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Pounce - source code


Tidus79001

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Is it known if the source code for Pounce still exists? Even though the prototype is very much a work in progress I bet that there are many within Atari Lynx homebrew community who would eagerly take up the task of developing the game to completion. Heck if the source code were available to me I would take up the challenge of learning to code for the Lynx.

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Is it known if the source code for Pounce still exists? Even though the prototype is very much a work in progress I bet that there are many within Atari Lynx homebrew community who would eagerly take up the task of developing the game to completion. Heck if the source code were available to me I would take up the challenge of learning to code for the Lynx.

Ok, I am guess that is a no based on the 0 views and 0 replies on this thread since its creation yesterday morning :-/

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Ok, I am guess that is a no based on the 0 views and 0 replies on this thread since its creation yesterday morning :-/

 

Zero views must have been cached in your browser or something, at least I checked out the thread at once when I saw it :D

 

I wont go and speak for all Lynx programmers and code dabblers, but I think it's been discussed here before, that most of us probably have a hundred of our own ideas that we'd like to put into realization instead, and so little of that precious time with work, family etc. Pounce does look nice and the ball part seems to be using the scaling in a fun way. As probably most of us here know, Carl did finish at least Remnant and Cyber Virus, which is indeed wonderful. I don't remember right now how far along those games had come, although I remember reading about it on this forum.

 

Another thing from my personal point of view is that the fun stuff is done in Pounce, i.e. some graphics, some music and kind of a minimum viable 'product', but all the hard and boring stuff is left: much more graphics, level design, testing, polishing, level design, testing, polishing, level design, testing, polishing etc... ;) Same thing with AvP and Hyperdrome. That fun & easy '80%' is done and that uphill boring 20% left. In all game projects I've been involved in I've unfortunately never really met someone who would be super interrested in level design, only music, graphics and programming, although it might be that level design is somewhat important! :grin:

 

Btw. I hadn't seen Hyperdrome in action before yesterday in mvirtuales youtube video, really nice 3D effect and MAD sfx!

 

 

Heck if the source code were available to me I would take up the challenge of learning to code for the Lynx.

 

Try picking it up anyways, the tools are pretty approachable by now and it's just too much fun! ^^

Edited by Turbo Laser Lynx
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No, I have't. Honestly I wouldn't know how to reach out to him.

 

Mr Bland may have his current contact info; I haven’t emailed him in a decade.

 

 

He's on the forums - Harry_Dodgson

I've been asking him for LGSS documentation to no avail, so maybe you would have better luck with Pounce. :)

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Zero views must have been cached in your browser or something, at least I checked out the thread at once when I saw it :D

It was zero views up until the next day and no replies and this was browsed by me across multiple devices that I use. They all came in after my second posting on Fri Nov 16, 2018 7:50 PM EST :)

 

I wont go and speak for all Lynx programmers and code dabblers, but I think it's been discussed here before, that most of us probably have a hundred of our own ideas that we'd like to put into realization instead, and so little of that precious time with work, family etc.

Right, I am sure many would want focus on their own project, and I didn't mean to suggest or imply that someone should take up doing this. Like I said I would considering taking up the challenge of doing it if the code for this demo was available.

 

Pounce does look nice and the ball part seems to be using the scaling in a fun way.

 

Another thing from my personal point of view is that the fun stuff is done in Pounce, i.e. some graphics, some music and kind of a minimum viable 'product', but all the hard and boring stuff is left: much more graphics, level design, testing, polishing, level design, testing, polishing, level design, testing, polishing etc... ;) Same thing with AvP and Hyperdrome. That fun & easy '80%' is done and that uphill boring 20% left. In all game projects I've been involved in I've unfortunately never really met someone who would be super interrested in level design, only music, graphics and programming, although it might be that level design is somewhat important! :grin:

For me it would be a learning experience and it would be very fulfilling to me being able to be part of something amazing that never got it opportunity to be a meaningful part of the tragic history of the Atari Lynx. It would be for me giving back a piece of of what the Lynx was denied due to the circumstances of how Atari was fairing in the video game market in those days.

 

I'm doubtful that such code still exists, but if it does it would be a waste to let it sit unfinished for eternity. It's one of the Atari Lynx titles with the most unrealized potential that I have ever seen. This possibly could have been Atari's answer to Mario, just as Sonic was Sega's answer to that juggernaut, and as Bonk was to a degree for NEC on Turbografx 16.

Try picking it up anyways, the tools are pretty approachable by now and it's just too much fun! ^^

Just would be easier for starting point if I had code like that as point of reference. My understanding is that C is the only way to program for the Atari Lynx. Having code avaiable would go a long way to helping me to under that which I am trying to learn and build on if I ever dare tired to bring this title to completion. Edited by Tidus79001
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