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Thread: PJ Gumball Hero - Sega Genesis

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    Road Rasher pikointeractive's Avatar
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    Default PJ Gumball Hero - Sega Genesis

    A New game we are working on from salvaged source code based on the game Harlequin for Amiga/Atari ST (We bought out this IP a few months ago).

    Continuity and all the levels for this version are done and finished. Now we need to work on fixing the collision engine, some lagging as well as final touch ups (intro story and ending).

    Here are a couple of screens!

    PJ screen.jpg15253449_10153923865925723_8537585295928834983_n.jpg

  2. #2
    Raging in the Streets Sik's Avatar
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    Huh? How is the illumination effect in the second screenshot done? Or is that just a coincidence and not a light chasing the player?

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    Outrunner Stef's Avatar
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    Look really nice Would be cool to have a small video to see it in action !

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    Raging in the Streets SEGA.GENESIS1989's Avatar
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    Quote Originally Posted by Stef View Post
    Look really nice Would be cool to have a small video to see it in action !
    This please!
    "There's nothing to fear, except fear itself"
    http://i1054.photobucket.com/albums/s486/link2link2link/YUZOKOSHIROISAGODNEOSEEDEDITION.gif

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    Road Rasher pikointeractive's Avatar
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    I'll post a video as soon as we fix some of the jerkking/lagging/slowdown that is happending. Not appealing.

    And Sik, is not the spot light on the character but a light on the background.

    light.jpg

    Well What a heck here is a video:



    If you want to play PJ gumball Hero anytime soon, support us by buying our products on our website =D.

    The Flickering on the top seems to have been caused by the emulator taking the video. Doesn't show in real gameplay.
    Last edited by pikointeractive; 12-07-2016 at 01:02 PM.

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    Smith's Minister of War Hero of Algol Kamahl's Avatar
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    Any reason why the main character got replaced? I mean Harlequin was a kinda neat character, PJ Gunball Hero... not so much.
    I recommend changing the character to Jim Power.
    This thread needs more... ENGINEERS

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    ding-doaw Raging in the Streets tomaitheous's Avatar
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    Quote Originally Posted by pikointeractive View Post
    I'll post a video as soon as we fix some of the jerkking/lagging/slowdown that is happending. Not appealing.
    Not just some of the jerky movement/steps of the sprites (enemies/objects), but the game itself has the appearance of being in slow motion. When I played the video at 150%, it looked normal and smooth.

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    Road Rasher pikointeractive's Avatar
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    Quote Originally Posted by tomaitheous View Post
    Not just some of the jerky movement/steps of the sprites (enemies/objects), but the game itself has the appearance of being in slow motion. When I played the video at 150%, it looked normal and smooth.
    It does have a ton of slowdowns, I think it might be the animated background tiles. Because in some sections the slowdowns go away along with the lagging and plays awesome.

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    *posted in wrong topic*
    Last edited by Thief; 12-08-2016 at 11:10 AM.

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    Outrunner Stef's Avatar
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    The game looks really nice but indeed we feel the gameplay is too slow probably because of a constant slowdown (depending the level)... Well that is only a matter of code optimization Except that GFX, animations and gameplay look great ! The music is ... well, not as good i will say, FM instruments are too generic and doesn't sound really great imo.
    Last edited by Stef; 12-08-2016 at 05:05 PM.

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    Road Rasher pikointeractive's Avatar
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    Quote Originally Posted by Stef View Post
    The game looks really nice but indeed we feel the gameplay is too slow probably because of a constant slowdown (depending the level)... Well that is only a matter of code optimization Except that GFX, animations and gameplay look great ! The music is ... well, not as sound i will say, FM instruments are too generic and doesn't sound really great imo.
    Yeah the Music, Although I do like some songs, is just the conversion of the Harlequin songs from 1992.

  12. #12
    Raging in the Streets Sik's Avatar
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    Quote Originally Posted by Stef View Post
    Well that is only a matter of code optimization
    "only" as if it was easy =P Although yeah there's a high chance there's one thing hogging it down. Cave Story MD had a severe tendency to slow down even without much on screen, turned out to be the way sprites were handled. The whole sprite system had to be rewritten from scratch, but since then you're unlikely to ever see slow down unless the screen is really clogged up (and in that case you probably even want it just to give you more time to react...)

    ...I wonder if that flickering at the top of the screen in emulators is a clue to what's going on.

  13. #13
    Outrunner Stef's Avatar
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    Of course i said "just a matter of code optimization" but i do well know how much it can be a huge work... I almost entirely rewrote the SGDK sprite engine for that, and still it's not really fast yet

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    A Light In The Building. Master of Shinobi
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    I wonder how well the Madness soundtrack was done for this.

  15. #15
    Road Rasher pikointeractive's Avatar
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    Man!

    Optimization has taken a long time, but this game is looking better every update. Almost ready for story screens!

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