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Astro-Storm : New game release


48 replies to this topic

#26 Trooper Galactus OFFLINE  

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Posted Tue Jan 5, 2016 12:32 PM

Yeah, I'd totally be on board for a cart!



#27 Atlantis OFFLINE  

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Posted Tue Jan 5, 2016 1:54 PM

Thanks for the interest! It's not a stupid question ;)

 

I really don't know yet. I would love to release a cart but it's much more involved and expensive than a CD release. So if anything, it would more likely be on CD.

All i can say is I haven't decided on anything yet!

Go for it, you'll get the hang of it, and support is in place as seen in here!

Wait with cart for your magnum opus game and go CD to start with I'd say.

Let's get physical media!


Edited by Atlantis, Tue Jan 5, 2016 1:55 PM.


#28 82-T/A OFFLINE  

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Posted Wed Jan 6, 2016 3:58 PM

Please add me to the Astro-Storm cartridge waiting list, thanks! 



#29 Felyx OFFLINE  

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Posted Thu Feb 18, 2016 2:48 AM

Please find below some deco for the CD and its box:

The CD cover:

daip.jpg

The DVD box cover:

HUNP.jpg



#30 Sporadic OFFLINE  

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Posted Thu Feb 18, 2016 3:16 AM

Please find below some deco for the CD and its box:

The CD cover:

 

The DVD box cover:

 

Awesome work, thanks!

 

Looks really nice as a CD and cover  :-D



#31 Felyx OFFLINE  

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Posted Fri Feb 19, 2016 7:43 AM

Happy to see that you like it. Thank you for sharing your cool game with us :)



#32 Felyx OFFLINE  

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Posted Tue Feb 23, 2016 2:46 PM

i went up to lvl 18 and 8745 points: it is roughly 100 points more than the previous screenshots shown on page 1  :grin:

 LXyp.jpg

 

The game went over because i ran out of time :(


Edited by Felyx, Tue Feb 23, 2016 2:46 PM.


#33 Sporadic OFFLINE  

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Posted Wed Jan 11, 2017 7:59 AM

As a video finally exists, I thought i'd add it here  :)

 

 

 



#34 Sapicco OFFLINE  

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Posted Wed Jan 11, 2017 7:53 PM

Cart please! Barely anyone has working jag cd's

#35 bmx OFFLINE  

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Posted Thu Jan 12, 2017 2:09 AM

Thanks for sharing this game with us. 



#36 Sporadic OFFLINE  

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Posted Tue Jan 31, 2017 12:43 PM

Here's a more up to date video showing the new UI I've been working on :)

 


Edited by Sporadic, Tue Jan 31, 2017 12:44 PM.


#37 GroovyBee OFFLINE  

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Posted Wed Feb 1, 2017 9:07 AM

The new UI looks good. How about using asteroids with more details as they approach you in the intermission? At the moment they look a little too blocky when they get close, in my opinion.



#38 Sporadic OFFLINE  

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Posted Wed Feb 1, 2017 12:21 PM

The new UI looks good. How about using asteroids with more details as they approach you in the intermission? At the moment they look a little too blocky when they get close, in my opinion.

Not a bad idea, I will give it some thought. I do kind of like the blocky look though for whatever wierd reason :/ 



#39 82-T/A OFFLINE  

82-T/A

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Posted Wed Feb 1, 2017 3:11 PM

This game would be really good with a mouse. Will the Atari ST / serial mouse work with this game?



#40 Sporadic OFFLINE  

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Posted Wed Feb 1, 2017 3:12 PM

This game would be really good with a mouse. Will the Atari ST / serial mouse work with this game?

It would be good with a mouse but I doubt it would get added I'm afraid



#41 Zerosquare OFFLINE  

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Posted Wed Feb 1, 2017 7:51 PM

If you're using my audio / input code, you get mouse support for free -- check the docs :)



#42 XM05ES OFFLINE  

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Posted Wed Feb 1, 2017 11:15 PM

Wow!

Just gave this a spin on my JagCD this evening. It plays great and is a lot of fun! You're an inspiration to us wannabe-programmers, Sporadic!

Cheers!



#43 Sporadic OFFLINE  

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Posted Thu Feb 9, 2017 4:45 PM

I've been playing around with some other movement patterns for the rocks.  Here's a video where I've assigned different styles to each rock as a bit of an example. If you watch it for a bit, you should be able to see what each one is doing.

 


Edited by Sporadic, Thu Feb 9, 2017 4:46 PM.


#44 sh3-rg OFFLINE  

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Posted Fri Feb 10, 2017 2:14 AM

Go home rocks, you're drunk.



#45 sh3-rg OFFLINE  

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Posted Fri Feb 10, 2017 2:16 AM

That's actually the perfect example to show people who sulk at the prospect of working with 16.16 precision objects in raptor/rb+ - do that with whole numbers and it'd look like a janky mess.



#46 Sporadic OFFLINE  

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Posted Fri Feb 10, 2017 4:54 AM

That's actually the perfect example to show people who sulk at the prospect of working with 16.16 precision objects in raptor/rb+ - do that with whole numbers and it'd look like a janky mess.

Yes, i'm enjoying applying what i've learnt in other demo projects back in to things like this.



#47 Swansea_Mariner OFFLINE  

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Posted Fri Feb 10, 2017 11:39 AM

Not sure about the new movements they look a lot less realistic than before.

I guess if you wanted more variation in the movements you could either have a range of speeds for the rocks or inter rock collision would produce some new angles.

#48 Sporadic OFFLINE  

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Posted Fri Feb 10, 2017 12:17 PM

Not sure about the new movements they look a lot less realistic than before.

I guess if you wanted more variation in the movements you could either have a range of speeds for the rocks or inter rock collision would produce some new angles.

I hear you, I'm not intending for everything to be like that or necessarily that extreme or for rocks to do those things.... Those were examples of what it can do.  Also, you don't know the back story of the game ;)


Edited by Sporadic, Fri Feb 10, 2017 12:18 PM.


#49 Swansea_Mariner OFFLINE  

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Posted Fri Feb 10, 2017 12:22 PM

That's cool, it's looking great so far, gotta be ontrack for being one of the best homebrews out there so far!




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