Currently working on porting my original Ultra Air Hockey Indie game to Sega with SGDK. Essentially, it's an Air Hockey game with powerups, 3 different difficulty modes (easy, medium, and hard, each with different goal sizes), Echo Sound Engine audio, and an announcer guy. Full details about the port available here.
I'll post progress and help in this thread as needed.
Check out the videos below of the menus and paddle movement below!
https://www.youtube.com/watch?v=RPNMYWDo3IE
https://www.youtube.com/watch?v=kDPSxGHjMj0
Ultra Air Hockey (SGDK)
Moderator: Mask of Destiny
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Ultra Air Hockey (SGDK)
SGDK homebrew dev and Unity3D Indie dev.
Sega does what Nintendont!
Sega does what Nintendont!
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IIRC, the music sounded quite well on my Model 2 Genny using a EDMD for the previous build; though I really should modify the DAC samples to a better quality frequency later on, since the music can drown out the game's DAC sfx.ICEknight wrote:On real hardware
SGDK homebrew dev and Unity3D Indie dev.
Sega does what Nintendont!
Sega does what Nintendont!
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- Very interested
- Posts: 75
- Joined: Sun Jan 04, 2015 10:27 pm
- Location: Pennsylvania
- Contact:
Re: Ultra Air Hockey (SGDK)
After a 6 month hiatus (finished up and graduated from college with my B.S. Software Engineering degree , and now on Holiday Break), am now actively resuming Ultra Air Hockey development! In the past 3 days, implemented border collision for the paddles, and most importantly, have now coded puck and partial goal collision.
Video
The game usually runs at a smooth 50-60 FPS, but can drop down to 30 FPS when DBUG mode is on or when both players are moving; game can run faster after I optimize the code later. Unfortunately, the game crashed On Real Hardware for the actual gameplay (address error) when testing on my EDMD, so some debugging is in order to find the cause. Next to program is more bug fixes, code optimization, support and collision for other object types, and powerups .
Video
The game usually runs at a smooth 50-60 FPS, but can drop down to 30 FPS when DBUG mode is on or when both players are moving; game can run faster after I optimize the code later. Unfortunately, the game crashed On Real Hardware for the actual gameplay (address error) when testing on my EDMD, so some debugging is in order to find the cause. Next to program is more bug fixes, code optimization, support and collision for other object types, and powerups .
SGDK homebrew dev and Unity3D Indie dev.
Sega does what Nintendont!
Sega does what Nintendont!