12/13/2023 0 Comments Ultionus trailerAssuming an 8-bit indexed mode is used, this would leave us another 128 colors for other elements. We'll keep 8 versions of said palette in memory, from brightest to dimmest, and will apply one to the screen tile based on the light level of the region. The light map would then be applied as such: the background tilemap would use 4-bit indexed tiles using a single unified 16 color palette. It could be updated either per-frame, or once every 3-4 frames, as it's so chunky, a delay wouldn't make a ton of difference (though in this case the updated table would have to be buffered, then applied all at once). On this grid, a lighting table would be calculated. The screen being broken down into a chunky grid, with each space being either 8x8 or even 16x16. For something like Belle or Maziac I imagine the following "lighting" system: In fact, since I'm quite a lousy programmer, all of my games use my own software "ghetto shaders" as opposed to hardware ones that would make them much faster and more efficient. I am absolutely fine with it taking ages, as long as we can get it done by the end.īeing a pixel artist with something like 25 years of experience, I am quite familiar with all sorts of trickery that can go into making VFX. of course if you were happy with it taking quite a long time. Just wish I had more free time or I would jump at it myself. Please let me know if I'm insane to even propose something like this, or if someone here would be willing to at least play around with those games' assets to see if they are interested. It uses a tile-based lighting system that could serve as a testing ground for effects used in Belle. Though it's primitive, it is likely that it could be re-done on Jag with less effort than the others. Maziac was my very first finished PC game all the way back in 2004. Personally, I would much rather see this game on the Jag, as the system, in my opinion, severely lacks games with a plot and large, pretty 2D sprites. The light effects, though real-time in the original, could either be greatly simplified or pre-baked into the scenery. It's a combination of a point-and-click adventure and a metroidvania. It is rather asset-rich, and does include a fair number of skeletal-ish sprite animations for bosses, but I'm sure those could be worked around or pre-baked. It's a sidescrolling shooter with minimal special effects. Ultionus is the simpler and more straight-forward of the two finished commercial games. Here are some videos of my games in action: Now, at the moment I'm only testing the waters to get an idea of how complicated Jag development would be, and to see if anyone in the community would be willing to come along for the ride. I have published several games for PC and modern consoles (PS4/Xbone/OUYA(?!)), and was wondering if Jaguar could be a feasible target to re-code my games on. I am a pixel artist and indie developer familiar with only the high-level dev languages like basic (ZX Spectrum variety) and GameMaker Studio.
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