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New homebrew called "Rocketeer"

demo ROM available Pre-order closed

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#1226 GroovyBee OFFLINE  

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Posted Sun Jun 15, 2014 9:56 AM

I've used both methods of keeping it in binary and also keeping it in BCD. Both are horrible :lol:. Its so much easier to get the Bee3 BIOS to do all the work for you and give you a string of BCD digits ready to copy into place. Plus the Bee3 BIOS can do the conversion in a few 10s of normal Inty instructions, which means that more stuff can be done in the main loop to keep the game player occupied.

#1227 DZ-Jay OFFLINE  

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Posted Sun Jun 15, 2014 10:03 AM

I've used both methods of keeping it in binary and also keeping it in BCD. Both are horrible :lol:. Its so much easier to get the Bee3 BIOS to do all the work for you and give you a string of BCD digits ready to copy into place. 

 

Amen! :)



#1228 nonner242 OFFLINE  

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Posted Sun Jun 15, 2014 3:09 PM

Blah blah blah...technorabble.
My brain hurts...just gimme stupid caveman talk or fun...lol
Nerds.


#1229 GroovyBee OFFLINE  

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Posted Sun Jul 6, 2014 8:46 AM

Hopefully, this is the final version of the game's intro sequence :-

Rocketeer_game_intro_06_07_14.gif <---- Click to animate

Progress has been pretty slow the last few weeks, due to real life getting in the way. The game's "new ship" FMV style animation sequence is up on the blocks next.

#1230 DZ-Jay OFFLINE  

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Posted Sun Jul 6, 2014 8:59 AM

That looks fantastic, GroovyBee!  I can't wait to play this and watch those FMV movies on the hardware. :)

 

Great work!

 

      -dZ.



#1231 IntellivisionDude ONLINE  

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Posted Sun Jul 6, 2014 9:13 AM

Want Now!


Edited by IntellivisionDude, Sun Jul 6, 2014 9:14 AM.


#1232 GroovyBee OFFLINE  

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Posted Sun Jul 6, 2014 9:14 AM

That looks fantastic, GroovyBee!  I can't wait to play this and watch those FMV movies on the hardware. :)
 
Great work!


Thanks for the compliments. Nonner done good! :D. Hmmmmm.... I think I'll keep the programmer art version a secret :ponder: :rolling:.

#1233 AtariBuff OFFLINE  

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Posted Sun Jul 6, 2014 9:27 AM

A very nice intro  :)  Want one, too!



#1234 cmart604 OFFLINE  

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Posted Sun Jul 6, 2014 10:38 AM

Wow that looks fantastic! I knew Nonner was good for something. It was a good decision to keep him chained up in a cage at your place. :)

#1235 GroovyBee OFFLINE  

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Posted Sun Jul 6, 2014 10:40 AM

Wow that looks fantastic! I knew Nonner was good for something. It was a good decision to keep him chained up in a cage at your place. :)


:lol: From my experience, pixel artists always work better when not caged ;).

#1236 Kiwi OFFLINE  

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Posted Sun Jul 6, 2014 10:47 AM

:lol: From my experience, pixel artists always work better when not caged ;).

It's even better if you go dominatrix on them. ;)

The FMV looks great! Great job Groovybee and nonner!!



#1237 retroillucid OFFLINE  

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Posted Sun Jul 6, 2014 10:51 AM

Looking very nice!! :cool:

#1238 nonner242 OFFLINE  

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Posted Sun Jul 6, 2014 10:57 AM

It's even better if you go dominatrix on them. ;)

The FMV looks great! Great job Groovybee and nonner!!



#1239 nonner242 OFFLINE  

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Posted Sun Jul 6, 2014 10:58 AM

Hmmm do you program?

I like your attitude with pixel artist.

If your ever looking....

#1240 nonner242 OFFLINE  

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Posted Sun Jul 6, 2014 11:09 AM

Groovy makes the art come alive.
SO hats and pants off to him for making my pixel dust come to life.

And i still like MrBees programmer art. It gets the job done. Hidden inside I know he has what it takes....
If he ever shows you all the revisions done to the game, like the title screen.
Mindblown...is all I can say. He is actually using every drop of blood the intelli has to make this stuff come out looking sounding playing great..


Thanks for all the compliments. ..

#1241 cmart604 OFFLINE  

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Posted Sun Jul 6, 2014 11:13 AM

Jokes aside, the two of you have created something really cool looking. I can't wait to play it

#1242 GroovyBee OFFLINE  

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Posted Sun Jul 6, 2014 11:15 AM

Jokes aside, the two of you have created something really cool looking. I can't wait to play it


Don't forget Mystery Musician. Its a 3 man team.

#1243 Kiwi OFFLINE  

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Posted Sun Jul 6, 2014 11:29 AM

Hmmm do you program?

I like your attitude with pixel artist.

If your ever looking....

Yup, for the Colecovision at the moment.  It's one of the things in life to keep me going.  Machines usually do not lose their patient with me. 



#1244 GroovyBee OFFLINE  

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Posted Sun Jul 6, 2014 11:30 AM

And i still like MrBees programmer art. It gets the job done. Hidden inside I know he has what it takes....


I think I've made you immune to its crapness because you've seen SO much of it :lol:.
 

If he ever shows you all the revisions done to the game, like the title screen.


The Rocketeer title page took us both a while to get right. On the flip side, it made doing the title pages for the other games a bit easier, so it was worth it in the end. I think Rocketeer's Capt. Bacon was the most difficult graphic asset in the game to pull off, because hes only a few pixels different to the version you came up with.

#1245 GroovyBee OFFLINE  

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Posted Sun Jul 6, 2014 11:34 AM

Yup, for the Colecovision at the moment.  It's one of the things in life to keep me going.  Machines usually do not lose their patient with me.


You need to come over to the dark side more. We have... errrr... woodgrain ;).

#1246 Kiwi OFFLINE  

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Posted Sun Jul 6, 2014 11:49 AM

Eventually, I do want to port a game I am currently making.  I want to play with the scroll function for Intybasic.



#1247 GroovyBee OFFLINE  

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Posted Sun Jul 6, 2014 11:54 AM

Eventually, I do want to port a game I am currently making.  I want to play with the scroll function for Intybasic.


:cool: Scrolling games on Inty have a whole set of different UI/display challenges. It'll be interesting to see what compromises/changes you make between the Coleco version and the Inty version.

#1248 Kiwi OFFLINE  

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Posted Sun Jul 6, 2014 12:12 PM

:cool: Scrolling games on Inty have a whole set of different UI/display challenges. It'll be interesting to see what compromises/changes you make between the Coleco version and the Inty version.

Yup, I would only display the score during pause mode, and in between levels.  I'll probably use one sprite to display the health meter.  I'm already doing multiplexing sprites(because of software collusion detection via sprites) for the Colecovision, there no doubt I'll do the same for the Intellivision version(due to 8 sprite limitation).



#1249 GroovyBee OFFLINE  

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Posted Sun Jul 6, 2014 12:18 PM

Yup, I would only display the score during pause mode, and in between levels.  I'll probably use one sprite to display the health meter.  I'm already doing multiplexing sprites(because of software collusion detection via sprites) for the Colecovision, there no doubt I'll do the same for the Intellivision version(due to 8 sprite limitation).


Unfortunately multiplexing sprites can look quite bad on Inty, mainly due to its fixed palette of harsh colours that you cannot change the luminance of. It all depends on the colour(s) you use and the background they are moving over and whether its running on a PAL or NTSC machine.

#1250 GroovyBee OFFLINE  

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Posted Sun Jul 6, 2014 12:26 PM

intvnut explained a neat approach to bounding box collision here :-

http://atariage.com/...stle/?p=2094955

Although I'm not sure how well that will translate into IntyBASIC. However, I'm sure one of us assembler types could make a small "library" routine, for your IntyBASIC project to call, in order to speed things up for you should you want to go down that route.






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