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Posts posted by saboteur
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Just my opinion - the rotating background doesn't fit the flat design of the game.
What i mean by this is that it's not a tekken a like fighter where the characters and backdrops are 3d ( or faux 3d ) and the camera moves about the scene as well.
I think, as others have suggested, a parallax backdrop would suit your game style better - maybe with the 'camera' zooming in and out at certain times.
Looks like it will be fun though.
As an aside, how are you creating and handling the player power bars ?
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QuoteBingo. A couple of nukes thins out the ranks, and then go in low and clean up the leftovers
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Valdisere skiing- total whiteout edition
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Used it early on, but found it easier to use code to cycle through frames etc in the game loop - if that makes sense.
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1 hour ago, CyranoJ said:
Wow, congrats on the first almost real engagement with this utter c*nt of a broken AI.
Should put that in your sig - made me laugh anyway

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58 minutes ago, CyranoJ said:
Not really, I'm usually trying to speed it up! 14Mhz 68000 running code for an 8Mhz 68000 (plus emulating BIOS, XBIOS, and other system calls!) and the other processors busy killing themselves trying to be SHIFTER, GLUE, YM, MFP! These ports absolutely hammer the Jaguar.
Ahh, i hadn't considered the 68000 clock speed difference - i'd assumed you were slowing down to get the audio to sync.
Anyhoo thanks for the info.
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12 hours ago, CyranoJ said:
Hey CJ - when you port an ST game, do you have to slow it down on the jag ? or is the speed factor one to one ?
Just interested is all.
cheers
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Looks great and seems ( to my eyes ) to move pretty smooth.
Every time i see it fly over a lake i think, RIVER RAID 3D
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Brilliant - thanks for the link.
Commanche landscapes and speed always impressed.
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I've always been interested in voxels, but never understood the intracacies of rendering.
E.G you use a height map for the terain but do you only plot the surface (single pixel layer) or as a solid ( multiple layers )
But I guess that depends on how you interact with the terrain ( you can blow holes in it ).
Anyhoo always seemed to me that it created some very realistic terrain to roam around.
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8 hours ago, Zerosquare said:
The first step of recovery is admitting you have a problem...
I thought it was using fdisk
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I don't know Alberts logistics and actual sales in the UK, but could a AA-UK not be set up to assemble and sell carts ?
Personally i'd love to see a digital download option - especialy with the advent of the gamedrive - but i guess that has it's own problems.
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Ganedrive with something i've been working on forever.... and never seem to get any further forward.
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Jaguar didn't have FIFA - so all good imho
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A few questions for phoboz -whats the differnce in performance hit of textured vs non textured models in your experience ?
Also, not sure if you experimented, but how much of a hit does gouraud shading impart on performance ?
It's great to see how much you've been outputting for the jag.
Once you've completed this, will you do a write up of how you did it ( tools used, gotchas to avoid etc... ) as i for one would find it very interesting.
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Thanks - for some reason I thought it was a property in rapinit.
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Hi,
Maybe this has been covered somewhere ( but I couldn't find it)...
How do you get a sprite to pass behind ( or in front off ) another sprite/background object - is this a z order thing ?
It's not leaping out at me
Cheers for any info
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Nah, never mind...
Helps if you asset file is pointing at the right image in the first place DOH!
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Well that's a bust - OMF's tool only allows images that are 16 or 32 pixels wide, perhaps that's my problem here.
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yeah, sorry
pgfx_loc=sprite[player].gfxbase pgfx_size=sprite[player].frameszis called at the start and outside the loop
I think my code is correct, i may have my rapinit wrong somewhere, think i'll see if OMF's tool gives me the same settings for this image
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Managed to stuff my back over the weekend so am sat at home twiddling my thumbs so i thought i'd get back to JagStudio.
I have a sprite (24 x 24 px ) which has 3 frames of animation, so the image is 24 x 72 ( verticaly stacked )
I've been able to display my sprite and move it around no problem - but as soon as i try to change the frame I get a jumbled mess.
Is this code correct ?
pframe = 1 pgfx_loc=sprite[player].gfxbase pgfx_size=sprite[player].framesz sprite[player].gfxbase = pgfx_loc+(pgfx_size*pframe)The rapinit looks correct and there is nothing in there that i can see where you specify the number of frames.
Thanks for any advice.
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28 minutes ago, CyranoJ said:
This bollocks just writes itself. We certainly could use a Lobotomy around here.
"i'd rather have a bottle in front of me, than a frontal lobotomy"
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just throwing this out there - make it like Warbirds on the lynx, that would rock imho
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Doom : Slayer Edition
in Atari Jaguar
Posted
Entitled much ?