phoboz Posted March 25, 2022 Share Posted March 25, 2022 (edited) I am pleased to announce start of development for a new action RPG: Game name: Shadow Kingdom Credits: Game design: @phoboz Graphics: KarlisZabers Music & SFX: @Eternal-Krauser Story: @Arcadia Edited March 25, 2022 by phoboz 30 Quote Link to comment Share on other sites More sharing options...
Jag64 Posted March 25, 2022 Share Posted March 25, 2022 Looks very interesting. Eager to see more updates as you guys get closer to release. 2 Quote Link to comment Share on other sites More sharing options...
RollOut Posted March 25, 2022 Share Posted March 25, 2022 Great looking start. It's shaping up to be another great year on the Jag. This is going to be cool to follow. 2 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted March 25, 2022 Share Posted March 25, 2022 Wow, you are on a roll. Might I help out with this one as well? 1 Quote Link to comment Share on other sites More sharing options...
Mikebloke Posted March 25, 2022 Share Posted March 25, 2022 Looks like most of my Jaguar collection is going to be made by you. 1 4 Quote Link to comment Share on other sites More sharing options...
phoboz Posted March 25, 2022 Author Share Posted March 25, 2022 (edited) Some people asked why flip screen scrolling is used in this game? The idea is this the game shall be like a mix between an action RPG and a pure action game like Xeno Crisis, Smash TV etc. Therefore I made this little bit more intense demo to illustrate this. Edited March 25, 2022 by phoboz 4 Quote Link to comment Share on other sites More sharing options...
KidGameR186496 Posted March 25, 2022 Share Posted March 25, 2022 Excellent! Looking foward to the final product 2 Quote Link to comment Share on other sites More sharing options...
phoboz Posted March 26, 2022 Author Share Posted March 26, 2022 Started to experiment with RMW (transparent) sprites, I how no idea why colors turn out the way they do? 20220327_004012.mp4 Can anyone tell my why dark purple becomes yellow like in the video? 3 Quote Link to comment Share on other sites More sharing options...
+BitJag Posted March 27, 2022 Share Posted March 27, 2022 Are you exporting your graphics out as .BMP? I had issues with exporting BMP files out of gimp for use in JagStudio. I understand you have been using RMV lib, but it could possible be a similar issue of exporting the wrong format. Gimp gives you several bit depth formats to chose from on export. Maybe this is the issue? 2 Quote Link to comment Share on other sites More sharing options...
+grips03 Posted March 27, 2022 Share Posted March 27, 2022 Will the game allow for two simultaneous players like Xeno Crisis (co-op)? 2 Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted March 27, 2022 Share Posted March 27, 2022 Try it with a sprite with no color (only shades of gray) first. If it doesn't work, your conversion settings are wrong (you may have selected RGB instead of CRY, for example). If it does, read up on how RMW objects work. The way it works for the color components (C and R) isn't obvious, and unlike traditional alpha blending. 1 Quote Link to comment Share on other sites More sharing options...
phoboz Posted March 27, 2022 Author Share Posted March 27, 2022 (edited) 8 hours ago, Zerosquare said: Try it with a sprite with no color (only shades of gray) first. If it doesn't work, your conversion settings are wrong (you may have selected RGB instead of CRY, for example). If it does, read up on how RMW objects work. The way it works for the color components (C and R) isn't obvious, and unlike traditional alpha blending. When drawing it over a black background, the sprite looks more or less as is does in GIMP. So it must be that I don't understand how the colors blend? 20220327_123823.mp4 Is it in the developer documentation I can read more about how RMW objects work? It's a CRY image, so I am quite sure that I am running in CRY mode. PS. Previously I tried a greyscale sprite over an image with 2 parrots ?, then highlight was red. Edited March 27, 2022 by phoboz 1 Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted March 27, 2022 Share Posted March 27, 2022 In this case it appears that the conversion is correct. Regular CRY colors work like that: The intensity determines how bright the color is, and the X and Y parameters select the hue. Intensity is [0...255], X and Y is [0...15] (unsigned integers). For a RMW CRY object, the intensity and X and Y parameters are interpreted as signed integers that are added to the values of the pixel below. The results are clamped to the limits (so for example, if the result for X would be 18, you get 15 instead). In practice: - if the intensity of the RMW object is in [0...127], the pixel gets brighter. Otherwise it gets darker, as [128...255] gets interpreted as [-128...-1]. - for X and Y, the values of the RMW object shift the color left/right (X parameter) and up/down (Y parameter) in the color square. As they are offsets, it doesn't map simply to the color of the RMW object itself. For example, if you don't want to change the color of the pixel, you need X=0 and Y=0, which would be blue for a normal CRY object. 2 Quote Link to comment Share on other sites More sharing options...
+grips03 Posted March 27, 2022 Share Posted March 27, 2022 Can you make the game have an option for Total Carnage control scheme, this way if people make twin sticks they can work for both game types using a single joystick connection to the Jaguar. Quote Link to comment Share on other sites More sharing options...
phoboz Posted March 27, 2022 Author Share Posted March 27, 2022 2 hours ago, Zerosquare said: practice: - if the intensity of the RMW object is in [0...127], the pixel gets brighter. Otherwise it gets darker, as [128...255] gets interpreted as [-128...-1]. - for X and Y, the values of the RMW object shift the color left/right (X parameter) and up/down (Y parameter) in the color square. As they are offsets, it doesn't map simply to the color of the RMW object itself. For example, if you don't want to change the color of the pixel, you need X=0 and Y=0, which would be blue for a normal CRY object. I finally understood that a gradient of blue color from zero to half intensity is what I want in order to get a regular white light, with increasing intensity. Tested in the game, and it looks very nice, thank you! 2 Quote Link to comment Share on other sites More sharing options...
phoboz Posted March 27, 2022 Author Share Posted March 27, 2022 Let there be light: 9 Quote Link to comment Share on other sites More sharing options...
+swlovinist Posted March 27, 2022 Share Posted March 27, 2022 Looking good already! Thanks for sharing this. 2 Quote Link to comment Share on other sites More sharing options...
+Neon Wraith Posted March 27, 2022 Share Posted March 27, 2022 Man, that's a lot of slime! 1 Quote Link to comment Share on other sites More sharing options...
+grips03 Posted March 27, 2022 Share Posted March 27, 2022 In the flicker in your video only because its youtube? Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted March 28, 2022 Share Posted March 28, 2022 CRY effects look nice, keep going. 2 Quote Link to comment Share on other sites More sharing options...
KidGameR186496 Posted March 28, 2022 Share Posted March 28, 2022 6 hours ago, phoboz said: Let there be light: That visual effect would be perfect for cave areas or deep underwater locations. 1 Quote Link to comment Share on other sites More sharing options...
JagChris Posted March 28, 2022 Share Posted March 28, 2022 5 hours ago, grips03 said: In the flicker in your video only because its youtube? I think it's because he's using a hand held camera and it's capturing the screen refresh that we usually don't notice. 1 1 Quote Link to comment Share on other sites More sharing options...
phoboz Posted March 28, 2022 Author Share Posted March 28, 2022 (edited) 8 hours ago, grips03 said: In the flicker in your video only because its youtube? It's because filmed it from a CRT monitor using a smartphone. The RMW objects does not show up in the Project Tempest emulator I used before, and the sound engine does not work in Virtual Jaguar. So I had to play it on a real Jaguar. - Are someone working on improving the Atari Jaguar emulators? I see the latest update for Virtual Jaguar was 2014, and for Project Tempest it was 2004. Edited March 28, 2022 by phoboz Quote Link to comment Share on other sites More sharing options...
LordKraken Posted March 28, 2022 Share Posted March 28, 2022 I really like the latest 2 videos, the combat system seems to be well born and you can apparently use some aggro strategy, escape, go around. And it's fullscreen 2 Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted March 28, 2022 Share Posted March 28, 2022 7 hours ago, phoboz said: the sound engine does not work in Virtual Jaguar. Which one are you using? I thought most worked fine in VJ. Quote Link to comment Share on other sites More sharing options...
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