Recent Posts

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91
Project announcement / Re: Sonic Z-Treme
« Last post by 20EnderDude20 on March 04, 2019, 12:39:22 am »
It really is a shame that you canceled the project.
92
Project announcement / Re: Sonic Z-Treme
« Last post by XL2 on March 03, 2019, 07:25:42 am »
I'm not planning to put more time on it.
93
Project announcement / Re: Sonic Z-Treme
« Last post by Joeveno on March 02, 2019, 04:14:09 pm »
Hello! Is there any possibility of X-Treme coming back at some moment?
I'd love to see a game with the Adventure style on the saturn too :)
Cheers and good luck with the FPS project! It's visually stunning!
94
Project announcement / Re: what p64 does
« Last post by ponut64 on February 27, 2019, 03:58:55 am »
95
Project announcement / Re: what p64 does
« Last post by Cerv3ro on February 12, 2019, 12:51:30 am »
Good to know you are making progress. On this new vid those fixes are noticiable, even when i don´t understand nothing from what is happening (in development terms) you have created a good tech demo with animations and physics. You have my attention dude.
I also have watched those Emeraldnova tutorials....but is too much for me. Hope someone with development skills like you find it useful.
96
Project announcement / Re: what p64 does
« Last post by ponut64 on February 12, 2019, 12:07:32 am »
i guess i should update this cuz im not dead

https://youtu.be/4DFYG2CBmO8

many methods have changed, including moving back to FIXED-point math for precision and speed.
If it looks like I've been re-treading the same math for months, I have.

I also have one pending / one visible contribution here:
https://emeraldnova.github.io/SHREC/Jo_Engine/Jo_Engine.html
He's working on other stuff too.
97
Project announcement / Re: Sonic Z-Treme
« Last post by jabfg on February 11, 2019, 11:41:20 pm »
That looks truly amazing!
Keep up the nice work.
98
Project announcement / Re: Sonic Z-Treme
« Last post by XL2 on February 07, 2019, 05:18:56 pm »
 Thanks. Sadly, no name yet as Im working on the engine, but I have the general plot and gameplay in mind.
It will be similar to Quake in style (but for gameplay I will have to chose between 2 types) and I aim for a fully 3d world (including enemies).
I will focus on the engine for the next few months, but it's a much more complex engine than in Sonic Z-Treme, with also much improved graphics.
This is an older version (I've since improved the framerate), which was also glitchy (weird dancing verts), with improper collision (the rotating star thing), no gameplay, etc.
But it gives you an idea of the engine's complexity and major improvements in lighting.
https://youtu.be/99SoPLjt4Js
99
Project announcement / Re: Sonic Z-Treme
« Last post by Cerv3ro on February 07, 2019, 02:46:43 pm »
Hi there XL2, i really appreciate your hard work with Z-treme, it has been a real dream come true. It´s a shame that you do not decide to continue with that project, but the important thing here is that you do what you really like and I trust that Z-treme has served you a lot to know and improve your programming skills on Saturn.
If I'm honest, fps are my favorite genre and I'm very excited about your new project, by the way, do you have a name for it?
Thanks again for your immense contribution, I look forward to your videos in yt.
100
General Jo Engine Help / Re: Help: rendering 3D mesh with different colors
« Last post by SuperReye on February 02, 2019, 12:13:03 pm »
So I got some more free time to mess with this, and I probably figured it out.
Only thing what I had to do is to wait for some small amount of time, before saturn finishes drawing of the mesh and than continue with another one.



Code: [Select]
jo_3d_set_mesh_color(&MeshBalloon, balloon->Color);

// Draw balloon
jo_3d_push_matrix();
{
    jo_3d_translate_matrix_z(10);
    jo_3d_translate_matrixf(balloon->PositionX, (balloon->PopFrame * dropPerFrame) + woble + balloonYOffset, 0.0f);
    jo_3d_rotate_matrix_x(90);
       
    display_balloon_mesh(balloon->Air < balloonLifeTime ? JO_MIN(balloon->Air + baseLife, totalLife) / totalLife : 0.0f);
}
jo_3d_pop_matrix();

// wait here, makes colors work
for(int wait = 0; wait < 4000; wait++) {}

That opens another question, is there an interupt or some way to tell when mesh drawing has ended?
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