not all that shines is GAT ... some stuff is GUD : Oggy goes JoGgy (jaguar game)

in tyrnannoght •  22 days ago 

(taken from the subsite and dlog at https://retrofans.janesondergrond.art/JoGstudio/ )
(if we dont use the current '25 corporate garbage or l33t-speak for bearded youtube-men thats probably because damaged mental cases who dont have a hischool degree can program better than talk about it)


no disclaimers, read at your own risk :)

Another session of JoGstudio , made with Jagstudio ..

okay ... lol comes from sherlocking jagstudio and bcx using an existing phaser game we made some years before

And ... the time is a bit irrelevant to the amount of sessions as we dont do roadmaps or time- and deadlines and a coin decides what we be programming on days we be ... sometimes its c64, sometimes its Atari ST (since last year when we got one before the great cataclysm of '25 belgium started) and sometimes its Jag, and sometimes its Godot stairway to the catstar ...

For now we are here


13 apr 2025
"not representative of finished product"
YES, this is an (american-label-)family friendly game ! tho the creators probably arent so we best refrain from interviews and livestreams
... still a lot of cc0 assets mixed with edited ones and own-pixels, the track is a 4channel mod 19,4kb in size names "FOREST1C.MOD" from the twilight scene dvd which is there for 1) testing and 2) b/c we think the sound is around what we would want for the game and the forest mods come in series of six ... eventually the point is to add as many own-pixels as possible . We're not sure about creating a whole soundtrack for this as this was "a practice session" to learn the ropes which got out of hand so we might as well finish it to the full 50 levels and add candy . The original intent is a horizontal shmup b/c for what we see and learned so far the JAG is a mean hardware-parallax machine and if it could do ONE thing right (other than tempest 2000) it has to be horizontal shmups ...
A lot of teknical stuff but for one thing your resolution is limited to 240 scanlines on the Y axis, NOTHING you can change there afaik BUT if you double the screenbuffer in memory you can have 640px instead of the standard 320 ...
and then its "the machine that ctulhu built" (it really is) and most fuckers just programmed the motorola and like with the Atari ST series never took time to get to know the actual machine and its chips ..
so THIS is the first ten "warmup" levels , not representative for anything but the layout of the level which might be tweaked some pixels here and there

And here


13 apr 2025
"if this is too much the game is probably not for you"
we thought of putting this one up as a small demo on the itch page to be
like ...

WHO is mario ?

not quite supermeatboy,

not really celeste

not very made for mobile

not too casual

not as frustrating as supermeatboy

not as hard as celeste

if level 10 is too much you probably wont like it but see here :

at the rate new jag games are released ?
this one should keep you busy until the next thats worth playing
we CANT charge so its donations only .. its not a teaser

And here


13 apr 2025
for now the session ended with 30 levels in place of which three need rearranging, that leaves 20 more and a few extra mechanics so it wont be for next week
gfx need adapting lvls need pixeltweaking so the jumps are hard enough but possible in some places and well

HARDCORE PARALLAX TREES



... but we will add candy only after the 50lvls and all mechanics are in place
that way we can see "how many cycles" are left in the loop ... the blitter isnt used yet and its independent but the controller (motorola) still has to push data TO it and actually do calculations if needed as wel b/c blitters don't do sines or beziers and stuff, they do blitting :)

there you go ... after session 9 or 10 this is where its at

Syntax Error out

JoG 2025 ... if we can do a JAG we could CERTAINLY do a gameboy game

sadly its not worth the time for no money and we HAD a jag so we do this

gud then

When we say not worth the time for money we mean "we cant charge anyway" in the present state (otherwise you bet yo sweet ass we be finding a talkative nailpolish girl in heels, as un-woke as it gets abusing her good looks to do the talking and do a kickstarter for a gameboy or nes game STAT ...

but we heart Jag , tempest saved us from tupperware nightshifts ... we heart ST ... and the kids first friend after the cats was a c64 ... that will never change even if we like machines without discrimination and our ultimate want is still a Falcon 030 and a Sharp 68k (preferably 030 as well)

but bem, under the weather today is under the statement even if we havent since last week and before that since last september, health isnt really our top quality in the last decade ... not just physical as well but that should be clear.

JoG is not just a doompatrol metafor and the Catham Joker is batmans greatest foe, quite intelligent and good enough of a psychologist to bag Harley while hes at it ... but fucked by the humans ...

As for the game

We have about all play-mechanicsnow, doing collision from scratch, even in the raptor engine (at this level of coding, namely "low") is a first , Raptor gives only "has hit" and subsequently you can parse for "which one" but as platformers go you need a bit more than "has hit"

dont you

we have the jump mechanics, walking falling collisions with environment ("non-lethal") , kill-collisions and pickup (in this case endlevel-)collisions which took some wrapping heads around id say but in the end it will be more like a fill in the levels engine for similar type games imo

the level structure is clear we just need to fill the data there, no drag 'n drop but i bet no one in the 80s or 90s did much drag 'n dropping, probably not even the doom guys, you do coordinates and check 5000 times i suppose

ofcourse some people might "design" ... as for the conversion or "port" we cant put an 800x600 phaser game into a 320x240 jag game where sprites have to be a minimum of and also require that x modulo 16 is zero ...

it aint Atari if it aint madness ...

so past level 10 it starts diverging from the phaser game, by lvl 20 its nothing like the original levels but we try to make it work ... we have two jump types here where the phaser game had one (and we still have button C on the pad thats not used so far)

adding the red frennemies and bezier paths will be something else but the straight lines should work, we probaby replace the small ones with some kind of spiked ball (circles arent hard to calculate after all but the sprites need to fit the screen)

aand euhm ... we dont actually like talking about it as much as we like "doing it" :)

next update comes at next session which is "when the flipcoin decides" ... but as you can see : there WILL be Oggy goes JoGgy ... and then when we get all THAt down we can start on what we wanted to do : a soulforce-like shump ...(soul force must be our all time fav C64 exclusive shmup) and the JAG should do a similaer game PERFECTLY right

right ...

heh ... o yea

"so next time you open that yap show us something on a second machine" (and a third?)

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