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homebrew assembly paddles

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#26 Arenafoot OFFLINE  

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Posted Fri May 13, 2016 12:33 AM

 

 

Thank you! :)

 

Hmm... you might need to manually switch to paddle mode. Try pressing tab while the game is running > Game Properties > Controller. Then set P0 Controller to Paddles in Left Port. Then you'll have to close the ROM and reopen it for the changes to take effect.

 

(Also, if you want to be able to save your high scores, set P1 Controller to AtariVox in Right Port.)

 

That did the trick...........Thanks!

 

Will this title be published?



#27 Lumi OFFLINE  

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Posted Fri May 13, 2016 12:48 AM

That did the trick...........Thanks!

 

Will this title be published?

No problem! That tripped me up quite a bit while developing this.

 

And if this got published, I would be ecstatic. I'm just not sure what the process is. Should I send it to Albert for approval?



#28 Arenafoot OFFLINE  

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Posted Fri May 13, 2016 12:52 AM

 Should I send it to Albert for approval?

Yes!!!!!  :thumbsup:  :thumbsup:  :thumbsup:



#29 Thomas Jentzsch OFFLINE  

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Posted Fri May 13, 2016 3:21 AM

When you send it to Al, please be prepared that it may take some time until he answers. He is usually very busy. Be patient. :)



#30 sramirez2008 OFFLINE  

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Posted Fri May 13, 2016 7:54 AM

Yes!!!!!  :thumbsup:  :thumbsup:  :thumbsup:

 

+1 :thumbsup: :thumbsup: :thumbsup:

 

This is a really good game.



#31 toiletunes OFFLINE  

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Posted Fri May 13, 2016 8:07 AM

You can self-publish, just order 20-50 or whatever number of custom carts, then sell them via pre-order.



#32 Lumi OFFLINE  

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Posted Sat May 14, 2016 6:21 PM

Thanks guys, I've messaged Albert and he's going to test it soon!

 

Also, what do you think about this instruction sheet? Is it too wordy? Are these dimensions correct? (Ideally it would be folded in half vertically.)

 

inst.jpg



#33 Arenafoot OFFLINE  

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Posted Sun May 15, 2016 4:21 PM

Thanks guys, I've messaged Albert and he's going to test it soon!

 

Also, what do you think about this instruction sheet? Is it too wordy? Are these dimensions correct? (Ideally it would be folded in half vertically.)

 

attachicon.gifinst.jpg

Looks good to me!



#34 Mountain King OFFLINE  

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Posted Sun May 15, 2016 5:00 PM

Very Cool! I need to test this out tonight. I haven't played this since it was called Jet.



#35 0078265317 OFFLINE  

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Posted Sun May 15, 2016 5:18 PM

Very nice.  Looks very similar to nes road fighter.



#36 macdlsa OFFLINE  

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Posted Mon May 16, 2016 12:49 PM

Awesome job !
 
A game of reflexes and concentration as I have not seen in a long time... and in only 4Kbytes !!!
It reminds to me Asterix and Gremlins... if only in both could be implemented the use of the paddle instead of the CX-40...  ;) )
 
Bravo !
 
My 1st game (NTSC version) :
Drive_MacDLSA_hs_NTSC.jpg

My 2nd game (PAL version) :
Drive_MacDLSA_hs_PAL.jpg
 
[ both done on Stella emulator, with mouse used as the paddle controller... still have to grab an Harmony (Encore) for my H,L & Jrs... ]
 
I promise I'll try to do some artworks for an eventual (and likely !) label contest...  :thumbsup:


#37 Lumi OFFLINE  

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Posted Mon May 30, 2016 5:01 PM

Thanks a ton, guys! Your feedback has been really encouraging! :) I have a ton of news now.

 

I have another update based on my conversations with Albert, v1.5.2. Here's what's new:

  • The environment now changes color depending on the speed
  • High score screen now says "Game Over"
  • Fixed a bug with Speed Freak mode that only happened on real consoles, not in Stella
  • PAL version now plays sound effects at the correct speed, making it essentially identical to the NTSC version in all aspects
  • Playing on the lowest speed only lasts half the time it did, to make retries less painful

The new versions are attached to this post, and also to the first post.

 

What I could really use now is some help with testing! Especially looking for differences in how the game plays on actual hardware compared to Stella. If anyone is willing to try it both emulated and on an actual console and compare the two, that would be very helpful!

 

Additionally, I have part of the manual complete! Take a look:

1.jpg 2.jpg

 

Finally, I am running a label design contest! The winner will receive a free copy of the game, their artwork featured on the label and manual, and their name in the credits! For more information, click here: http://atariage.com/...-label-contest/

 

Thanks for the support and help, everyone! :)

 

Attached File  Drive! v1.5.2 NTSC.bin   4KB   130 downloads

Attached File  Drive! v1.5.2 PAL.bin   4KB   72 downloads


Edited by Lumi, Mon May 30, 2016 5:03 PM.


#38 sramirez2008 OFFLINE  

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Posted Tue May 31, 2016 5:20 PM

Played on actual hardware, via Harmony.

 

Like the changing background colors, although the third stage (kinda reddish) was a bit washed but that might be my TV or maybe my console. I'd be interested to hear from others.

 

Can confirm that the save functionality via AtariVox works and I like the addition of "Game Over" on the High Score screen. "Game Over" and "Try Again! give it a more polished look.

 

Couldn't play too much, due to work, but will play around with the colors later.

 

Thanks for making this game and for sharing with the community. :thumbsup:

 

 

High Score Screen.JPG      AtariVox.JPG



#39 Lumi OFFLINE  

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Posted Tue May 31, 2016 7:23 PM

Thanks, sramirez2008! :)

 

However, I'm a little concerned by your description of the third stage as "reddish", because that stage is supposed to be purple. That could be happening if you're playing the NTSC ROM on a PAL console. If not, are you sure the color settings on your TV are correct?

 

Is the third stage red for anyone else? The stages on normal mode should go: yellow/brown -> blue -> purple -> green.


Edited by Lumi, Tue May 31, 2016 7:33 PM.


#40 sramirez2008 OFFLINE  

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Posted Tue May 31, 2016 8:48 PM

Could be my CRT. I'll try to reset the colors on it.



#41 sramirez2008 OFFLINE  

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Posted Fri Jun 3, 2016 4:14 PM

Is the third stage red for anyone else? The stages on normal mode should go: yellow/brown -> blue -> purple -> green.

 

Yup...corrected the colors and am now seeing them as described above. Also reached a new HS.

 

Drive! HS.JPG



#42 Lumi OFFLINE  

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Posted Fri Jun 3, 2016 9:12 PM

Awesome! And nice score! Was that on normal mode?



#43 sramirez2008 OFFLINE  

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Posted Fri Jun 3, 2016 9:36 PM

Left difficulty A, but right difficulty set to B. Was having a hard time reaching 50K with the right set to A.

 

Great game.  The game ends and I immediately want to play "one more time" and for me, that's the sign of a great game.  :)



#44 SSG OFFLINE  

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Posted Sun Jun 5, 2016 2:38 PM

looks cool.



#45 Lumi OFFLINE  

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Posted Mon Jun 20, 2016 10:44 PM

Thank you all for the amazing support over the past few months!

 

The label contest is now over, and the winner is Corey Kramer, who you probably know for making the label art for Wall Jump Ninja! Well done, Corey! :-D

 

Thanks to him, the label art and manual are now complete! Check it out!

 

Labels

Front label:

frontlabel.jpg

End label:

endlabel.jpg

 

Instructions

Front cover:

fc.jpg

Inside:

inside.jpg

Back cover:

bc.jpg



#46 Tangentg OFFLINE  

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Posted Fri Jul 1, 2016 11:17 PM

Nice! This is like the LEGO Avoider game

 

I actually made a Windows game like this before that has 2600-styled graphics. Nice to see someone made an actual 2600 homebrew for this type of game!



#47 Kosmic Stardust OFFLINE  

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Posted Fri Jul 1, 2016 11:26 PM

Awesome! Will definitely pick this up when it drops in the store... :grin: :thumbsup:



#48 Tangentg OFFLINE  

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Posted Sat Jul 2, 2016 1:30 AM

Hmm... I have the right difficulty at A an I got past the first "stage" the second time and these non-moving blue blocks have been going for at least a full minute now... Is this supposed to happen? Like I'm literally just staying at the middle and not moving.

 

tumblr_o9ofhdxIB21sxn2jfo1_1280.png



#49 Lumi OFFLINE  

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Posted Sat Jul 2, 2016 3:29 PM

Thank you so much, everybody! I appreciate the kind words!  :-D

 

Hmm... I have the right difficulty at A an I got past the first "stage" the second time and these non-moving blue blocks have been going for at least a full minute now... Is this supposed to happen? Like I'm literally just staying at the middle and not moving.

Oh no, really? I thought I fixed this bug a long time ago. Basically it's a problem with the RNG looping in sync with the blocks being displayed. I thought I had fixed this, I haven't experienced it in a long time...

 

Let me tinker with the code a bit more. I'm guessing there's some way to fix this once and for all.

 

 

EDIT:

This update should fix the issue once and for all. I decided to incorporate adding random ROM data into the RNG function, so there's no way the RNG could loop like that now.

 

Attached File  Drive! v1.5.3 NTSC.bin   4KB   103 downloads

Attached File  Drive! v1.5.3 PAL.bin   4KB   63 downloads


Edited by Lumi, Sat Jul 2, 2016 3:52 PM.


#50 Tangentg OFFLINE  

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Posted Sun Jul 3, 2016 10:40 PM

Gonna download it now! Thanks for being so quick at fixing it!







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