SlidellMan Posted January 26, 2021 Share Posted January 26, 2021 He did a good job for his first homebrew project, and if you need another musician, I can compose a few tracks. Quote Link to comment Share on other sites More sharing options...
Agent X Posted January 26, 2021 Share Posted January 26, 2021 On 1/14/2021 at 8:07 AM, jgkspsx said: Wow! That looks like a great start! Some of my favorite recent games are independent Metroidvanias like Iconoclasts, Timespinner, and the original indie smash hit Cave Story, which tend to be more story focused and be slightly less sprawling. I just started playing Timespinner a few months ago. It is now one of my favorite games in this genre. The funny thing is that I was playing it yesterday, and a thought entered my mind about how cool it would have been to have a game like this on the Jaguar. From a technical perspective, the Jaguar should be able to handle a game like Timespinner (maybe the music would require Jaguar CD). This would be a good game to study, to see how the various elements (artwork, level design, storytelling) come together. It looks like @phoboz is already off to a good start. Good luck! 2 Quote Link to comment Share on other sites More sharing options...
phoboz Posted January 26, 2021 Author Share Posted January 26, 2021 18 hours ago, SlidellMan said: He did a good job for his first homebrew project, and if you need another musician, I can compose a few tracks. i am sending a PM. Quote Link to comment Share on other sites More sharing options...
phoboz Posted January 29, 2021 Author Share Posted January 29, 2021 (edited) OK, So we changed the main sprite again. Now to something unique for this game (the previous hero was borrowed from open gunner) Edited January 29, 2021 by phoboz 9 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted January 30, 2021 Share Posted January 30, 2021 The new protagonist sprites look good. Quote Link to comment Share on other sites More sharing options...
PeterG Posted January 30, 2021 Share Posted January 30, 2021 It does indeed I also like it a lot, the only thing that I don't quite like is pulling the legs to the front when jumping, it is unique somehow but the Turrican fan in me wants to see them go slightly to the back. Nice to follow in any case. 1 Quote Link to comment Share on other sites More sharing options...
phoboz Posted January 30, 2021 Author Share Posted January 30, 2021 3 hours ago, PeterG said: It does indeed I also like it a lot, the only thing that I don't quite like is pulling the legs to the front when jumping, it is unique somehow but the Turrican fan in me wants to see them go slightly to the back. Nice to follow in any case. 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). 1 Quote Link to comment Share on other sites More sharing options...
JagChris Posted January 31, 2021 Share Posted January 31, 2021 Does this help you when you take a break from one project and work on something else? I hear a lot of people say it does Quote Link to comment Share on other sites More sharing options...
phoboz Posted January 31, 2021 Author Share Posted January 31, 2021 10 hours ago, JagChris said: Does this help you when you take a break from one project and work on something else? I hear a lot of people say it does 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. 3 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted January 31, 2021 Share Posted January 31, 2021 Phoboz, will there be Pro Controller support for this game? Quote Link to comment Share on other sites More sharing options...
phoboz Posted February 11, 2021 Author Share Posted February 11, 2021 (edited) 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. Edited February 11, 2021 by phoboz 12 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted February 11, 2021 Share Posted February 11, 2021 That's looking really nice. Some holes in the map and some parallax would make it shine. 1 Quote Link to comment Share on other sites More sharing options...
Cobra Kai Posted February 11, 2021 Share Posted February 11, 2021 I like what I see so far, and the music is catchy! Love the music. Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted February 11, 2021 Share Posted February 11, 2021 Adding a run ability was a smart decision, but do you have to use a button or double tap the pad in a given direction? I also agree with Cyrano that a layered background/parallax in areas would help it immensely. Now to look forward to see my graphics being put to good use... Quote Link to comment Share on other sites More sharing options...
+jgkspsx Posted February 12, 2021 Share Posted February 12, 2021 That is looking really amazing. Quote Link to comment Share on other sites More sharing options...
phoboz Posted February 13, 2021 Author Share Posted February 13, 2021 On 2/11/2021 at 11:41 PM, SlidellMan said: Adding a run ability was a smart decision, but do you have to use a button or double tap the pad in a given direction? 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. 3 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted February 13, 2021 Share Posted February 13, 2021 Basically, Super Metroid's running mechanic. Understood. Oh, and I like how the enemy soldiers fall towards the character upon dying. That detail adds a bit of subtle realism. 1 Quote Link to comment Share on other sites More sharing options...
phoboz Posted February 15, 2021 Author Share Posted February 15, 2021 On 2/11/2021 at 11:41 PM, SlidellMan said: I also agree with Cyrano that a layered background/parallax in areas would help it immensely. 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... 20 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted February 15, 2021 Share Posted February 15, 2021 You are welcome. That looks so much nicer! 1 Quote Link to comment Share on other sites More sharing options...
sd32 Posted February 16, 2021 Share Posted February 16, 2021 That layer of parallax really adds a lot to the graphics. Music is really good and gameplay seems to be coming along nicely. I didnt expect so much progress in so little time. Congratulations! I am kinda slow, so i gotta ask. From the specs you mentioned for this engine... the only thing holding this to its "superficial" 8-bit looks is how dificult and expensive it is to get high quality pixel art? Anyways its shaping up pretty nice... looking forward to see this progressing. Quote Link to comment Share on other sites More sharing options...
+DrTypo Posted February 16, 2021 Share Posted February 16, 2021 It looks quite good! I like all the little animations( ennemies taking shots and dying). Quote Link to comment Share on other sites More sharing options...
phoboz Posted February 16, 2021 Author Share Posted February 16, 2021 (edited) 6 hours ago, sd32 said: the only thing holding this to its "superficial" 8-bit looks is how dificult and expensive it is to get high quality pixel art? 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? Edited February 16, 2021 by phoboz 1 Quote Link to comment Share on other sites More sharing options...
LordKraken Posted February 16, 2021 Share Posted February 16, 2021 @sd32 interesting that those graphs look 8bits for you while I find them much closer to what a snes could deliver. Anyway it's not really what matters as long as it looks good (there's definitely good and bad pixel art, as there is good and bad computer pre-rendered art... hmm ok maybe it's always bad for the last one :D). Games is looking better and better with every update! Bra jobbat @phoboz 1 1 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted February 16, 2021 Share Posted February 16, 2021 7 hours ago, sd32 said: That layer of parallax really adds a lot to the graphics. Music is really good and gameplay seems to be coming along nicely. I didnt expect so much progress in so little time. Congratulations! I am kinda slow, so i gotta ask. From the specs you mentioned for this engine... the only thing holding this to its "superficial" 8-bit looks is how dificult and expensive it is to get high quality pixel art? Anyways its shaping up pretty nice... looking forward to see this progressing. I think the tiles are high quality, they are supposed to look like "16 bit" Genesis style. Quote Link to comment Share on other sites More sharing options...
phoboz Posted February 16, 2021 Author Share Posted February 16, 2021 (edited) 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? Edited February 16, 2021 by phoboz 3 Quote Link to comment Share on other sites More sharing options...
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