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Progress Thread: Sticky

A topic by Emmfoolery created 21 days ago Views: 529 Replies: 22
Viewing posts 1 to 16
Host(+1)

Share your game dev progress with us! Assets, hurdles you're facing, challenges you've overcome, anything you like!

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I'm not technically working on a game (I'm stuck in 2025 so naturally I was trying to port my last DOS game (and more importantly, the underlying game engine) to the web (a miserable experience, at least DOS makes sense and doesn't change their audio API every two weeks), 


Aaaanyways I've got a tip:

Do you think Aseprite doesn't support 320x200 or 640x200 at 4:3 or 16:10 or god knows what weird aspect ratio you've ended up with?

It does! And it's one line! And I've been using it for months and it's almost perfect!

And someone made an extension that adds a user interface to that one line: https://heyitslollie.itch.io/aseprite-set-pixel-aspect-ratio

Submitted(+3)

Currently porting my game Jurl across to DOS, quite a bit of progress (unsurprisingly, i've ported it to 30 odd platforms already so the logic is pretty portable), probably around 60% done, next steps:

  • Finish porting across
  • Need to work on performance, running it on an emulated 8088 and even 286 it's just too slow.
  • Proper support for SoundBlaster, it "works" but the code is very dodgy
  • Fix CGA support.  I've got EGA and VGA working but CGA is quite broken
  • Support for GamePort joystick

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working on a rhythm game similar to vivid/stasis for pc xt (cga/mda, pc speaker). not much game code is actually written yet but i have the engine mostly planned out and i have the graphics for the game screen displaying

image.png

so far most of the time i spent on this has been tracking down documentation, figuring out what i can do on the platform, putting together related tools and assets. just getting a readable font in this video mode took a very long time.

(1 edit) (+2)

Hellos. I'm not sure I'll end up creating anything in the end but I saw the game jam and it inspired me to learn how one would even make anything for the MS-DOS. A couple of late nights later I've put together C code that's able to read keyboard input and do double buffering to draw into that glorious 320x200 VGA display on 16-bit architecture with only Watcom as a dependency.

Thank goodness for the Wayback Machine to provide me with old websites holding documentation and tutorials.

Honestly just having fun with this. I hope I figure out what kind of a project I'd like to make.

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Nearly there... I just have to finish the manual cover image, then reduce it to a 4 colour CGA title screen. Then the game will be ready to send out to the beta testers. Here's progress on that image, it just needs some sci-fi buildings inserting between this little base in the foreground and those mountains in the background. I'm learning a lot about 3D rendering in povray here.

POVRAY yay!!! what do you model with. just script? 

im gonna do phong 3d too. im choosing between cga or ega. picking 16 colors out of ega's 64. is that how this works? 

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It's all scripting. Last time I looked at povray modellers for Linux, admittedly 20 years ago, I didn't get on with any of them. Last modeller I used was Moray for MS-DOS, but that's limited to a pretty old version of povray, and raytracing under DOSBox would slow everything down. But scripting allows me to use macros and procedural generation. So all those streets of buildings are generated from the same macro with random variations, and the trees and bushes also come from the same macro.

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mad respect!! have you seen the guy on youtube who makes a tron lightcycle in povray. it takes about an hour and there is even an animated grid zooming by.  

(1 edit) (+1)

That's a cool video! I just realised "those streets of buildings" I mentioned aren't actually there in that unfinished render. You can see them in this completed manual cover image (a further progress pic just to stay on topic...) with a handful of actual game screenshots alongside. The title screen was hand-traced as you need a lot of artistic licence reducing this level of detail down to a 144x144 pixel image. 

(1 edit) (+3)

Hi!

I've been pre-Jamming trying to figure out an art style for backgrounds! Both for myself and for potential use by others in conjunction with the character assets I've contributed to the Asset Pack. With that in mind, I want something simple, evocative and hopefully easy to reproduce/modify by non-artists. Low detail and flat colours, because it's quick and lets one add details in later if need be. Heavily shape based, to help the backgrounds feel simpler to "assemble" and as a way to *cheat* perspective. But I shouldn't ramble as I could go on forever, and this is a progress thread, so here's the progress: 


These are very preliminary, lots to figure out, like scale and how much I want to stick to representational vs. abstract colours.

Wishing you all a Good Jam and Have Fun!

(1 edit) (+1)

I think I've decided I'm going to build something in EGA specifically (for that colour palette), and write everything in C on Watcom's compiler most likely. I'm hoping it'll run at a decent enough speed on a 486. I'm thinking something along the lines of the 1991-1992 era blocky platformers like Duke Nukem, Cosmo, etc.


That being said, part of me wants to go full LucasArts, part of me wants to write a wolf3d style raycaster....

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The past few retro projects I've built have all been designed to run on my IBM 5150 so I've decided to see what I can make that's playable, fun, and only requires 64k in CGA, and can fit on a 360k floppy.

Submitted(+2)

Jurl is "running" on CGA, EGA and VGA.  It's not perfect and there are some performance issues, especially on EGA. I don't know how bad because i've only been able to test on DosBox so far.

CGA is awful, I need to tweak the colours

Host

Congratulations! First entry! One day in and the jam is officially a success! Hooray!

I'm hoping to get some hardware together before the end of the jam to help with testing. There are definitely others about who might help out with that, if you're keen.

I'll gladly help with the CGA colours if they're giving you trouble.

Submitted

Updated, optimisation should be better and CGA colours are much better

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cga ball rendered in 3d. now with 20% taller pixels

(1 edit) (+2)

I'm working on a kind of "dream sequel" to Law of the West from the C64/NES, like what if there was a DOS sequel in the late 80s/early 90s.

I've had a lot of help from various sources already, and not having written any code for like 8 odd years I'm really chuffed that I have stuff on the screen and moving. I've got a lot of work to go of course, but I'm trying to make one character scene "work" as a demo and then I can build the other scenes off of that.

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I've not made a DOS game before, but I thought I'd try making a Sierra-style (SCI-0) single room game using SCI Companion.  In Quest for Glory (EGA) I always wanted more places in town rob so I thought I would implement another place to steal from, perhaps from one of the butcher/baker/barber's stores.  I'm still working through the SCI Companion tutorials though.

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I've FINALLY convinced Watcom to make a DOS exe file that I can run is DOSBOX.

(4 edits) (+1)

I finally got the Programmable Interval Timer to work with interrupts so I have a proper clock. Dear goodness that took a while. I still need to make it a bit more accurate and actually check that it's working correctly.

Before I just couldn't figure out why it sometimes works and sometimes doesn't. I started digging through Allegro's source code to see what it does and there was a note that "sometimes the timer just doesn't register so we loop the timer set-up function four times." That actually fixed it.

I also started to create an implementation of Mode7 for fun but unfortunately even at its best it runs way too slow. I'll have to experiment with that some other time in the future.

Edit: Made a build for DOS/4GW and my program suddenly runs a lot better. Mostly the time it takes to clear and copy the framebuffer into the VGA memory cut by a lot. I think I'll support both 16-bit and 32-bit DOS.

Edit2: Tried to get Mode-X to work. No luck yet. I'm going to have to rethink the way I do my rendering for it. I think I'll return to it another time.

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I had planned on making a variation of my last CGA platform game, but in 80x100 pseudo graphics mode. I put together a quick proof of concept, but what I discovered inspired me to try something completely different. If this idea pans out, I may need the entire three months to make this game instead of a couple of weeks!