We've mentioned this briefly in the shoutbox before but never made any threads about it, so I figured it was high time we start up something official here. :)
Jungle Bros is a platformer/adventure game designed and led by lord_cack of Frozen Utopia. The gameplay seems to be kind of a cross between Super Mario and Pitfall with a heavy marinade of Indiana Jones lore. :) I'll let him fill in any details he wants to reveal, but for the meantime, I can at least show off some screenies... just one for now, as we're just starting the new engine...
nodtveidt.net/jb-09-211.png
More will come later... this shot doesn't even have the HUD yet, which will likely be added today.
I usually phrase it as being a cross between SMB & Castlevania, with some indy thrown in :D
I think players will find hints of influence from a number of popular games :) .
nodtveidt.net/jb-09-215.png
nodtveidt.net/jb-09-216.png
nodtveidt.net/jb-09-217.png
The main character's face and posture make him look a little Metal Slug-ish (not sluggish). I can imagine him with a panting, back-shifting idle animation much like Marco or Tarma.
Metal Slug is one of the influences for this game besides Mario, Castlevania, & Indy.
Quote from: guest on 04/17/2011, 01:58 AMI can imagine him with a panting, back-shifting idle animation much like Marco or Tarma.
lol you're spot on correct! :D
Someone's a fan of spirals :)
Yeah, lc loves his spiral art. :lol:
nodtveidt.net/jb-09-220.png
I've been starting on the HUD... so far so good. :)
Quote from: OldRover on 04/16/2011, 11:17 PMnodtveidt.net/jb-09-215.png, jb-09-216.png, jb-09-217.png
Lovely! :)
I want to see some Pang! action in Jungle Bros., even if it is relegated to a bonus game or a mini-boss.
I'm serious, of course.
Is it gonna be 2 players like the title suggests (Bros.)?
Yeah, it's a two player game, though I don't know yet how lc has designed the two player element.
Will the character utilize a whip for killing enemies, grappling certain points a al Indiana Jones?
When the Demo is ready I will be releasing a statement. Till then somethings will just go unanswered.
I will say the game is two players, Super Mario Bros. style, Back and forth play for the Normal Game BUT.... wait... I ll talk more about that later.....
Im really excited about this game finally coming out into the public view. I have been working on it since January 2007. I really do hope you all are as excited as I am.
Quote from: Senshi on 04/17/2011, 02:10 PMWill the character utilize a whip for killing enemies, grappling certain points a al Indiana Jones?
Yes
I am officially excited as of now! Is this being developed with a certain NEC/Hudson produced machine in mind to play on?
Quote from: lord_cack on 04/17/2011, 02:30 PMTill then some things will just go unanswered.
I guess the homage to Pang! (bonus stage and boss) is going to be a surprise. That's OK, I can wait. :)
This is a System 3 game so it needs a Duo or an original CD system with the System 3 or arcade card. :)
nodtveidt.net/jb-09-221.png
That looks pretty damn awesome. More pics!
Are the tilesets finalized?
I think so... we had problems with the first tileset having way too many uniques, so he made this second tileset which fits nicely into VRAM without any fuss. :)
Looking neato, guys. Any game with giant snails (more spirals!) is tops in my book.
Quote from: OldRover on 04/19/2011, 03:09 AMThis is a System 3 game so it needs a Duo or an original CD system with the System 3 or arcade card. :)
nodtveidt.net/jb-09-221.png
:dance: :dance: :dance:
I'll buy this the moment it's available. Nice work!
looks amazing! I am always excited for new pce games ;)
We're preparing a demo release for this game at this very moment. :) No timeframe on how much longer it will take though... the game engine has to be at about 75% completion before a demo can be released and right now it's at about 55%.
Looking great! Another cool game to look forward to.
Lookin Great Guys Hope to see it in the future :)
New gameplay video... since I can't find the other thread for this game.
http://youtu.be/eKVd8lyrEdk
Quote from: OldRover on 02/29/2012, 01:14 AMNew gameplay video... since I can't find the other thread for this game.
http://youtu.be/eKVd8lyrEdk
Nice!!!
...What's with those clouds??? They kinda look like, um, well my girlfriend would be all over them after having a beer or four.
Quote from: Mathius on 02/29/2012, 01:32 AM...What's with those clouds??? They kinda look like, um, well my girlfriend would be all over them after having a beer or four.
...I'm afraid I don't quite get the reference...
Quote from: OldRover on 02/29/2012, 01:38 AMQuote from: Mathius on 02/29/2012, 01:32 AM...What's with those clouds??? They kinda look like, um, well my girlfriend would be all over them after having a beer or four.
...I'm afraid I don't quite get the reference...
It's my over-imagination at work, as usual. First thing that struck me was they looked like a certain male appendage.
Nice use of parallax though. I can't wait! :D
....I know what you're seeing, but.... I just don't see it! :lol:
Quote from: ParanoiaDragon on 02/29/2012, 02:41 AM....I know what you're seeing, but.... I just don't see it! :lol:
It's not like I am
wanting to see it. It was just the first thing that popped into my crazy brain ha ha!
Wahou, this version look great, but parallaxes are not too elitist ?? :P
I never understand those programmers who want absolutely parallaxes in her games [-(
:mrgreen: :mrgreen:
I think it's mainly me that wants paralax, though I'm sure the others do as well. For me, it's because the PCE technically can't do paralax, with only 1 bg layer. But, like with other systems that have this limitation(NES, C64, etc.) we find a way around it! Basically, it's refreshing to be able to do something on the PCE, that the PCE can't do! :D Plus it looks nice, & who knows, maybe it'll shut up the MD & SFC naysayers that rip on the PCE for not being able to do it. :) Either way, I consider it icing on the cake!
Edit-And hey, you got paralax in your game you're working on :D
OF COURSE .And this is why my previous post was a joke :wink:
I'am a big fan of parallaxes, all my games must have parallaxes in their scrollings (it gives them a coin op touch) :D .
Awesome! The clouds and bushes are really awesome.
Still a bit one-sided though. ;)
I like how this is coming along. :) The scrolling clouds in the background are a nice touch too. One question. When he jumps up on a platform, hill, whatever. Is he able to hold "down and jump" to jump down or does the guy have to walk over to the edge to get off? Kinda like in Contra where you can jump down instantly to kill something. Be a nice feature if it could be added. :)
parallax is stupid, and I hate it.
Quote from: Bernie on 02/29/2012, 01:29 PMWhen he jumps up on a platform, hill, whatever. Is he able to hold "down and jump" to jump down or does the guy have to walk over to the edge to get off? Kinda like in Contra where you can jump down instantly to kill something.
Yes, and it's actually shown in at least one of the recent videos. Tiles that you can jump from under and land on top of can also be "jumped down from". I hate platformers that
don't let you do this... it's so easy... all you do is set the "falling down" state and temporarily disable collision detection until the sprite clears the current tile ID. It's so ridiculously simple to do.
Mathius, what do you see?
(https://i.imgur.com/ITJoF.jpg)
Quote from: futureman2000 on 02/29/2012, 04:50 PMMathius, what do you see?
(https://i.imgur.com/ITJoF.jpg)
I was waiting on an ink blot. :lol:
Elephant face killah
Quote from: futureman2000 on 02/29/2012, 04:50 PMMathius, what do you see?
(https://i.imgur.com/ITJoF.jpg)
Nine penises! :P
Ha ha!
Quote from: guest on 02/29/2012, 07:09 PMQuote from: futureman2000 on 02/29/2012, 04:50 PMMathius, what do you see?
(https://i.imgur.com/ITJoF.jpg)
Nine penises! :P
Ah man, someone leaked the Jungle Bros. cover art work.... and here I thought an ink blot of 9 penises was fool proof.... oh well, we will have to take our second option :D
Ah, I thought I saw a Decepticon, my bad!
Any whip upgrades?
Quote from: Senshi on 02/29/2012, 10:49 PMAny whip upgrades?
Indeed, plus a sub weapon
Didn't mean to come off as over-critical. Really love it! I can't stop raving about that parallax! :)
Just noticed this video today, and the game looks like it is coming along great!
I notice in the demo there is a lot of staying in one spot in order to kill the enemies, because they take multiple hits. Will there be an incentive to go for the kill in the final product (other than score)? I am just thinking, I'd run right past those enemies if I were playing.
Two things...
- More powerful weapons can take out enemies in fewer hits.
- Aside from score, many enemies also drop items... and since this is a "treasure hunting" game, you'll wanna collect as much stuff as possible. :)
Quote from: TheClash603 on 03/01/2012, 12:22 AM....I notice in the demo there is a lot of staying in one spot in order to kill the enemies, because they take multiple hits. Will there be an incentive to go for the kill in the final product (other than score)? I am just thinking, I'd run right past those enemies if I were playing.
Quote from: OldRover on 03/01/2012, 01:44 AM....- Aside from score, many enemies also drop items... and since this is a "treasure hunting" game, you'll wanna collect as much stuff as possible. :)
There will be loads of things to collect over the course of the levels so I am hoping part of the fun will be finding all the different things strewn throughout.
Also
Item Collection = Unlockables
Quote from: TheClash603 on 03/01/2012, 12:22 AMJust noticed this video today, and the game looks like it is coming along great!
I notice in the demo there is a lot of staying in one spot in order to kill the enemies, because they take multiple hits. Will there be an incentive to go for the kill in the final product (other than score)? I am just thinking, I'd run right past those enemies if I were playing.
Also, is this how alot of you play games? I mean, if I were to just run past enemies why would I even play? Its like playing a shooter without shooting.... its takes the "Play" out of Playing games....
I mean don't get me wrong, I have played Super Mario Bros. a million times so yeah, sometimes I just run past things. But, this is really a differnt style game.
Quote from: lord_cack on 03/01/2012, 05:59 AMItem Collection = Unlockables
Sweet! Does any Turbob title do something like this? The closest I can think of is Bazaru and Ane-San where you buy stuff for your room, but that's quite different (indirectly 'earning' useless stuff).
Quote from: NecroPhile on 03/01/2012, 10:27 AMQuote from: lord_cack on 03/01/2012, 05:59 AMItem Collection = Unlockables
Sweet! Does any Turbob title do something like this? The closest I can think of is Bazaru and Ane-San where you buy stuff for your room, but that's quite different (indirectly 'earning' useless stuff).
Mysterious Song has a huge amount of unlockables earned from experiencing all aspects of the game, including item collection.
Splash Lake has item collection as well, but they don't seem to do anything aside from being collected.
Quote from: The Old Rover on 03/02/2012, 09:55 AMSplash Lake has item collection as well, but they don't seem to do anything aside from being collected.
Don't ya have to collect 'em all to unlock the second set of 60 stages, and collect 'em all again to unlock the third set of 60 stages?
Quote from: guest on 03/02/2012, 10:10 AMDon't ya have to collect 'em all to unlock the second set of 60 stages, and collect 'em all again to unlock the third set of 60 stages?
That's probably it.
Quote from: NecroPhile on 03/02/2012, 10:10 AMQuote from: The Old Rover on 03/02/2012, 09:55 AMSplash Lake has item collection as well, but they don't seem to do anything aside from being collected.
Don't ya have to collect 'em all to unlock the second set of 60 stages, and collect 'em all again to unlock the third set of 60 stages?
Sounds like the doll collection of Wonderboy SMS to open up the final stage.
JJ & Jeff and and Blue Blink are platformers that require you to unlock the final areas of zones. It would be cool if you had to collect a minimal number of artifacts before completeing a stage in Jungle Bros. Just enough to give you incentive to kill enemies, not so many that it would feel tedious.
New demo video:
http://youtu.be/Y-bad3S1EfM
Shows off the beginning of the treasure stuff and JB's ability to crawl through tight spaces.
Justin Bieber!
Turbob Turbob Turbob OHHHH
bey
I love the crawl animation. :)
Quote from: guest on 03/02/2012, 03:34 PMI love the crawl animation. :)
Thanks! I think it might need sped up more ingame. Also I envisioned the treasure chest animation to be slower, it's supposed to shake a little before opening up.
looks nice :)
I'm afraid I don't like the new overworld tune as much as the old one, though.
Quote from: Mathius on 02/29/2012, 02:57 AMIt's not like I am wanting to see it. It was just the first thing that popped into my crazy brain ha ha!
I know I'm a little late to the party, but I can see what Mathius is talking about as well. I really like the graphic style of the the clouds, but their shape is a little strange. :P The game looks amazing, btw!
Quote from: Keranu on 03/02/2012, 03:39 PMThanks! I think it might need sped up more ingame. Also I envisioned the treasure chest animation to be slower, it's supposed to shake a little before opening up.
The animation faster or the movement faster? I slowed his movement down on purpose, and the animation is also easily tweaked for speed. As the for chest... it does wiggle, but in the video, it moves too fast to see it. I've got it fixed here locally by implementing an animation tick counter... now it looks as intended.
Quote from: guyjin on 03/02/2012, 04:22 PMlooks nice :)
I'm afraid I don't like the new overworld tune as much as the old one, though.
The old tune is actually for the cave of that area, & I'm still working on it, as I think it's one of my most monotenous songs. It just...does the same thing over & over again, doesn't really go anywhere. But this song was made specifically for this level with a kinda happy go lucky funky sound...might be the only one like it in the entire game, alot of the other songs are more serious IMO. Anyhoo, I know atleast some people love it, but, I know I can't please everybody. It's a huge soundtrack with out of diversity..funktified diversity, but diversity none the less! :)
Edit-Come to think of it, I suppose the cave theme(the one used in the overworld of the previous videos) is also kinda happy go lucky, but, not quite as much, plus it'll be a little darker & cavey sounding when I'm done tweaking it.
nodtveidt.net/jb-0003.png
Treasures! :)
very niec :)
Another video showing the progress. Yeah I know I'm posting a lot of them :P but I'm pretty happy with how this is turning out so far.
http://youtu.be/0SK0jn_y3aY
Wow, I'm really liking this song for this level, it totally has the right feel IMO. It's kind of "welcome to JB" with that happy go lucky sound. Hopefully I'll have an updated cave tune soon, & possibly an official title screen song, though it probably won't be the finished version, as I don't think I have that much time before MGC. Sanford will have to do for now :D
Quote from: OldRover on 03/03/2012, 01:45 PMAnother video showing the progress. Yeah I know I'm posting a lot of them :P but I'm pretty happy with how this is turning out so far.
http://youtu.be/0SK0jn_y3aY
Overall, this is lovely. I can see that everyone involved is putting some extra love and polish into each component of the game (not bad, considering this is still a demo).
I like the fact that crawling is part of the play mechanics! I'm glad it is available at all times, not simply when you are near a small tunnel.
The "Game Over" + accompanying tune is a nice touch!
So far, this is delightful. I'm still waiting for screenshots/video of the mini-boss/bonus game
homage to Buster Bros./Pang! that lord_cack has in store for me. I can't wait! It's been nearly a year since I graciously supplied him the concept.
(https://junk.tg-16.com/images/cloud_envy.gif)
(for Mathius)
....I see "short 'n curlys" :P
Quote from: esteban on 03/03/2012, 10:45 PMI like the fact that crawling is part of the play mechanics! I'm glad it is available at all times, not simply when you are near a small tunnel.
I will never understand the logic of making it "only available sometimes"... it's much less work to do it the way JB does it!
Quote from: OldRover on 03/04/2012, 12:01 AMQuote from: esteban on 03/03/2012, 10:45 PMI like the fact that crawling is part of the play mechanics! I'm glad it is available at all times, not simply when you are near a small tunnel.
I will never understand the logic of making it "only available sometimes"... it's much less work to do it the way JB does it!
I hear you. (https://junk.tg-16.com/images/pcgLT.png) I think the only reason some games limit "special moves" to specific locations is because they fear that sloppy implementation/stage design may create weird, unintended situations. For example: (1) crawling off a cliff, but not falling down, because technically 1 pixel of a Jungle Bros. is on a ledge, (2) Getting stuck in a nook or cranny (bonus if you can do this whilst falling!), (3) crawling may be exploited to breeze through segments of game intended to be challenging (enemy attack/AI are designed without crawling in mind, savvy players may use this to their advantage, but suck out some of the fun in the process.
I really love everything. I wish there were "useless" powerups in Jungle Bros. (e.g. power-ups that change JB's pants/jackets color). Last color picked up is the one worn by our hero. No need to make it any more elaborate than that. Oh, and short shorts should be available as part of his wardrobe change as well.
I'm serious. (https://junk.tg-16.com/images/pcg0.png)
DISCLAIMER: I know you guys are well past the stage where you'd implement any of the things I mention, but I can dream. And dream I shall.
Quote from: Mathius on 03/03/2012, 10:51 PM....I see "short 'n curlys" :P
You aren't the only one, clearly. I must be juvenile, because I became obsessed with the clouds. Or, I am experiencing cloud-envy.
Either way, I need more coffee and some fresh air! (https://junk.tg-16.com/images/pcg0.png)
Haven't followed that thread for a while but OMFG I really like the improvements. The way the main character moves, the parallaxe, everything looks very nice so far. Keep it up dude :)
Just redid the cave tune(the tune that in previous videos was being used for the overwold)...it came out REALY nice! It sounds more cavey now, & it's quite funkaaaay. Depending on time, I may eventually tweak the overworld tune as well, but I think it's great as is. I do have some ideas for it, but I have somewhere around 12 more songs to make for this baby, so I don't want to hold up the game making process. I may have time before MGC to make an early version of an official title screne tune. But I have one track that I was in the middle of that I put on hold to tweak the cave tune I spoke about about. So I plan on trying to finish that up, & then conjure up my idea for the Title screen. For now, Sanford & Son is as close as we can get to my idea for how I want to handle the title screen.
Quote from: shubibiman on 03/04/2012, 03:42 PMHaven't followed that thread for a while but OMFG I really like the improvements. The way the main character moves, the parallaxe, everything looks very nice so far. Keep it up dude :)
You ain't seen nuthin yet... just wait till the next demo video. :)
Quote from: OldRover on 03/05/2012, 06:31 PMYou ain't seen nuthin yet... just wait till the next demo video. :)
:-({|=
:mrgreen:
Quick lil update... we've been working hard on getting this sucka up to snuff and ready for public display. At this point, it is a fully functional game. There's obviously more stuff to add, but it is now completely playable. Keranu finished the "vine climb" animation and I implemented it into the game engine, complete with a proper X-correction algorithm. That was the last required detail. Now that it's fully functional, we can concentrate on bug-hunting and tweaks, and perhaps give it a bit o' polish before the show.
With MSR out of the way, you guys are busting nuts on this game. That's great, but you guys also have lives outside of the PCE. Make sure you take time off and enjoy other aspects of life. Wine and dine your women, go fishing, go out for a beer with your buds. Won't kill us to wait a little long for the release. Get JB ready for public display, then take a break. Doctor's orders. :wink:
Quote from: Mishran on 03/11/2012, 08:25 AMWith MSR out of the way, you guys are busting nuts on this game. That's great, but you guys also have lives outside of the PCE. Make sure you take time off and enjoy other aspects of life. Wine and dine your women, go fishing, go out for a beer with your buds. Won't kill us to wait a little long for the release. Get JB ready for public display, then take a break. Doctor's orders. :wink:
Hush. We need more OBEY now.
Quote from: Mishran on 03/11/2012, 08:25 AMWith MSR out of the way, you guys are busting nuts on this game. That's great, but you guys also have lives outside of the PCE. Make sure you take time off and enjoy other aspects of life. Wine and dine your women, go fishing, go out for a beer with your buds. Won't kill us to wait a little long for the release. Get JB ready for public display, then take a break. Doctor's orders. :wink:
We bust nuts now so that when you see the game you will too (and you will) :mrgreen:
This has most likely been asked/answered before, but am I correct to assume this is going to be an official pressed release?
Quote from: Bernie on 03/11/2012, 12:18 PMThis has most likely been asked/answered before, but am I correct to assume this is going to be an official pressed release?
Yes it will be.
/jb-0007.png
Lol, how do you do "speed boost!"? Code optimization?
Ja... I reused some of Arkhan's assembly code from Insanity to give enemy handling a major shot in the arm speed-wise.
Will this be another CD-only release, or may there be an AbCard version somewhere down the line?
Quote from: OldRover on 03/11/2012, 08:49 PMJa... I reused some of Arkhan's assembly code from Insanity to give enemy handling a major shot in the arm speed-wise.
Yeah and one of those enemies.... well lets just say is a BITCH.... I designed it and It still kicks my ass and its not even a boss.... hell its not much of anything :P
Quote from: guest on 03/11/2012, 09:51 PMWill this be another CD-only release, or may there be an AbCard version somewhere down the line?
It's definitely suited for an AbCard. Paranoia Dragon would have to learn MML though. :)
At this time, I can't imagine a Hucard version, only in that I do redbook audio, not chiptunes. Someone would have to redo the enormous soundtrack in chip form. Also, there are 2 other people that had involvement in a few of the many tunes. That would be Odonadon, & my brother Friend-Z, so they will also be credited appropriately.
That credit screen is just the quick one that can be seen from the demo menu. :) The full credit scroll will be a lot larger and will have everyone.
Ah cool, just wanted to make sure it was publicly known. Especially incase anyone involved looks at this thread & goes, WHAT THE HELL!!!??%$#%#$#$ :D
As with MSR, there's way more people involved than just the core team... many other people have already contributed, and many more will contribute in the future. This one pic also doesn't take into account our future beta testers, lc's "thank you" list, or anything else.
Quote from: OldRover on 03/12/2012, 01:23 AMThat credit screen is just the quick one that can be seen from the demo menu. :) The full credit scroll will be a lot larger and will have everyone.
Aaaah this is not a bad idea ..
Credits are an indivisible part of games, and it's nice to see how others developers see it .
We've been testing this a lot and it seems as if right out of the starting gate, the game is quite challenging. The main challenge is the lil bastard known as "Buggy"... that brat likes to hang out on cliff edges and knock you into bottomless pits. He will easily become the most hated of all the game's enemies.
nodtveidt.net/buggy-attack.gif
Yeah you, ya lil pain in the ass... :lol:
Quote from: The Old Rover on 03/12/2012, 01:15 AMQuote from: guest on 03/11/2012, 09:51 PMWill this be another CD-only release, or may there be an AbCard version somewhere down the line?
It's definitely suited for an AbCard. Paranoia Dragon would have to learn MML though. :)
The way Arkhan talks up MML, you'd think many audio tools would allow export to MML, meaning it would be mostly about selecting proper waveforms and envelopes for the various instruments, and making sure the composition fits into the sound channels available.
Quote from: guest on 03/12/2012, 04:08 PMThe way Arkhan talks up MML, you'd think many audio tools would allow export to MML, meaning it would be mostly about selecting proper waveforms and envelopes for the various instruments, and making sure the composition fits into the sound channels available.
Export to MIDI and convert that to MML. I don't know how many times I've said that now. That's how I do my chiptunes. It's not some great mystery.
MML isn't an an industry standard, so nothing bothers to deal with it anymore except for this game Mabinogi.
MML is electronic sheet music
MIDI is also electronic sheet music (but standardized and adopted all over the place).
If I can work out how to make an MML from a midi file then anyone can do it.
In that case, I look forward to an AbCard release of this game! Because then I might be able to buy it and play it on actual hardware! Unless someone can find me an affordable SuperCD unit...
Quote from: guest on 03/13/2012, 03:18 PMIn that case, I look forward to an AbCard release of this game! Because then I might be able to buy it and play it on actual hardware! Unless someone can find me an affordable SuperCD unit...
Don't feel to bad, I am the game designer (See: Jungle Bros.: lord_cack's pet project! :).... though now it is undoubtedly and for the better of the project, definitely a team project) and I will have to buy a Super CD unit (probably a Duo RX) to play it.... else its Magic Engine for me....
Quote from: Psycho Arkhan on 03/13/2012, 05:09 PMQuote from: lord_cack on 03/13/2012, 04:19 PMelse its Magic Engine for me....
Ootake.
Seconded, at least until the bugs have been worked out of BizHawk.
Yeah, I have no way to even transfer midi files to my PC, as everything I do is hardware like in ye old PC Engine days of yore, with mostly Roland equipement.....like Ryo Yonemitsu :D Seriously though, I barely understand midi, I understand it enough to get by, let alone the fact that I don't know how to play piano, I just figure out in my head where I want to go, & gradually bust it out on the sequencer(...that sounds kinda wrong!). Plus, I'd have to narrow down my umpteen number of instrruemnts to only 3 or 4 in PSG. Probably 3 instruments, & then use a 4th channel for the beats, to leave 2 channels for all the sound effects....which may not even be possible, seeing as how some of them are pcm like the beats would be, & I deffinitly wouldn't want the beat cutting out :-k
And that's not facturing in the time to make the rest of the soundtrack, as well as making PSG versions......this game would be MSR all over again(in regards to how long the game takes to be released)...but entirely on my shoulders! As cool as it would be to make chiptunes, I won't be doing it for a looooooong time, if ever. I have too many projects in the works, & others I'd like to put into the works, to even begin to think about it.
So, in other words, excuses, excuses, EXCUSES! ](*,) :D
If a AbCard Jungle Bros were to be released, maybe get someone else to port the soundtrack to PSG (Arkhan! :D ).
Quote from: Keranu on 03/13/2012, 07:56 PMIf a AbCard Jungle Bros were to be released, maybe get someone else to port the soundtrack to PSG (Arkhan! :D ).
(https://junk.tg-16.com/images/cooks_transb.gif) Cook says it won't truly be Sanford & Son unless it is a CD game!
Now you got me interested in hearing a PSGafied Sanford & Son!
Yeah, but Sanford & Son oviously won't be in the final game. The Sanford & Son theme is what LC was looking for in what he wanted as the title screen. My song should have some similarities, but deffinitly be a different song.
Do either of you have any ideas on a marquee or some other kind of info sheet we can use to identify your games at MGC? We just don't have the time to do one. I asked Rove but he's MIA at the moment.
Quote from: Mathius on 03/14/2012, 01:00 AMDo either of you have any ideas on a marquee or some other kind of info sheet we can use to identify your games at MGC? We just don't have the time to do one. I asked Rove but he's MIA at the moment.
I suppose it would be neat if the title screen logo was on the marquee:
(https://junk.tg-16.com/images/jungle_bros.png)
It makes me wanna bump for joy :dance:
The marquees are finished... just gonna send a preview to Mathius to confirm that they're decent enough for the show. :)
So we should expect a playable demo at the show? Yippee! :dance:
Yes, expect a playable demo of Jungle Bros at MGC... the deadline for finishing the demo is in 1 hour and 14 minutes. :)
I'm having some problems getting JB to burn... no idea why. MSR burned just fine, and AC burned great the other day. JB is being defiant.
Turned out to be an audio track that was too short... I fixed that and then it burned fine. Both games passed the hardware test with flying colors.
Quote from: lord_cack on 03/18/2012, 09:02 PMIt makes me wanna bump for joy :dance:
Quote from: OldRover on 03/18/2012, 10:47 PMYes, expect a playable demo of Jungle Bros at MGC...
It makes me wanna.... Nevermind.... :dance:
Demos are all packaged up and ready to ship. :)
I won't be able to make it to MGC, is there any way I can get a copy of the demo to play when the time comes?
frozenutopia.com/gamedemos.jpg
I'm all out of gold discs, so I can't make any more burns. If you want a copy of the demo, you'd have to talk to lord_cack, as he has the final say on this project.
I think I would like to hold off on a demo release for others just yet. I am pretty sure everyone is excited and when they get a chance to see (and play) the game, I think you will get even more excited for the project.
But, that being said, I would like to still keep it a bit "in house" for now. Maybe later this year, summer or so, we can release an ISO Demo. But I won't send out any other actual discs. I don't need demo discs up on EBAY for $$$ just yet :P
I wholeheartedly agree with LC.
I agree as well.
Quote from: lord_cack on 03/19/2012, 04:58 PMI think I would like to hold off on a demo release for others just yet. I am pretty sure everyone is excited and when they get a chance to see (and play) the game, I think you will get even more excited for the project.
But, that being said, I would like to still keep it a bit "in house" for now. Maybe later this year, summer or so, we can release an ISO Demo. But I won't send out any other actual discs. I don't need demo discs up on EBAY for $$$ just yet :P
Understood, I'll just have to wait patiently to play the game then. And yeah the ebay thing would probably happen, but don't worry about me being the one to do it ;)
id love to play the demo here in NZ, at some point if you do flick off a disk then i'd be keen to give it a go :).. I agree the ebay thing would happen with some people, though as incrediblehark says, it wouldnt be me ;)
Of course, it wouldn't be anybody O:)
It's never anybody until it comes time to buy a house/send the kid to college/raise money for Grandma's chemo....
I didn't realize that there was already a high quality video up for the MGC Jungle Bros demo-
http://youtu.be/ck2uGqFvLfg&feature=plcp
(http://members.shaw.ca/justin_cheer/jb1.png)(http://members.shaw.ca/justin_cheer/jb2.png)(http://members.shaw.ca/justin_cheer/jb3.png)
(http://members.shaw.ca/justin_cheer/jb4.png)(http://members.shaw.ca/justin_cheer/jb5.png)(http://members.shaw.ca/justin_cheer/jb6.png)
(https://web.archive.org/web/20141219013439im_/http://superpcenginegrafx.net/misc/jbhd2.png)
(https://web.archive.org/web/20141219013439if_/http://superpcenginegrafx.net/misc/jbhd1.png)
You learn all sorts of interesting things when you follow the Frozen Utopia YouTube channel.
lol, i see the same two clouds in more than one location! :)
Quote from: guest on 05/21/2012, 01:39 AMI didn't realize that there was already a high quality video up for the MGC Jungle Bros demo-
I just saw this video today... the sanford & son music cracked me up :D
Looks like this project is coming along nicely--really looking forward to playing it. Keep up all the hard work!
Quote from: cabbage on 05/21/2012, 03:49 AMQuote from: guest on 05/21/2012, 01:39 AMI didn't realize that there was already a high quality video up for the MGC Jungle Bros demo-
I just saw this video today... the sanford & son music cracked me up :D
Looks like this project is coming along nicely--really looking forward to playing it. Keep up all the hard work!
For the title screen, Lord Cack wanted something along the lines of Sanford & Son, & I have it planned out for the most part(assuming my song comes together as I planned), but since I haven't gotten to it yet(trying to just focus on level tunes....& there's ALOT of them!), we just went ahead & temporarily put the Sanford n Son theme in there. It'll probably be one of the last tunes I work on honestly, but, we'll see how things go. Maybe I'll plow thru several level tunes, & be in the mood to do the title.
Was thinking about this game today... Would be kinda cool if it was a Pyramid Plunder tie-in. You know, same character, different style game.
Just thinking "out loud".
I think LC tried to make some tie-in's to PP, but it didn't work out IIRC. He did the gfx for both, & it would've been sweet to have the cross-breeding of FU & AB, but oh well. :(
Yeah, he did the tile art for the game. but the whole Egyptian theme is mostly just a generic idea based off the many we thought about.
Couldn't Lootin' Larry be JB's second cousin or something? Having ties between the two would be cool. Make Larry a hidden, unlockable, guest character in Jungle Bros. =P~ His weapon could be throwing gold bars at the enemies. :P
Hmmm, maaaaaaybe that could work. Instead of throwing boomerang's n' such like normal, he could throw gold bars or whatever. I suppose we could have him look slightly different then the Jungle Bros., though I don't know how much. I would think we'd mainly want to keep him the same size for the hitbox, unless Nod would want to adjust things moreso for Larry.
Quote from: Mishran on 03/16/2013, 10:54 PMCouldn't Lootin' Larry be JB's second cousin or something? Having ties between the two would be cool. Make Larry a hidden, unlockable, guest character in Jungle Bros. =P~ His weapon could be throwing gold bars at the enemies. :P
I think it would be nice if Lootin' Larry was at least
referenced in Jungle Brothers...but being a playable character would be super duper.
[dos centavos]
I know Lord_Cack has many (if not all) stage artwork planned out...but I WOULD LOVE SOME SUBTLE VISUAL HOMAGES to Pyramid Plunder. Even something as simple as a LONE PYRAMID PEEKING OVER THE TREELINE/HORIZON in one of the stages. Or some of the power-ups/bonus items (found in hidden nooks and crannies) might reference Pyramid Plunder.
Anyway, I don't want Lord_Cack's vision to be diluted by Pyramid Plunder references, but I think it would be neat to incorporate them, especially since the assets to Pyramid Plunder are available.
[/dos centavos] (Which, at current market value, is far less than US $00.02)
This game looks great so far! Like a cross between Super Mario Bros (treasure boxes instead of question blocks) and Castlevania (whip and boomerang). Digging the music too!
Quote from: Mishran on 03/16/2013, 10:54 PMCouldn't Lootin' Larry be JB's second cousin or something? Having ties between the two would be cool. Make Larry a hidden, unlockable, guest character in Jungle Bros. =P~ His weapon could be throwing gold bars at the enemies. :P
I second this!
Sorry to bring back this old topic, but Jungle Bros was looking awesome!. So what happened to it?.
Being a big fan of action/platform games, this game had me very interested.
I still have my demo copy Rove made for MGC 2012. Should I give it a proper burial?
AFAIK, it's dead. At least for now. There may have been talk of someone else picking it up, like carrying over to Eponasoft, or maybe even Aetherbutt? However, I haven't heard from Lord Cack in maybe a year or more. Same goes for Rover & Keranu, haven't seen them around lately. Plus, Rover was going thru some serious trials & trib's last I heard!
A lot was done in regards of gfx between Lord Cack, Black Tiger, & Keranu. And I'd say I finished most of the soundtrack(with a few songs from Odonadon that I jazzed up a bit, & 2 that I re-did from some of my bros. old trip hop material). I actually stopped working on it when I lost all the memory in my sequencer(in the middle of jazzing up Odonadon's boss track), so I moved on(for now) to doing a rebook soundtrack for Bonknuts CD port of Mega Man.
It is what it is for now. If it comes alive again, dope, if not, I'll just keep working on other stuffs. :/
Thats a shame. I loved the music from the Jungle Bros. demos, ParanoiaDragon. That was yours?, great stuff!
Last I heard from lord_cack and Keranu, they were hoping to find someone to port it to iOS or Xbox Live Arcade or something in the meantime.
Who has all the assets to the game?
Quote from: TurboXray on 12/10/2015, 02:59 PMWho has all the assets to the game?
Are you interested ?? :wink:
Quote from: touko on 12/11/2015, 03:31 AMQuote from: TurboXray on 12/10/2015, 02:59 PMWho has all the assets to the game?
Are you interested ?? :wink:
It's seems such a shame to let it go to waste, doesn't it? I mean, it needs a PCE release.
QuoteIt's seems such a shame to let it go to waste, doesn't it? I mean, it needs a PCE release.
i agree man :wink:
Quote from: TurboXray on 12/10/2015, 02:59 PMWho has all the assets to the game?
They were hosted on frozen utopia's site at one point. I don't know if anyone ever downloaded them all. Each contributor likely has stuff that didn't get posted yet. Keranu was always polishing up the animations.
When I did two routines for MSR, I was never given access to the source code. I had to write them with the assumption Rover would know how to implement them without problems. So I'm assuming he didn't put up the source code for everyone to have access to. Does this sound about right? If so, that means only he has the source code.
I just farted around on the Jungle Bros. forums, didn't see any source code. I think LC has most of the tiles, K has most the sprites & their animation, & Nod has the code. Unless BT has a lot of the sprites & tiles, I think we'd need to specifically get resources from LC & K. We would need someone(BT?) to take up doing the rest of any tiles/sprites needed, unless K & LC become available again.
lord cack and I figured we would bring the game to the PC... so we started a PC conversion. It didn't get too far though, unfortunately. I should still have all of the assets here somewhere... if you want to give it a go, feel free. I can also give ya the original source code if you'd like.
Quote from: OldRover on 12/12/2015, 10:03 AMlord cack and I figured we would bring the game to the PC... so we started a PC conversion. It didn't get too far though, unfortunately. I should still have all of the assets here somewhere... if you want to give it a go, feel free. I can also give ya the original source code if you'd like.
Definitely. But how would this work? Who hold ownership of this game? The group you guys were a part of, or a single person? How much needs to be finished?
Well, I don't care about the source... it can go WTFPL. The assets, however, you would need to talk to each respective dev for. Technically, all of the assets belong to Frozen Utopia, but since Frozen Utopia is now little more than a domain name waiting to expire, I would clear things up with everyone before doing anything with the assets. We had the first level working, which I planned to use to build the remaining levels off of. We just kept changing things around a lot, people had IRL things going on, and we just never managed to pull it all off. But that's ok, because we all learned a lot from the experience. I learned that I cannot lead a team effort, I suck at communication, and I waste people's time.
QuoteBut that's ok, because we all learned a lot from the experience. I learned that I cannot lead a team effort, I suck at communication, and I waste people's time.
Don't be hard with yourself, it's not easy to be the main coder and a team manager .
I think we all need a person specifically doing that job.
Damn, I was always hoping this would get released. I even spoke to someone on the facebook page which said a demo release would be given out, but I never saw it.
To breathe life into an old PCE project is the work of a saint.
Or a doctor.
Or a madman.
(https://junk.tg-16.com/images/cloud_envy.gif)
Will we never get to see the creepy sheep dildo clouds on a real console? I has a sad.
Quote from: guest on 12/19/2015, 12:28 PMWill we never get to see the creepy sheep dildo clouds on a real console? I has a sad.
Those clouds are one of the things that currently exist in a playable stage.
I forgot about those! :lol:
Hey all, stop in for a minute and WHAM, awesome people are talking about Jungle Bros.
As for assets, I have all but the music. Tiles, sprites, everything.
As for the game itself, Jungle Bros. Is a complicated beast. I have plans for TWO titles. One you are aware of, Jungle Bros. But the game was quickly eating through the PC Engines assets. So, I talked to Nod about porting that game to PC where it could be the game we envisioned.
But there is a second title I wanted to do on PC Engine and that game is Jungle Bros. Clash. It is a two player simultanious game like Mario Bros. You compete to collect fragments on each stage whoever collected the most won (out of five pieces). Their would be many stages, items to collect for high score and a variety of enemies to compete with in each stage.
I am always ready to get back to work with this title and the PC Jungle Bros. Game with who ever is willing to work on it.
As for how much work specifically needs done, the tile work is done from a design standpoint. Level design is where I am on that.
Sprite design is mostly complete I would say. Sprite animations is the big thing that needs done. Keranu got busy IRL and that stopped. Plus if the game is going to be a PC game then the animation can now be bumped up a bit further as well.
The music is like 98% done and AMAZING.
I spoke to everyone involved a few years ago about continuing on with the work without them and everyone was cool then. Though I think Paranoia Dragon was down for going forward with it. I know K said he was too busy and I don't recall what BT said. But one thing I know, I will be involved with whatever happens moving forward. But I am very excited at the prospect of working on this (and many other ideas and things I have rattling in my head) again...
Quote from: TurboXray on 12/13/2015, 12:54 PMQuote from: OldRover on 12/12/2015, 10:03 AMlord cack and I figured we would bring the game to the PC... so we started a PC conversion. It didn't get too far though, unfortunately. I should still have all of the assets here somewhere... if you want to give it a go, feel free. I can also give ya the original source code if you'd like.
Definitely. But how would this work? Who hold ownership of this game? The group you guys were a part of, or a single person? How much needs to be finished?
Bonknuts, we briefly discussed doing some work together a year or to ago and had some PMs here on the forums but I never heard back from you at that time. You had some school thing going on and were very busy I recall so I figured that was it.
Anyway, I'm down for working on this (and again, I have tons of resources.... Tile work intended for Neutopia III etc.)
Quote from: lord_cack on 12/20/2015, 01:39 AMHey all, stop in for a minute and WHAM, awesome people are talking about Jungle Bros.
...
Welcome back, comrade :)
I love the idea of making a game that is built in the idea of a two-player "SMB-esque platformer" competition.
Now, you can punch me, but you have to stop everything you are doing and focus instead on:
Jungle Bros. in NeutopiaThank you.
:)
Quote from: esteban on 12/20/2015, 08:22 AMQuote from: lord_cack on 12/20/2015, 01:39 AMHey all, stop in for a minute and WHAM, awesome people are talking about Jungle Bros.
...
Welcome back, comrade :)
I love the idea of making a game that is built in the idea of a two-player "SMB-esque platformer" competition.
Now, you can punch me, but you have to stop everything you are doing and focus instead on:
Jungle Bros. in Neutopia
Thank you.
:)
Neutopia, that's a project thats dead. I have loads of tile sets working for it. Something like, 6-7 different environments swamp, snow, etc. Loads of other tiles working as well for it. But we had several projects at varying degrees of the development process. I would say 3-4. That's not counting the various concepts I was working on graphically for later consideration....
Quote from: lord_cack on 12/20/2015, 01:56 AMBonknuts, we briefly discussed doing some work together a year or to ago and had some PMs here on the forums but I never heard back from you at that time. You had some school thing going on and were very busy I recall so I figured that was it.
Anyway, I'm down for working on this (and again, I have tons of resources.... Tile work intended for Neutopia III etc.)
I have a very vague recollection of this conversation, so I must have been swamped in RL. I do remember making the comment about converting everything from HuC source code over to assembly - but I don't remember which project that was. I still have the same opinion, though. It wouldn't be much work, as long as I understand how everything is functioning, but it would free up a
lot of things that HuC's structure itself restricts you to. Kicking out HuC's lib means I can keep things lean on memory, too. Not to mention probably
some level of speed boost. The boost in speed might not be needed for the core game logic, but it could be put to use like background realtime decompression of graphics (sprites or tile cells), etc. Things like, PCE doesn't support tile flipping - but if you edge stream tiles, a small LUT can easily give flipping option to the PCE on the fly. Stuff like that. Anyway, if that means taking a month to convert everything over to assembly with custom libs (no MagicKit stuffs), rather than constantly fighting with HuC, then it would be totally worth it IMO. If for some reason we need to bring in another programmer, for whatever unforeseen reason, there are many more people out there that are familiar with 65x assembly than any of the quirks and limitations of HuC environment.
I'm very interested in this, I just want to be clear on what's exactly needed and what the end goal is (effects, animation, etc - stuff that can be squeezed out of the PCE to meet those) - basically what I'm getting myself into.
PM me all details :D
Hey... there is, like, a playable demo of Jungle Bros.
You could, I don't know, might be too crazy but... all this talk about losing all the hard work that went into code and assets and- you know what nevermind.
Quote from: Psycho Punch on 12/20/2015, 03:58 PMHey... there is, like, a playable demo of Jungle Bros.
You could, I don't know, might be too crazy but... all this talk about losing all the hard work that went into code and assets and- you know what nevermind.
It's not my place to make it available, but I understand both why others may not want to make an early build publicly available, as well as why it would be a cool demo for people to try out.
The playable Demo is great fun but not reflective of the current games build. I would call it an Alpha build, but its still pretty nice.
What I would say though is I would like to see how the revitalizing of the game goes and if it becomes an active project again then we could release an accurate Demo. Especially since I had a very specific Demo for the game in mind.....
If anyone would like to borrow the official "demo" (the alpha build mentioned above) they are welcome to it as long as you are an established member here.
The true demo that was being worked on was exclusive content, although potentially unlockable in the full game. It really would be the best way for everyone to be introduced to the game. So if a programmer is going to start working on the game again soon, then it would be best to finish off the demo and release that instead of that alpha stage.
L to the C is alive!! Yeah, I'm still down to finish the soundtrack, especially if it's a Turbob game. I just can't get excited about a PC game. However, I must finish my Mega Man soundtrack first, before I finish up JB. I'm not super far from finishing it, & I'm totally in a Mega Man mode, so that's one thing I have to do. I just wish I hadn't lost the remix I was working on of OD's JB boss theme, that was definitely a bummer.
Looks like things are starting to roll :)
Well thanks to whoever it was who reignited the thread! :D
Quote from: Mathius on 12/22/2015, 07:01 PMWell thanks to whoever it was who reignited the thread! :D
You and me both Mathius, you and me both
I sent the original source code over to le Bonknutz. Will be nice to see this project finished by someone with more capable coding skill than me.
Quote from: OldRover on 12/29/2015, 09:39 AMI sent the original source code over to le Bonknutz. Will be nice to see this project finished by someone with more capable coding skill than me.
Shush.
Lucretia will be amazing.
:)
Quote from: OldRover on 12/29/2015, 09:39 AMI sent the original source code over to le Bonknutz. Will be nice to see this project finished by someone with more capable coding skill than me.
You crazy, you got skillz, deny it you shall not!
My expertise is in game systems... developing gameplay mechanics, state machines, things like that. It takes a low-level programming expert like Bonknuts to make a game like this work properly on the PCE. Code optimization ain't mah thang... I'm just a game designer who happens to know a bit about coding is all.
Quote from: OldRover on 12/30/2015, 08:42 AMMy expertise is in game systems... developing gameplay mechanics, state machines, things like that. It takes a low-level programming expert like Bonknuts to make a game like this work properly on the PCE. Code optimization ain't mah thang... I'm just a game designer who happens to know a bit about coding is all.
And I'm not a game designer. The best I can do is imitate somethings, but game design itself not my thing. I always felt more comfortable with a gamer designer in charge of that department, while I handled coding and such.
Quote from: OldRover on 12/30/2015, 08:42 AMMy expertise is in game systems... developing gameplay mechanics, state machines, things like that. It takes a low-level programming expert like Bonknuts to make a game like this work properly on the PCE. Code optimization ain't mah thang... I'm just a game designer who happens to know a bit about coding is all.
Quote from: TurboXray on 12/30/2015, 09:30 AMQuote from: OldRover on 12/30/2015, 08:42 AMMy expertise is in game systems... developing gameplay mechanics, state machines, things like that. It takes a low-level programming expert like Bonknuts to make a game like this work properly on the PCE. Code optimization ain't mah thang... I'm just a game designer who happens to know a bit about coding is all.
And I'm not a game designer. The best I can do is imitate somethings, but game design itself not my thing. I always felt more comfortable with a gamer designer in charge of that department, while I handled coding and such.
Well, lets hope this works out then, not sure I qualify as a game designer
That's curious, posted two quote....
Thanks to Rov, we've got things started - and a working build. I've been analyzing the source, structure, and crunching some numbers to see what's feasible and would could be optimized. What compression schemes would be applicable in realtime, compressing the tilemap stuff (again, for fast decompression). Things like that.
Quote from: TurboXray on 01/18/2016, 02:57 PMThanks to Rov, we've got things started - and a working build. I've been analyzing the source, structure, and crunching some numbers to see what's feasible and would could be optimized. What compression schemes would be applicable in realtime, compressing the tilemap stuff (again, for fast decompression). Things like that.
Excellent.
:)
\0/
\O/
\()/
.o>
(that's a one arm wave)
Quote from: TurboXray on 01/19/2016, 09:59 PM.o>
(that's a one arm wave)
Looks like a salute to me.
O O
0
\ ( o Y o ) /
Signed the contract. I'm back on board on this bitch 8)
Quote from: Keranu on 01/26/2016, 05:12 AMSigned the contract. I'm back on board on this bitch 8)
Who are you? :)
:)
:)
I love how Keranu can go MIA for a year or two, but still has 9000 posts. :P
I hope that the special preview stage gets made.
I'm gonna let lord_cack handle the PR stuffs and updates ;)
Keranu!
Quote from: guest on 01/26/2016, 11:49 AMI love how Keranu can go MIA for a year or two, but still has 9000 posts. :P
Literally lol'd at this
Quote from: Keranu on 01/26/2016, 09:48 PMQuote from: guest on 01/26/2016, 11:49 AMI love how Keranu can go MIA for a year or two, but still has 9000 posts. :P
Literally lol'd at this
Yikes, K back from the dead! :)
I was never dead. I've devoted the past two years on my pecs.
2709032-last alert (10).png
https://www.giantbomb.com/last-alert/3030-5683/images/
This may or may not have an impact on my animation skills.
Hey guys, what's new? :)
OD
Quote from: Keranu on 01/27/2016, 02:31 AMI was never dead. I've devoted the past two years on my pecs.
2709032-last alert (10).png
https://www.giantbomb.com/last-alert/3030-5683/images/
This may or may not have an impact on my animation skills.
Keranu!!!
Where have you been, comrade?
How the f@ck did I miss this post?
Once a decade you stop by and I miss it?
¡Jesuschristo!
:)
Quote from: Odonadon on 02/22/2017, 12:31 AMHey guys, what's new? :)
OD
Holy crepes!!!!
Dude, what's happening?
It has been a few years, or something like that :)
Hey Esteban,
I'm good thanks, I hope you are too. I like to stop in every 5-10 years or so.
Cheers,
OD