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matosimi

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matosimi last won the day on October 18 2022

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About matosimi

  • Birthday 04/09/1984

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  • Gender
    Male
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    Slovakia - Bratislava http://matosimi.atari.org
  • Interests
    8-bit atari coding

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  1. I have tried cc65 long time ago and it was painful. You can read the stories here: http://matosimi.websupport.sk/atari/?s=Cc65 You just have to translate the pages :), back then I was writing articles in Slovak. there is definitely way to optimize/write the cc65 code to compile faster and shorter, but I'm not sure if it then it's similarly long leaning curve compared to writing directly in ASM. I have been struggling with IDEs, however that's normal when using C. If you are not a C coder, I suggest to not even trying. if there were mad pascal existing at the time I was coding Roxblox, I would 100% go for it. also the generated code is better translated (faster,shorter,more readable) to 6502 ASM code. The only drawback is the evil block definition with begin/end that I really hate. So in nutshell: lot of subjective stuff against cc65, no real experience with mad pascal at all.
  2. Fallen Kingdom v1.2 has been released... updated NTSC colors + altirraOS crash fix of ending screen: http://matosimi.websupport.sk/atari/2024/03/fallen-kingdom-v1-2/
  3. @popmilo, nice work! I have encountered just 2 small glitches in the sprite deletion... 1) tony_x1.atstate2 The bat on this screen can kill you when climbing the ladder, when it's removed (either by killing you or you killing it) it deletes the 1px wide area from the ladder together with the bat sprite. I assume this is the only place where bat or other flying enemy can kill you while climbing the ladder. 2) tony_x2.atstate2 The skull on this screen leaves couple pixels (1 line) when killed... it needs couple tries to succeed to leave the mark. I'm not sure whether it is worth chasing these bugs, nothing that important... I think 1st could be fixed simply by removing last position from bats path. However I'm not sure whether it remains lethal to the player climbing the ladder. 2nd could be caused by the fact that the skull, two bats and Tony overlap single vertical position, so sprite drawing routine does not handle all the redraws at the same time. Good luck with the rest of the project!
  4. DotA source: https://github.com/matosimi/DotA
  5. I started working on that game 15 years ago, even before Ridiculous Reality...
  6. I just finished writing a short "making of" post about DotA, so if you are interested you can read it here: http://matosimi.websupport.sk/atari/2023/10/dota-making-of/
  7. ...also you can enjoy my entry: DotA rev49 abbuc2023.xex
  8. i've already beaten the game. nice nice... it screams for more levels
  9. nice design, but where are tokens and houses? did you reserved pm objects for those "dynamic" elements? also... it may cause design inconsistency, but I suppose it does not make sense to have the top line with upside down texts ...since (i guess) nobody will play with the monitor upside down....hence trying to avoid the KRAP space Looking forward to get this moving, with the AI opponents it could be nice local play... but since it is a turn-based board game it is also a strong candidate for some fujinet mumbo jumbo.
  10. I think it's time to uncover DotA.
  11. also it is about personal preference of a coder... i don't find the game interesting enough, the graphics is of course wonderful, but from gameplay point of view it is about jumping over obstacles and opening doors with keys...like Montezuma's Revenge or Deimos. We have been here already. I'm missing something special here like portals, teleports, altered gravity, character metamorphosis, alternate realities, world alteration... just some sauce. I'm crossing fingers for anyone who decides to pick up this project, it's just not my cup of tea.
  12. I'm finishing my entry as well, this year it is a real time strategy with point and click adventure elements
  13. ...or you can use the color schema or even the whole design from my Fallen Kingdom
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