Originally, the Death Race machine I won on Ebay was going to arrive last week but there was some mixup and it got postponed until today. It therefore has arrived on Halloween. Perfect timing.I'll update this blog post and add some pictures later. I did discover a few issues beyond what was listed in the action. The left shifter doesn't sound like it has a microswitch behind it. The one on the right clicks so it probably works. There also seems to be a pot on the motherboard that is broken
I think the forums are slightly wonky. First, daylight savings time hasn't kicked in yet. And second, October gained an extra day:And even though this is going to throw the Trick-or-Treaters into a tailspin, I like it. I can always use an extra day here or there.Since I wasn't really able to do any more work on RPS or the MiniGame MultiCart (pending various approvals), I decided to finish up the Solar Plexus label. Now I just need to get the Photoshop file to Jess, and that project's all wrappe
I've always wondered how people felt about casual sex overall. What happens if you get so into it with someone, that you develop feelings? I don't mean FEELINGS, but there is some spark there. What if the girl doesn't want to go further than one night? Just how do you deal with it? I've been having difficulty understanding why I meet people like this. I always play it safe but there's always something in the back of my head to remind me of what could happen. I guess the difference between this g
What do we have on the spacecraft that works? ;)The RPS Manual is nearly finished now. The only thing left to do is finish up the instructions on how to play, and list the game options.You'd think that would be most of the manual right there. But no. I wrote an introduction to the game, a "getting started" page, character descriptions, created new background illustrations for each page, re-formatted the label artwork to fit the cover, and then made the back cover.But that's all done now, so I'm
Just let me babble for a moment . . .
First point: Back "then", we just called it "the Atari", right? We left off the "VCS", because it was shorter, and before 1982 the "2600" portion of the title wasn't ever mentioned because there was no other Ataris from which to distinguish it. I've been calling it the "Atari VCS" because that's what it literally was, and to contrast it with its eventual title change into the "Atari 2600". I did the same thing with the Channel F/VES. No consumer in 1976
I was bored earlier this afternoon, so I decided to go check out a brewery in Waterbury, VT. It is called The Alchemist and is run by John Kimmich. It's a 7bbl brewery run out of their basement. There are some excellent beers on tap. I enjoyed their Heady Topper Double IPA (7.2%ABV). The atmosphere is excellent. However, they do not sell their beers in growlers. That was kind of a downside.After finishing up my pint of Heady Topper, I decided to drive 11 miles away to Stowe and The Shed Brewery
OK, I know I said that the last entry would be my last update for a while. However, I couldn't resist tweaking the PoP code just a little more before I leave! I came up with a nice way to animate the objects in the game, so this update contains flickering torches and bubbling potions. The sprites were done in a hurry and will be improved later, but you should get the idea. I have done some initial work on the spikes in this version (see screenshot): they spring up when you get near, but
Okay, I've finally managed to get everything (back) into something which I can assemble into a 8448 byte bin. I haven't attached it because I haven't flushed out, what will probably end up being obvious, bugs. One of the problems with the code is I've started & stopped so many times I've forgotten dependencies and made some errors. It's also been a long while since I've had something which I could run and debug.One bonus is it appears I should be able to fit the game code into 4K, althoug
aka Space Combat (Sears)
Okay, there's a Space War on the Atari VCS, a Space War on the RCA Studio II and a Space War on the Fairchild Channel F (yes, it's now called the Channel F. Fairchild decided to change it from VES for some reason, probably having to do with similarities to the Atari VCS.)
Lots of Space War. Did ALL of these programmers go to a university with a PDP-1 with the $100,000 monitor and played Spacewar! on it? OR Did they just happen to know that this was a title that O
Everything is going well with my project.
My mini-game works well. The goal is to avoid any obtacles likes planes, flying balloons... by using a mouse.
I'll finish it tomorow.
Don't you think you are going to play this mini-game at the begining of the main game do you?
To play i,t you have to get the highest score to play this mini-game at the end of the game.
The story: today's father's day and Isabella must find a present of his dad.
See you later
Well, it turns out that not only am I designing the manual for RPS, it looks like I'll be writing it now, too. But that's cool, since I created new characters for the game, and I kind of relish the idea of writing their back-stories.So this moves it to the top of my "things to do" list, and I ended up getting a pretty decent first pass at the layout done last night. I haven't started any of the writing yet, since I wanted to see how much space I was going to end up with, but between some e-mails
This will probably be my last entry for a while as I am off next week to Washington DC for a conference, and then on to the vgXpo in Philadelphia the following weekend. Fortunately things are looking better for the vgXpo now as many people on the forum have said they are still going, and AA will have a stand there after all. The Hunchy 2 carts have now been soldered by Al, and should be available for sale at the show. If there are any bugs still remaining in Hunchy 2 then it is too late!
"Grandpa, why does your leg phase in and out of existence when you walk?"
"What? Oh, well, that's just my Blinky Leg."
Basketball, Atari VCS (1978)
The solution to the problem of animating a human figure has many approaches. (I'm not an animator so forgive me while I just talk off the top of my ass.) You could do it the Hard Way, which would be filming a person moving around and redrawing every frame exactly as it appears OR the Easy Way, which would be to just draw something that va
Whoo! So much homework, so little time! Plus, add in a little for someone and it doesn't seem to get easier. Hmm. This weekend, I'll have to devote most of my time to homework in order to pass the midterm assessment for one course. Definitely not looking forward to it. It's been getting busier at work. Next Tuesday, my annual review is due. I'm looking forward to that but also nervous at the same time. Worried about what kind of raise I could get mainly.
Part 4 - Shading
I'm going to split shading into a couple of categories: Shading and Highlighting. They're actually both part of the rendering process, but the way I approach them in Photoshop is as separate steps.
The reason for this is flexibility. This goes back to the whole thing about splitting the Photoshop document up into layers. I can experiment a lot more by keeping them on different layers, and adjust them as needed.
First though, I'm going to sidetrack a little bit.
I spent two weeks to complete all the endings in the game.
Also, all the easter eggs are completed.
Here one of many endings you can see.
To see them, you have to play the game in different ways.
Here the records:
The story = finished.
Quests = finished.
Endings = Finished at least
Mini games = %10 finished.
Easter eggs = Finished.
Now, it's the time to make one of two mini-games.
Isabella Coq is a point & click adventure game. Here the st
I got my Amazon.com money today, so I'm going to buy Tecmo Classic Arcade for Xbox tomorrow. After all of these years of waiting, I'll finally get to play a good working version of Swimmer. I'm sure I'll like some of the other games, but Swimmer is the main game that I have been waiting for.
Now all I need is the Commodore 64 game Toy Bizarre in a collection for the Xbox or 360.
The Highs:Juston has finished the label for Hunchy 2 and it looks amazing (see below). My first Atari cart release looks set to happen real soon, and I can't wait to see the finished product. The 2005 minigame multicart is also coming along nicely, and will contain some of my minigames (Hunchy, Jetman & Nightrider). The deadline for the minigame competition is also nearly here and I hope my games will do well, though the competition is tough.The Lows:I have booked my flights and accomo
Breakout, Atari VCS, 1978
Okay, a chronogamer has to always be thinking about the relative future (though technically, we're always thinking about the past.) which is why I haven't been writing lately. Mostly I've been letting go of the past (goodbye Odyssey games! It was fun! Um, sometimes!) so that I can afford to play the games to come. Oh, I also bought a brickwall on ebay and I've been slamming my head against it for about two weeks. Wait, did I say brickwall? I meant a Sony PVM 2530 mo
Edit: The latest is up on the compo games page. Playtested this morning and had serious problems getting past level three. Adding the drip to the game really changes the overall dynamic. I find myself avoiding the bullet bounce back only to charge into an ooze drop!Changes I'm going to make today:toggle ooze drip with right difficulty switch, if the switch is set to b, then no drip happens at all. I think some players are just not gonna like this aspect of the game. Also, there are times wh
I decided to go for it this weekend and get the drip working. I've still got about 150 bytes left for tweaks and cleanup, if needed.The ball graphic ends up working pretty well for this. I change the size as the drop is falling and offset the horizontal position to keep things in line. Fast, easy and effective. That's one of the easiest changes to this game so far....As per the last release, download it from the 2005 minigame compo games page, once the organizer has updated the games links.
As someone who has been taught Software Engineering, there is something both refreshing and frightening about assembly programming on the Atari. On the one hand, all of the standard rules about abstraction, modularity, generic data structures and exception handling go out of the window as there is simply not enough memory or cycles. On the other hand, the resulting code ends up becoming increasingly complex and tangled in the quest for space and efficiency!My PoP project is now the largest as
Part 3 - More Coloring
This is probably a good point to mention color space. A color space defines what primary colors are combined together, and how they're combined, in order to make a full range of colors.
RGB (red, green, blue) is what you see on your computer display.
CMYK (cyan, magenta, yellow, black) is what printers use.
Technically, this image is only CMY. But it's a good comparison against RGB.
Printers can not print all of the colors that you c