can still be a Metroidvania, but in order to make it look something like Gunlord, I really need the help from very professional pixel artist(s). My current focus is to get a very good physics engine, the decoration comes later...
  22. So basically you mean an arcade RPG in isometric view?
  23. While Kings of Edom is being beta tested, I started to experiment with ideas for the next Atari Jaguar game. Another genre that seems to be under-represented on the system is "Metroidvania" It's actually a platformer, with with adventure game elements, the name originates from 2 games, e.g. Metroid, and Castlevania. Metroid was a game for the NES which added adventure game elements to a platform game, and later games in the Castelvania series also adopted this approach. So if anyone would be interested in a game like this, perhaps this tech demo can become a real game? However, I realize already now that it will take a very long time to design the levels for a good game in this genre: Note that this game will in no way be related to the 2 games mentioned above, these were just used as examples to describe the genre. The same info is on Wikipedia
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