Allas Posted August 4, 2007 Share Posted August 4, 2007 (edited) Color indicator fuel could be repaired with sprite overlay. It's a nice porting. But i think these sprites routine should be optimized to gain speed, Atari version looks a little slowly in comparison with Spec version. However, good work a nice classic in our collection! Edited August 4, 2007 by Allas Quote Link to comment Share on other sites More sharing options...
Goochman Posted August 4, 2007 Share Posted August 4, 2007 Very cool - never saw this one back in the day. Quote Link to comment Share on other sites More sharing options...
xxl Posted August 5, 2007 Author Share Posted August 5, 2007 Color indicator fuel could be repaired with sprite overlay. http://atari.pl/jettest508.obx Quote Link to comment Share on other sites More sharing options...
Pengwin Posted August 5, 2007 Share Posted August 5, 2007 That's better. Now we can see the fuel filling up the spaceship. Quote Link to comment Share on other sites More sharing options...
Pengwin Posted August 5, 2007 Share Posted August 5, 2007 Color indicator fuel could be repaired with sprite overlay. How exactly do sprite overlays work? Do you overlay an exact graphic over the object, in the same shape, just with different colours, or can you just create a block that changes the colour of everything beneath it? Quote Link to comment Share on other sites More sharing options...
miker Posted August 5, 2007 Share Posted August 5, 2007 If everything goes fine, it will look similar as done in Jetman. Quote Link to comment Share on other sites More sharing options...
xxl Posted August 20, 2007 Author Share Posted August 20, 2007 last public demo version: http://atari.pl/jrej0.obx Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted August 20, 2007 Share Posted August 20, 2007 This plays really nicely! Controlling the guy reminds me a lot of trying to keep control of the StarQuake character. Quote Link to comment Share on other sites More sharing options...
Pengwin Posted August 20, 2007 Share Posted August 20, 2007 Is it just my imagination, or have you managed to speed up the animation? Quote Link to comment Share on other sites More sharing options...
miker Posted August 20, 2007 Share Posted August 20, 2007 (edited) @Pengwin: FYI: All the latest works were executed to speed-up the gameplay. Jetpac is ready itself for some time, now we will add some music/FX and gfx-improvements. It should be released till the end of August. Edited August 20, 2007 by miker Quote Link to comment Share on other sites More sharing options...
deathtrappomegranate Posted August 20, 2007 Share Posted August 20, 2007 Excellent! The gameplay is now on a par with the Spectrum version. :thumbsup: Quote Link to comment Share on other sites More sharing options...
Pengwin Posted August 20, 2007 Share Posted August 20, 2007 It should be released till the end of August. Really looking forward this Quote Link to comment Share on other sites More sharing options...
TMR Posted August 20, 2007 Share Posted August 20, 2007 Umm... more than slightly concerned at the additions to the status bar; i'm rather hoping that the very successful formula of the original isn't being played with...? Quote Link to comment Share on other sites More sharing options...
miker Posted August 20, 2007 Share Posted August 20, 2007 (edited) You mean that trash at the bottom of the screen? Of course we will get rid of it. I bet it's for the debug purposes (or just maybe DL isn't set right). Edited August 20, 2007 by miker Quote Link to comment Share on other sites More sharing options...
TMR Posted August 20, 2007 Share Posted August 20, 2007 You mean that trash at the bottom of the screen? Of course we will get rid of it. No, i meant the laser and oxygen captions that have appeared and aren't in the original...? Quote Link to comment Share on other sites More sharing options...
miker Posted August 20, 2007 Share Posted August 20, 2007 Ah... There are several things to collect in game (except rocket fuel). In the original they can be collected for points. In this version they will load your oxygen and laser gauges. Well, you will see. Quote Link to comment Share on other sites More sharing options...
Pengwin Posted August 20, 2007 Share Posted August 20, 2007 Ah... There are several things to collect in game (except rocket fuel). In the original they can be collected for points. In this version they will load your oxygen and laser gauges. Well, you will see. Sounds interesting. Does this mean that we will need to keep these topped up to breath and shoot the aliens? Quote Link to comment Share on other sites More sharing options...
miker Posted August 21, 2007 Share Posted August 21, 2007 guess! Quote Link to comment Share on other sites More sharing options...
TMR Posted August 21, 2007 Share Posted August 21, 2007 Oh dear... i was looking forward to this as well. =-( Quote Link to comment Share on other sites More sharing options...
xxl Posted August 22, 2007 Author Share Posted August 22, 2007 Quote Link to comment Share on other sites More sharing options...
Pengwin Posted August 22, 2007 Share Posted August 22, 2007 Love that screen shot. I love watching the progress of the game. Quote Link to comment Share on other sites More sharing options...
Beetle Posted August 22, 2007 Share Posted August 22, 2007 Looks like its not 'only' a decent port. The last public beta is already very playable. Keep up the good work! Quote Link to comment Share on other sites More sharing options...
emkay Posted August 23, 2007 Share Posted August 23, 2007 I guess, I put it here in: I created this pic for some thread in the Retrogamer forum. Can you imagine a moving game looking like this on the A8? Spellbound uses less moving objects than Jetpac. Quote Link to comment Share on other sites More sharing options...
emkay Posted August 24, 2007 Share Posted August 24, 2007 The "clou" is to invert the screen data and having the common (base) colours at the darkest level The (moving) object can have 7 different luminances then, and ofcourse, one out of 16 colours. The "overhead" pixel of the Players is then almost a "dither pixel" that helps on showing the colours on a TV set. Quote Link to comment Share on other sites More sharing options...
gauntman Posted August 24, 2007 Share Posted August 24, 2007 Hi emkay, Could you please rephrase the last post? I had difficulty following the technique you were describing here... Are you running in Antic 4 (or raster mode $e)? or in Antic 2 (or raster mode $f)? It sounds like you are suggesting using maximum wide players under an inverted character/raster mask. If this is what you are doing, won't only players 2 and 3 be available at this level (since players 0 and 1 will overlay in prior 0 mode)? Maybe you could post the G2F file (if that is what you have used) to make things more clear. Thanks! Quote Link to comment Share on other sites More sharing options...
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