I ordered We (heart) Katamari online, because the Toys R Us near me was sold out, and I got a discounted price on eBay. It took awhile to get here, but finally arrived yesterday. I took it home and was so excited to get the disk out of the casing and into my PS2 that I BROKE the DVD when I tried to remove it. I am not kidding, I really wish I were. One nasty crack, edge to center. No Katamari for me, until I get another copy. I'm out the cash I spent, and I feel really, really dumb. I am over 30
Another quick PoP update:Following on from last time I have now managed to connect the switches and doors together. The attached demo shows the results with three switches and two doors. The upper switch opens the left door on a timer (it closes again after a delay), the lower right switch opens the right door, and the lower left switch closes the right door. There were an unbelievable number of special cases to consider, e.g. closing a door that is half open, but I think I have got them al
As I sit here drinking my coffee and trying to wake up, I think of all the things that could transpire this week. With my boss on vacation for two weeks, it leaves a lot of possiblities for what could happen. If we're lucky, we can get caught up on stuff. However, we have to work as a team first for that to happen. Also, when things get busier next week, how are we going to get along? I'm still wondering how myself. Survival is important but it can't be done without cooperation among people. Wel
Star Ship (a.k.a. Outer Space)
As I've often said, one of the greatest entertainment advantages of videogames is that they can let you and your friends engage in pretend deadly combat in the comfort of your living room, without having to deal with "fresh air", "sunshine" or even "running around".
The second greatest entertainment advantage is letting you pretend to fly around in space doing . . . well, whatever. You are able to play games that take place in space without having to worry
I reworked the telephone part when Isabella calls Adele.
The old screenshot.
The newest screenshot.
Also, I worked on the Isabella's diary. Now, the player can know Isabella's friends
adresses and phone numbers.
Making adventure games take time and Isabella Coq: a present for my dad is not
an exception. The last part of the game takes more time to make because it's more difficult to play.
See you later
Just a quick update on my PoP project:In my last entry I outlined a complex scheme for implementing the doors and switches. After a weekend of programming I have now implemented the doors part (see attached) and it appears to work. I have also coded most of the switches part, but it isn't linked to the collision detection yet. The attached code shows two doors being animated. The cool part is that if you go off the screen to the left or right then you see the same doors moving. The ne
It's always interesting revisiting artwork I haven't looked at in awhile. Invariably, I see things that need to be changed that I completely missed before. Usually this happens because I was so focused on getting individual details right, that I didn't step back and look at the overall picture with an objective eye. Not seeing the forest for the trees, as it were.With the RPS label, the problem turned out to be bad tangents. It's a pretty complex line drawing with overlapping objects, and those
I like the Burnout games quite a bit. I don't play them as often but with the latest Burnout, Burnout:Revenge, I can't get enough of it. Many racing games discourage you from crashing into traffic or other racers. You get penalized or your car gets totalled. However, in the Burnout games, the objective is to crash into as many other cars as possible and create the most spectacular crashes possible. This game does not fail to deliver on such objectives. Sure, the graphics could be a bit more poli
Okay, don't talk to me about basic math, see? It ain't a game, see? It ain't fun, see?
It's math, man! It's not even "fun" math, like differential equations and shit. It's plussin' and minusin' and multiplyin' and dividin'. Phooey!
Oh, please, dear god, why? Why is it always Blackjack?
While the graphics for the Fairchild version of Blackjack are slightly more ambitious (remember the rounded, green dealer's table graphic?), Atari's Blackjack is superior in m
The problem with this whole blogging thing, at least from my perspective, is that I tend to ramble on too much. (This should come as no surprise to people who've known me over on the MacMAME Message Board, or have read any of the video game movie reviews on my website.)
My first blog entry was titled "If it's Saturday, it must be October". Of course, I neglected to actually include anything relevant to it being October. For example - the reason I look forward to October.
Baskin & Rob
The whole point of doing this blog, is to have some sort of work-in-progress place for Atari-related projects I'm working on. This will include stuff like my Video Mods Comparison Project (which is need of an update), the Stella at 20 DVD, and artwork for homebrew games.
So this weekend, it's all about the artwork.
The homebrew scene is something very exciting to me. I'd always wanted to make my own games back-in-the-day, but never learned to program. I made the attempt at it, but discov
Hi everybody and welcome to The Sims 1 bloopers & funny screenshots... again
Do you really think that a cat or a dog calls you for a date at downtown?
Come on, programers! The sims is supposed to be a real life simulator.
Stuck in the doors.
The animals can read...
What do you read?
That's all for today. See you later
Air-Sea Battle (a.k.a. Target Fun)
My son and I have played this, but today, on the game's "write up" day, I asked my daughter if she wanted to play.
Yeah, that's a Genesis controller plugged into my Atari VCS. Yes, it's anachronistic, but then again, so is she.
She said yes! She was happy to engage in what her big guys "waste" so much time doing.
Air-Sea battle is a little bit like the Fairchild's Torpedo Alley in that you shoot stuff going across the screen using a "shooter"
Okay, so I'm blogging. Just like the rest of the internet. Always more than a few months behind the curve, it seems, even though I was online with AOL, usenet, and even doing the whole "chat" thing (irc) back in '94. But I was one of the brilliant people who never thought the World Wide Web (remember when people still called it that?) would catch on. It seemed like a handful of disjointed sites with questionable content and no coherent way of finding anything. Now of course, it's millions of dis
YOU WANT IT? YOU GOT IT.
Several people have expressed a desire for a true arcade pong on the 2600, most recently here: http://www.atariage.com/forums/index.php?showtopic=76696
Well...I decided to code it. Sort of. The kernel, anyway.Check it out.
Use paddle 0 and paddle 1 to move the, uh, paddles. I probably won't take this project much further but maybe someone else will.
Anyway, that's why I attached the source.
All righty then. Thanks all for the feedback on the drones. I have attached a version with the drone size increased to 2x2 versus the original 1x1. I also improved their behavior so that they do not keep firing back and forth. Let me know what you think. I have also attached the source code for the drones and the main program with the binary. The drones are implemented as state machines. They are in a Hunting state going along the edge. They enter the Fire state when lined up with the
I was pleasantly surprised when my boss presented me with a "coupon" for a free day off at work. It's a nice gesture and I can't wait to use that day off already. Unfortunately, I won't be able to use it for another 3-4 weeks. However, it's a really cool thing to do. Things are going very weel at work and I appreciate stuff like this.
Ah-ha! I've got it!Currently, the code is set up for six sprites - the player and five enemies. Each frame one sprite moves one pixel. So it takes 24 frames for a sprite to move horizontally from one PF block to the next.Now, what if I change this to fractional positioning for the enemies. The player I'll leave be because he can change direction in mid-move. What if I want to still limit myself to one full sprite movement update per frame. Okay, so let's make it take 30 frames for the enem
Alright, I have a primitive implementation of the hunter drones for the game. Please see the attached binary. I need to modify the system so that they don't keep firing back and forth on the same line. Also I am wondering if they should be bigger.Cheers!
I am not very good at multitasking. I find it difficult to switch from one project to another, and so I tend to give a single project my full attention for some time while ignoring the rest. My problem is that I have a lot of projects, including redecorating my house, writing a book, developing several websites, and learning to drive. I guess that my girlfriend should also be included in that list! As a result, my Atari projects tend to move along at a relatively slow pace, with occasiona
SO YOU WANNA DESIGN VIDEO GAMES, HUH?There is lots of programmer-oriented documentation for the budding 2600-coder, but not a lot for someone who doesn't want to code for the beast but still wants to know, in a somewhat non-technical way, how it works. Plus, lots of people think they have the bomb idea for an Atari game but they have no clue what will and won't work with the 2600 hardware.So, for them, I presentSo you want to be a game designer? How to design an Atari 2600 game.Updated!Note th
Surround (a.k.a. Chase)
After Combat, Surround was one of the original nine carts that I remember playing most fondly as a 12-13 year old. I remember getting the game cheaply (about $10) at JC Penny's on 69th street in Upper Darby, PA. (Most likely, just before, or maybe even during, the "crash", but here in 1977 we don't know anything about that, do we?)
The game variant that my friends and I seemed to laugh the most during was the one where you can turn off your "trail" and go faster a