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Bakerman

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Everything posted by Bakerman

  1. Thanks for the props, but I can't say it's a great catch, it looked pretty obvious to me, and I think even you would have realized it sooner or later.
  2. If you are referring to 3DO Road Rash, then I believe the player bike stays in the same place on the screen when touching the road, and only goes up or down when jumping off a hill. The A.I. character bikes are scaled sprites as they pass the player character and drive off into the distance or vice versa. As to the "flying in air" thing i was referring too, yes, a ground shadow would help, but I think it's more that the roadway lanes are too small for the size of the bike, so it gives the illusion that the bike is off the ground and the lanes are smaller down below. I thought that just changing the Angle/perspective of the road would fix this, but maybe the road just needs to be wider with wider/bigger lanes? for example, with standard size lanes, a car should fit in them with room to spare on either side of the car in between the white/yellow road lines, a bigger vehicle like a semi-truck would nearly take up the entire lane with no room to spare on either side, and with motorcycles you should be able to fit 2-3 side-by-side in one lane, where as in your PoC, the bike takes up as much room in the lane as you would expect one car to take, so it makes the road either look too small, or, far below the bike and the bike "looks" like it's way above the road. The scale of bike vs. roadway is wrong. i thought initially this was a perspective problem, maybe it's just a size/scale problem.
  3. I would say input, curves and hills first, I think AI can wait further down the line after you get it to where you want it with just the one player character. the HUD I think, is also something that can wait. Camera shifting I think should come after the input, curves and hills. Also though, it looks to me like the perspective needs some tweeking, right now it looks like the bike is floating about 10-20 feet above the track. In the snap shots you put up, I thought I was seeing the bike in the air like it just went over a big hill, until I saw the video and noticed the bike was constantly "in the air." Right now the road looks like it's way below the bike. So either the bike needs to be lower on the screen or the road raised up to the bike. with the behind the bike perspective, that looks like it does in RR, my guess is the roadway needs to be raised. Or, maybe a bit of both.
  4. I totally understand the limited time-frame put into this, but honestly, it seems like you have done a ton in that time. You could have said it was just a few weeks worth of work and I still would be impressed. I did notice it's running slower in the above video, than in previous ones, but it's also super smooth, if slow, a lot smoother than 3DO RR, I think they did some frame skipping to increase the feeling of speed in that game. Of course this is extremely early and you said if you can get 8-10fps then the next step would be moving away from the 68000, but it's impressive that this is being done with just the 68000, Blitter and OP and still not using the GPU and DSP!
  5. Cool, so you aren't the only one doing the project, you have an artist. I only suggested myself as a future possibility if you needed help with art, but since you have some one, good show! I'll be happy continuing to just be an observer and maybe throw some ideas out there like before. I'm looking forward to the latest work, I know you talked about getting rid of the buildings dropping off the screen like in the previous video, looking forward to that.
  6. Welcome to Atari.io Chris! All I did was go to AA to invite you and VladR to this forum and I did a quick perusal of the RR thread, saw that it had just become yet another flaming, trolling mess by the jerks over there, watched the PoC video and left. I don't intend on going back to wade through that mess to see what VladR said, I'll let him clear things up here. But I say, never say never. If he's willing to go through the trouble of a PoC, maybe someday he will do more. I'd be willing to pitch in my artistic skill to such a project, if it did ever go further. I'd just need to know and get the art programs and dev. tools to use for graphics being converted to the Jag from a PC. Besides Atari 8-bit graphic art with Rambrandt, micro illustrator and some low-res 256 color art programs and a bit on the ST with Degas and Neochrome, I have zero experience with digital art, on anything modern. I'm a good traditional media artist though, and would like to get into art for Jag games. In any case, it will be fun just discussing things with you guys without rude trolls interrupting the thread.
  7. There is a motorcycle racing game called Super Burnout, which is one of the Jag's best games, if you ever played Sega's Hang-on or Sazuka 8 hours (don't recall who did that one) think of those games on steroids, way too many steroids, and it blows away Road Rash (any version) in the frame-rate department (super-smooth 60fps!), but it's pure racing, no racing-combat like RR, so yeah, a RR type game is still needed on the Jag. Well, VladR is working on one, and already has a proof-of-concept video for it from the work he's done already. It's a cross between Genesis RR and 3DO RR, and yes, I too think it could be done very well on the Jag, better than any before PSX RR3D at least. I'll let VladR show you guys his work though, there is a PoC video up in the Jag forum at AA, but I can't stand the site and don't want to lead anyone there for any reason if i can help it. A ridiculous flame war erupted in the thread talking about his project, and was one of the reasons I had enough of AA and started looking for a better forum and found Atari.io. I'm actually glad AA is such a cesspool as I never would have found Atari.io if I hadn't been driven away (my decision) from AA. I invited VladR to this forum so he/we could discuss Jaguar ideas and projects without interruptions from trolls and our conversations/threads ending up getting locked due to them. Atari.io is great, no doubt, but it does need some community members who are into developing games for our classic systems to really liven the place up with new game content and not only games from yesteryear. There's a huge home-brew community out there for Atari and many other classic systems, as many of you know, and I personally don't want to miss out on current events just because AtariAge is the place where things get announced and discussed first or right now, only.
  8. he's working on a RR type game for the Jaguar! Gotta get your PoC vid linked here VladR! maybe scroll down in the forums to the Introduce yourself forums here, VladR, and tell about who you are and what you are working on? But first scroll down and read the forum rules, it's a whole different, and better place than AA!
  9. Hey VadR! glad you found Atari.io! i'm Bakerman here, no more Gunstar. But i am looking forward to discussion with you once again without AA trolls interrupting!
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