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Posts posted by LS_Dracon
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This would be a good 32x game.
For some reason, aways wanted to see the first Resident Evil in 32x and Jaguar. I think these machines can handle that.
Nice! What's next, Genesis version of Cybermorph?

Figure the phrase "where did you learned to fly" using the poor Genesis speech!
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Maybe we need to rethink all those undocumented op-codes we are using in homebrew games, especially if different systems handle them differently. I have not had any problems, but I would have been upset if mine had.
There is some incompatible codes according TIA revisions.
Recently found my Atari doesn't run some games, like Kool Aid Man.
Not a big lost, but these "hardware bugs" is really annoying for programmers, because even running the game on real hardware, not means will play in all Atari hardwares.
Recently I was testing a private W.I.P. and I was the unique which the game displayed some garbled pixels on screen. Thankfully this was fixed in time.
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Found this project and want to share.
Stef, sega genesis programmer, is porting Star Fox for sega genesis. The game is running slow, but it's impressive for a stock sega genesis, it's not using a co-processor for the math stuff.
Blast Processing at it finest.
You can follow the original thread here, as well download the tech demo rom and try on emulator.
Here's an youtube video, believe, it's for real!
This demo is old, it seems he did a bit optimization and the frame count. is better now.
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Also, I'm currently making a new title screen. The LS_Dracon showed me the flyer of this game and went with his suggestion. I think this one fit the game a ton more the current cartoony one. I think it looks terrific. I'll post it on the next gif. Take care everyone.
Nope, was not me.
But I like the idea.
Looks good, have you tried to use some dithering?
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Wow, they're perfect port!
Very cool.
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Nevermind, screw Sobokan!

Not really, check this out : http://atariage.com/forums/topic/158712-mini-sokoban-2600/?hl=%2Bsokoban+%2B2600&do=findComment&comment=1965555
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Bomberman
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I'm glad to see something new from this project.
Next will be the Jaffar fighting animation.
The skeleton animating to 'life' is tremendous and gave me a little thrill to see. Great job on that one!
Thanks! BTW I would like to add more animation frames, I'm using the original amount (4 frames) I think this animation deserve more frames.
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Skeleton animation demo.
This character has no defense animation because it's invincible, you should push him, hitting with a sword, in order to force him to fall into a pit and be locked.
Once you load the demo the skeleton is dead as normally one skeleton should be.
Press up for giving a new life to our friend
Press left to walk to left
Press back for display "get hit" animation
Press fire button to attack anim.
Press reset to reset and be dead again.
You can't wrap around screen because some bugs in this kernel, I don't want to fix it right now.
And as aways it's not the final sprites, I'll work more on it other day.
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Okay, I finally got my quick "pub doodles" from my friend that she made for me about a month back! Enjoy!
Cool! You should show them somewhere in the game manual!
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LaserFrog (Run,Play,Think)
Metal Jesus Rocks
Great videos....he touches on a little bit of everything. Very nice guy that doesnt act like an ass like half of the reviewers out there
Agreed!
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Anyway, I will reduce the volume a little bit(!) in the next final(?) version.
Not a good idea, it's already too low compared with arcade.
Also Atari 2600 can't handle much information for the audio volume, it's only 15 values, 0 is mute and 15 is most louder. If we change the volume "a bit", the changes are drastic.
This siren code Thomas did is awesome, replicating the arcade sound with perfection. I fear reducing the volume it could be inaudible if you set the TV volume low (like me).
I really NOT big fan of the siren, for me I'll remove it at all, but we're trying a perfect port and this include the perfect siren Thomas coded.
My suggestion is a option to not play the siren, but I'm afraid there's no rom enough, or free button\switch to set it.
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Yes, select switch.
Tested on real hardware and $x8 looks better for the balloons in a black background.
I also like most alternating balloon colors.
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Originally I was going to give an option for choosing your own background color and balloon color, but decided to go with a black background since the very bottom of the screen (with the see-saw) is difficult to hide the HMOVE lines. I thought about using PF0, colored black, on the right side to even out the HMOVE lines but felt the black bars would still stick out like a sore thumb on the colored background. Here is a demo I made if you're interested.
Use the color/BW switch to see the color grid, the joystick moves the cursor around the grid, and fire selects the color and toggles to the next item (screen, top balloon, middle balloon, bottom balloon):
This demo would be interesting but it doesn't work here...
All I can change is the background color, pressing fire just increase the bright of background, it's not toggling, tried with player 2 fire button too and nothing.
If you send me a demo that just changes the balloon colors (perhaps moving up/down to select balloon row, the player indicate the current row, and left / right to change the luminance.
I'll be able to make some test in real hardware and send the feedback to you.

For now I'm just using the missles to make part of the middle line of the platform. It seemed convenient for this demo. Finally the touching of the kiddy-corner is better represented by a picture. This is what I mean:
Good enough!

About balloons colors, seems right to me, I think the original had a row of yellow balloons, (I'll check soon) but they looks fine as it. The problem is the brightness but not so long.

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Tested and run fine.
I have some suggestions about colors.
You're using values as $x4 for the balloons, it's too dark! I recommend bright values like $x8 or even $xA, like the balloon cord. I did some test about color flicker and I know more bright means more perceptible flicker, but luminance 4 still too dark. I think up to $xC need to be avoided, for the flicker.
Also reduce a bit the bright for the players, something for $0A, it's a black background, the characters are distinctive enough. So increasing the bright for the balloons and reducing for the players, trying to nullify the flicker perception. Dead character uses white $0A, I think it looks good.
The platform using 1 scanline resolution doesn't looks good, I'll send my suggestion. You can even make the platform with player 1 graphics, for something more detailed.
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I like it. It's kind of like a realistic human-animorphism of a hedgehog. Sort of like Ninja Turtles!
Thanks. That was a joke I have in mind for long time until took some time to make.
Yeah, even though I do animate for a living, my art side has always been my downside, even though I know a lot of the rules and techniques. My drawing control has always been an issue, which is why I use the drawing primitives a lot in Flash when I go over the top of my initial rough design. Helps me keep my curves, curvy instead of seizure-like. My ability to make things move really, really well has saved me as an animator. BTW, as suggested by "Game Grumps" Don't look up images of an echidna penis! No really. Don't. It'll scar you for life.
I thought you have a background in art when I see your projects. I think you're good and this will make your games even better.

About echdina, it's really a strange animal. It lay eggs! Figure if you have one like a dog in your house and times from times you see an egg in your garden, weird!
LMAO. This reminds me. My friend and fellow animator made some quick Sonic character sketches for me for my birthday and I keep bugging her to scan them in so I can have them and share them with you!
Sure! You can make a promo animation for this project.

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Well, if you want something more real life like...


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Nice game is coming, already better graphics than the arcade version, which is impressive for Atari 2600.
Keep up the good work.
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How about when the bullet hit the ring, keep the ring shield by 2 or 3 frames, with a counter and remove the piece if counter reach 0. Every time other bullet hit the ring, the counter is reset.
So with turbo fire the shield piece never destroy in less than 3 frames.
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Stephen, I found a bug.
In my last game, SuperPong, when you load the game the screen is garbled, mostly colors and the ball, I think is related what Thomas Jentzsch found in page 3 and I didn't understand that time.
The bug is fixed just going on controller config, I don't even need to change nothing, just returns to the game and everthing is fine.
The rom works fine in real hardware, I don't mind to send you the game source if you need.
Once the bug is fixed, it never happens again until you change the controller for joystick, so you can replicate it switching between paddle/joystick on game config.
Edit : The bug happens every time you go to controller config, if the game is fine, press ok and the game become garbled, then you return to controller config, press ok and the game is fine again.
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Interesting.
It seems the colors can be changed every 8 pixels horizontal. Color display plus detachable controllers certainly would give an extra life for Studio 2.
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LCD. I'll try it on my plasma next. I think the consensus is that it's not an issue. Brighter/longer blinking shots would be nice though

My lcd tv also is really bad for flicker. This why I keep an old CRT just for classic gaming

The brighter shoots is possible BTW, hang on

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I realise the intention with the font. I think it may be the size. The next size up I have no problem reading. My eyes just don't "connect the dots" fast enough.Not your fault, I don't like flicker too. Sadly there's no rom for bigger fonts.
What type of TV/monitor are you using? Flicker is more soft in CRT.
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Edit : PAL & NTSC rom files was updated with minor bug fixes, download in first page.

Tempest Arcade
in Atari 2600
Posted
To make the background lines in better definition, it must be done with missiles and ball, but they are needed for the player / enemies projectiles.
Not to mention that will require flicker.
Sadly more ram or co-processor will not help much.