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ChaoticGrill (BurgerTime remake) in progress


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#26 StephenJ OFFLINE  

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Posted Sat Mar 19, 2016 9:20 AM

Same here!

#27 splendidnut OFFLINE  

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Posted Tue Mar 22, 2016 5:15 PM

I'm sorry for slacking with the updates... It's been a rough couple of months but things seem to be settling down.  And I've now got my Atari located next to my computer again which should provide a bit more motivation (or slacking off to actually play the Atari 2600).

 

 

 

Keeps looking better and better. Do you think that you will be able to include Mr. Egg and Mr. Pickle? If so, will they be detailed sprites or single lines like the M Network version?

 

Bump. Any new development on this remake? I was really looking forward to this one.

 

That's one of the goals... more detailed sprites of Mr. HotDog (pretty much accomplished),  Mr. Pickle and Mr.Egg  :)

 

Currently, I've got the enemy AI working better than it was.  Both the Chef and the Enemy movement still need to be improved to prevent getting stuck AND being stopped from being able to move across the level where there is no platform.

 

Big things that still need to be worked on include making the burger pieces actually function, adding more sprites, reworking the engine a bit to minimize flickering.

 

I'll try to get another update out soon.

 

 

Thanks for bumping the thread.  It inspires me to do more work  :)



#28 xybot67 OFFLINE  

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Posted Tue Mar 22, 2016 6:37 PM

Thanks for the update. I'm thrilled to know that you are still going forward with this game. I will patiently await further developments. Your work is appreciated. :)



#29 GratedTopping OFFLINE  

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Posted Fri Apr 8, 2016 2:05 PM

now, that's very-decent :)

 

(as for the two name ideas, I'd choose ChaoticGrill)



#30 D Train OFFLINE  

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Posted Sat Apr 9, 2016 9:15 AM

Hamburger Havoc?



#31 splendidnut OFFLINE  

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Posted Wed Apr 13, 2016 6:16 PM

Probably going to go with ChaoticGrill... unless there are any complaints.  :)

 

Oh... finally have an update:

 

http://atariage.com/...e-more-enemies/



#32 xybot67 OFFLINE  

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Posted Thu Apr 14, 2016 5:12 AM

Looking good! Can't wait to see the burger pieces fall. Thanks for the update



#33 Arenafoot ONLINE  

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Posted Thu Apr 14, 2016 11:57 PM

Looking good! Can't wait to see the burger pieces fall. Thanks for the update

Yeah! Hoping for a playable version soon!



#34 splendidnut OFFLINE  

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Posted Fri Apr 29, 2016 5:24 PM

Just a quick status update:

 

I got the visual portion of the burgers being swiped away as the chef walks over them working... Now I need to handle all the intricacies of them dropping. 

 

BUT before I do that, I might work on either fixing up the joystick control of the chef OR spliting up the display kernel to try and eliminate some of the flicker (it's bugging me :)



#35 Protestari OFFLINE  

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Posted Wed May 18, 2016 5:14 AM

Looks great



#36 Inky OFFLINE  

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Posted Sat May 21, 2016 7:48 AM

Awesome job so far.



#37 xybot67 OFFLINE  

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Posted Sat May 28, 2016 8:30 AM

How is the game developing? I'm so anxious



#38 splendidnut OFFLINE  

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Posted Tue May 31, 2016 7:23 PM

I haven't really made much progress... as I've been busy with other things.

 

I've fiddled around a bit and have a single burger piece dropping.  I'd like to get them all dropping and bumping into each other first before I post another downloadable demo update.



#39 xybot67 OFFLINE  

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Posted Wed Jul 6, 2016 6:05 AM

Bump



#40 BNE Jeff OFFLINE  

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Posted Wed Jul 6, 2016 6:28 AM

Nice look! 



#41 privateers69 OFFLINE  

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Posted Wed Jul 6, 2016 6:37 AM

Any chance of screen shots or preferably video?

#42 BNE Jeff OFFLINE  

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Posted Wed Jul 6, 2016 6:50 AM

I know the .bin is on his blog..

 

SSBurgertime.jpg

 

 



#43 privateers69 OFFLINE  

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Posted Wed Jul 6, 2016 6:52 AM

That looks sweet!

Thanks for the pic

Edited by privateers69, Wed Jul 6, 2016 6:53 AM.


#44 GraziGamer OFFLINE  

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Posted Sat Dec 24, 2016 4:09 PM

I know the .bin is on his blog..

 

attachicon.gifSSBurgertime.jpg

 

 

 

wooow! impressive!  :D

 

 

I design the OpcodeGames boxes/labels/etc (ColecoVision).
If you need someone to develop the art box, labels, manuals, etc, you can count on me!  ;)


#45 sn8k OFFLINE  

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Posted Sat Dec 24, 2016 4:25 PM

Yup. Because this is exactly what we need.

#46 doctorclu OFFLINE  

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Posted Sat Jan 7, 2017 11:54 AM

Welp, didn't work on the Atari Flashback Portable.   Means the game uses some cool routine or voice or something awesome.  :P

 

That does it, ordering that Harmony Cart... 



#47 atarifan88 OFFLINE  

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Posted Sat Jan 7, 2017 5:43 PM

Welp, didn't work on the Atari Flashback Portable.   Means the game uses some cool routine or voice or something awesome.  :P
 
That does it, ordering that Harmony Cart...

Where can you find the latest ROM for this game as I don't see an updated version in this thread? The last version I see is April 2016. Is there an update with the graphics shown a few posts ago?

Edited by atarifan88, Sat Jan 7, 2017 5:47 PM.


#48 splendidnut OFFLINE  

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Posted Sat Mar 4, 2017 4:28 PM

After a long hiatus working on some minor home improvement projects (hah, minor...), I've just started working on this again.  April 2016 is still the latest update.  I'll have to check and see what the other download links to at some point.

 

Currently working on the burger dropping support logic... and a weird vsync issue that popped up at some point and is preventing me from this on real hardware.  I'm also prototyping out better control/navigation logic.  Not sure when the next update will be or what it will include.  My time is very limited and as the weather gets warmer, other projects will inevitably take priority... like more home improvements.

 

In regards to support non-legacy Atari:  This relies on the Melody/Harmony tech.  So unless the Atari Flashback Portable supports that, there are no plans on supporting it.



#49 splendidnut OFFLINE  

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Posted Sat Mar 4, 2017 4:50 PM

FYI, the other download appears to be the first demo I uploaded.



#50 SpiceWare ONLINE  

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Posted Sat Mar 4, 2017 4:50 PM

You're apparently missing some inits of the RAM, stack pointers, etc. or possibly have an immediate mode instruction where you left off the # (ie: LDA 5 instead of LDA #5) as sometimes the game initially loads like this:
chaoticGrill-2016-04-13.png
 
I had a bug like this in Medieval Mayhem which showed up about a year after it was released. I now always have these 7 options checked in Stella to help find these issues earlier in the development cycle:
Screen Shot 2017-03-04 at 4.41.43 PM.png

Screen Shot 2017-03-04 at 4.41.46 PM.png




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