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Taxi Panic!

homebrew assembly asm wip

110 replies to this topic

#101 Propane13 OFFLINE  

Propane13

    Stargunner

  • 1,649 posts
  • Location:Charleston, SC

Posted Thu Apr 21, 2016 12:51 PM

Since it's still WIP, I don't think we're at the preorder stage yet.

Right now we're in the "give feedback and help out" part of things.



#102 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

    Thrust, Jammed, SWOOPS!, Boulder Dash, THREE·S, Star Castle

  • 23,934 posts
  • Always left from right here!
  • Location:Düsseldorf, Germany, Europe, Earth

Posted Thu Apr 21, 2016 12:56 PM

So true. People who order unfinished stuff are potentially reducing the quality of the games.

 

Even if you are a hard core collector, please don't ruin our hobby by buying everything, without caring for quality. Thank you!


Edited by Thomas Jentzsch, Thu Apr 21, 2016 12:58 PM.


#103 grafixbmp OFFLINE  

grafixbmp

    Dragonstomper

  • 683 posts
  • Location:South Central US

Posted Fri Apr 29, 2016 3:59 PM

I was playing through the latest demo and something in the physics felt off and wondered if the program set the rate of slowing down (no direction) based on the road (no collision) from the buildings (collision with PF) so the collision sets the slowdown to happen faster?

#104 walaber OFFLINE  

walaber

    Chopper Commander

  • Topic Starter
  • 159 posts

Posted Sun May 1, 2016 11:16 PM

thanks for the feedback.  hitting a wall does slow you down, but doesn't change the overall deceleration rate.  I'll take a look at the physics tuning and tweak it before the next release.



#105 the.golden.ax OFFLINE  

the.golden.ax

    Quadrunner

  • 12,547 posts

Posted Sun Aug 21, 2016 4:34 PM

both my wife and son

are looking forwartd to this

.

is this still being worked on

maybe they can find

our cuttle cart



#106 MacrosCode OFFLINE  

MacrosCode

    Star Raider

  • 55 posts
  • Location:Europe, South of Germany

Posted Sun Aug 28, 2016 7:00 AM

thanks for the feedback.

 

The steering of the car is really good!

Looking forward to the next steps! :)



#107 GraziGamer OFFLINE  

GraziGamer

    Chopper Commander

  • 175 posts
  • Location:Rhode Island, USA

Posted Sat Dec 24, 2016 3:58 PM

Wow like the project! :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!  ;)


#108 walaber OFFLINE  

walaber

    Chopper Commander

  • Topic Starter
  • 159 posts

Posted Tue Jan 10, 2017 12:20 PM

just a quick note to say that I've been heavily distracted messing around with VR development in my little free time that I have, so development on this has stalled for the moment.  I do hope to return to it though, especially since I'd made so much progress on the game.

 

I think I'll have to probably go over 4K in order to finish the game, so once I revisit the project step 1 will be to set up bank switching, something I've never done before.



#109 ComputerSpaceFan OFFLINE  

ComputerSpaceFan

    River Patroller

  • 2,230 posts

Posted Tue Jan 10, 2017 7:28 PM

I think I'll have to probably go over 4K in order to finish the game


How sad is it that nowadays when I read the term 4K I'm thinking those new TVs. My oh my how technology has changed.

#110 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

    Thrust, Jammed, SWOOPS!, Boulder Dash, THREE·S, Star Castle

  • 23,934 posts
  • Always left from right here!
  • Location:Düsseldorf, Germany, Europe, Earth

Posted Mon Apr 24, 2017 12:11 PM

Any update?



#111 RamrodHare OFFLINE  

RamrodHare

    Dragonstomper

  • 584 posts
  • Lost in Time.
  • Location:Greeneville TN, USA

Posted Tue Jun 13, 2017 11:34 PM

Just found this thread tonight. I'm really interested in this game.  I'd like to know where it stands at the moment. How about an Update? :-D







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