Jump to content
phoboz

Metroidvania for Atari Jaguar - anyone?

Recommended Posts

On 5/19/2021 at 3:44 AM, phoboz said:

I find the NUON quite interesting, however, it seems to be very hard to find a controller.

The ideas for 2D, and 2.5D games that have had, the power of the Jaguar seems to be sufficient, maybe if I get into 3D (someday) the NUON would be interesting.

 

Chris' offer for a controller would be well placed.

 

The Nuon might be able to handle 3D pretty well as it seems to basically have the power of Playstation 1 or 2.

 

Honestly, I think until that is mastered, having a game like the one above in 2D or 2.5 D I  think Nuon gamers would be hungry for. 

Share this post


Link to post
Share on other sites

Good luck to anyone developing for Nuon though.  I gave up 20 years ago because of having to burn CD-Rs for every code change.  Sadly, in the last 20 years, the situation has not changed one bit.  I tried for years to get a development kit.  I was close to having one secured, but nothing ever came from it.  A BJL like device would be awesome.

  • Like 1
  • Confused 1

Share this post


Link to post
Share on other sites

I have to investigate more before I can commit to do anything for the Nuon. Still there is plenty of work to be done on Asteroite for the Jaguar.

 

It always takes time to learn a new platform, and it's crucial to have good support libraries. Also there must be a way to test frequently, but I understand there is an emulator for the Nuon.

  • Like 3

Share this post


Link to post
Share on other sites
1 hour ago, phoboz said:

I have to investigate more before I can commit to do anything for the Nuon. Still there is plenty of work to be done on Asteroite for the Jaguar.

 

It always takes time to learn a new platform, and it's crucial to have good support libraries. Also there must be a way to test frequently, but I understand there is an emulator for the Nuon.

There is an emulator but don't expect much from it.  It's very slow and it has trouble even running my simple Breakout game written in C.  The updated version that someone names toxie I believe unfortunately is worse than the previous version regarding that.   He seemed to disappear soon after releasing it.

 

Not trying to dissuade you from doing work on the Nuon, but just letting you know what to expect.

Share this post


Link to post
Share on other sites

This game looks like a Sega CD game made by a top notch dev team, great work! Im not a programmer so I have no idea how hard this would be to implement, but I will suggest giving the hero a big dramatic death animation like in Rondo of Blood 😁

Share this post


Link to post
Share on other sites

It really is looking good. Regarding walking and running a notch or two down in volume would probably do it, though an on / off for certain sound effects would be brilliant.

 

Grandia 2 for its HD remaster made a volume control for menu sound in a post release patch and its the best thing they ever did to it, so there is some benefit to making sound adjustable, everyone is sensitive to sounds in different ways. 

 

Personally I'd turn off the shooting noise or lower the volume if it was an option, but I'd want a noise to be in the game I wouldn't want it taken out! 

 

That's all fussy business though, that's just "how can I get most enjoyment from. What is looking like a very impressive game" while yes it is clearly a "metroid" clone I feel it mixes a bit of Turrican feel to it too (which might be why I'm thinking of turning of shooting noises 😛 don't think any I played had any). 

Share this post


Link to post
Share on other sites

I was going to suggest having the soft surfaces producing soft footstep sounds, whereas the hard floors are louder; however, that would be too time-consuming trying to figure that out. Here's hoping that my new sound effect gets implemented.

Share this post


Link to post
Share on other sites
On 7/15/2021 at 10:10 PM, SlidellMan said:

Hey, just to let you know that I made a sound effect for when you pick up an item.

Thanks, did you share it with me in a message?

Share this post


Link to post
Share on other sites

A short update (no spoiler compared to previous videos) just to show some details that has been added to the game.

Please play the video in full screen mode, so it does not drop frames. The flashing effect will not look right in window mode.

 

Edited by phoboz
  • Like 13
  • Thanks 2

Share this post


Link to post
Share on other sites

I'm glad that you put my font and game over graphic to good use, though it was slightly disappointing not hearing my energy recovered effect play when a power-up is collected.

  • Confused 1

Share this post


Link to post
Share on other sites
2 hours ago, SlidellMan said:

I'm glad that you put my font and game over graphic to good use, though it was slightly disappointing not hearing my energy recovered effect play when a power-up is collected.

Perhaps he didn't like it? 

  • Like 1

Share this post


Link to post
Share on other sites
On 9/25/2021 at 11:29 PM, SlidellMan said:

though it was slightly disappointing not hearing my energy recovered

There are 2 other sound effects for health refill, and missile refill now. The cartridges space was almost completely used, so we had to make some sounds that fit in the remaining space.

Edited by phoboz
  • Like 2

Share this post


Link to post
Share on other sites
4 hours ago, phoboz said:

There are 2 other sound effects for health refill, and missile refill now. The cartridges space was almost completely used, so we had to make some sounds that fit in the remaining space.

Sounds totally understandable, but do you guys have no private messaging group where your team can discuss and resolve issues internally? ;-) 

Share this post


Link to post
Share on other sites

I love following along these game dev threads, seeing games progress as more time/work goes into them. Thanks for sharing your journey @phoboz!

 

Pardon my ignorance, but I'm curious... how was this made? As in, did you use rB+/JagStudio or any of its individual modules? Or perhaps your own ASM/C from the ground up?

 

Knowing which tools each creator is using helps me better understand and appreciate the work put into these things.

Share this post


Link to post
Share on other sites
1 hour ago, Buffalo Biff Burgertime said:

Pardon my ignorance, but I'm curious... how was this made?

Just as mentioned above, the games are developed using the Removers' library.

This means that I can focus on the gameplay program, which is mainly developed using the C programming language.

However, there are graphical features in my games that were not originally part of the Removers' library (like the tile-map, and parallax scrolling engines that you see in Kings of Edom, and Asteroite).

These were custom developed in assembly, because they are running on the GPU of the Atari Jaguar. Perhaps I will submit these engines to the Removers' library on GitHub one day. There is also a custom tool that I made for converting tile-maps created with an open source level editor called Tiled. So this would need to be provided as well.

 

Edited by phoboz
  • Like 7

Share this post


Link to post
Share on other sites
1 hour ago, phoboz said:

Just as mentioned above, the games are developed using the Removers' library.

This means that I can focus on the gameplay program, which is mainly developed using the C programming language.

However, there are graphical features in my games that were not originally part of the Removers' library (like the tile-map, and parallax scrolling engines that you see in Kings of Edom, and Asteroite).

These were custom developed in assembly, because they are running on the GPU of the Atari Jaguar. Perhaps I will submit these engines to the Removers' library on GitHub one day. There is also a custom tool that I made for converting tile-maps created with an open source level editor called Tiled. So this would need to be provided as well.

 

Tiled is a great tool. Very good work!

  • Like 1

Share this post


Link to post
Share on other sites
On 9/30/2021 at 1:29 AM, phoboz said:

Perhaps I will submit these engines to the Removers' library on GitHub one day.

 

If you used The Removers library under the standard LGPL license it has on github, you're legally required to provide the source modifications, as well as sufficient source material to recreate your game ROM (E.g., object files) based on any changes to the removers library end users might make. I also don't know that a ROM image would meet the dynamic linking requirement. Is it used under some alternate license? This licensing is the one of the reasons I haven't looked into The Removers library that much myself.

Share this post


Link to post
Share on other sites

Changes that were made directly to the library were already pubished by the author of the library.

 

The separate modules (like tile map) in this game are linked as individual object files alongside with the library, so it's not really a change to the library itself. Nevertheless they can be published some day, but should be made more user friendly first.

 

I am quite sure that the LGPL license would only make sense if it is considered be (dynamically) linked. Otherwise it would be no point to go for a LGPL license in this case, as the Jaguar does not support Linux type of shared object files, nor does many of the other embedded systems that use LGPL licensed libraries. Like any system using VxWorks, which has a lot of LGPL libraries, and complier in the toolchain.

 

In the end, the author or the Removers' library was along supporting me in all my games. I have also made him quite aware of my intentions to sell these games, so it should not come as a surprise...

Edited by phoboz
  • Thanks 1

Share this post


Link to post
Share on other sites

We are now working on the box art, and game manual. The game box will have an unique 3D rendered image with a scene from the game. I am awaiting permission from the artist to show a sample here...

 

The game itself is more, or less complete as it feels today, but we might notice additional things to improve before release... It took me almost 2 hours to speed-run the game. I am quite good at this now, as I know exactly were everything is located, and the optimal tactics to beat each BOSS. I did a brief check on speed-runs for some other of my favourite metroidvanias, and these could be speedrun in about half the time.

Edited by phoboz
  • Like 4
  • Thanks 1

Share this post


Link to post
Share on other sites

Did you ever implement customizing SFX using a volume meter, i.e. turn down shooting, turn off walking/running sound, etc?

Share this post


Link to post
Share on other sites
3 hours ago, grips03 said:

Did you ever implement customizing SFX using a volume meter, i.e. turn down shooting, turn off walking/running sound, etc?

I can have a look at this now, as all the important stuff is implemented. Thanks for the reminder.

  • Like 2

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...