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Everything posted by LS_Dracon
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Hi, Found this recently, is a tool to rotate/scale sprites with better results, may be helpful for you: http://info.sonicretro.org/RotSprite
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This is a good one for a bonus screen.
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Was joking about this video, but for a most perfect port, kill screen is a good idea.
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Good work as aways Musashi! Probably soon we'll have a potential Donkey Kong kill screen if anyone wanna watch!
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Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
Yes, the siren is all up to Thomas. My contribution now is new sounds such explosions and other little sound fx I'm working. -
Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
Rotating mines looks great! -
Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
Oh nevermind about the middle ring... + means done (I can't to edit the post anymore) BTW if you reduce the cannon hit tolerance, I think it will help to keep using big ship. -
Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
To keep using the big ship, collisions are made by software right? Is it possible to reduce the ship "hit area"? Then the cannon/mines need to hit the center of the ship in order to destroy it. Like ghosts in pac-man arcade, doesn't kill you just touching a single pixel. Edit: + regenerate if middle ring is empty (test arcade). Nope, desn't regenerate destoying all the middle ring sections. -
And we always have possibility to change BG color on the fly. Works for Ballblazer, will work for DK.
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Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
I think a not animated spark played by 3 frames, I mean, due flicker, frame 1 = spark, 2 = ship, 3 = spark, 4 = ship and 5 = spark. How about setting p0 as double wide (can be made outside of kernel) and using missiles and balls for debris? The kernel support up to 6 dots, just setting the mines as single pixel wide going down the player explosion and make the player shoot 3 missiles to up. -
Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
I preffer the old one. -
Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
Like I said via PM it's perfect to me. I think you can delete the file starcastfx.bin because it's useless now. -
Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
I found a blind spot, when you start a game, don't move the ship, just rotate 3 times to right and fire, the enemy cannon will never hit you. -
Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
I don't think we shoud discard an idea without testing it first. I tested your siren and sounds better than my aproach. How many updates per frame are you using to produce that sound? -
Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
I think the idea of changing the volume interesting, but it needs to check the closer mine or limit the range of the sound according player distance. Mines out of range doesn't make sound then. Another thing, is it possible to add hit sparks? When the bullet hit a mine or the ring? -
Star Castle Developments
LS_Dracon commented on Thomas Jentzsch's blog entry in For whom it may concern
Perhaps a sound when the mine detach from the ring? -
Pode crer, o Opcode tmbm é, mas acho que ele mora nos EUA. Eu programo por hobby tmbm, não sou programador profissional. Aqui no Brasil é raro alguém programar o 6502 pq este processador não foi difundido, ao contrário do Z80, que é o processador do coleco, também era o processador do MSX então vc tá ligado que tem uma grande comunidade brasileira de MSX. O Z80 também é o processador do master system, um dia pretendo aprender este processador também, mas tem muito chão pela frente ainda no atari 2600, eu tenho tipo uns 10 projetos de jogos, não sei se vou fazer nem a metade hehe. É mto foda programar o atari 2600, chega a ser frustante, pq vc tem uma idéia, e aos poucos vai diminuindo por conta da limitação do sistema. Aí no final fica só o esboço do seu projeto.
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Olá, o tópico "oficial" era este : http://www.atariage.com/forums/topic/47541-tem-atarianos-do-brasil-aqui/ Mas já faz tanto tempo que ninguém posta que se perdeu no fórum. Eu sou de Curitiba e vc? Começei a programar o atari em 2006 e em 2007 fiz meu primeiro jogo, o Bee-Ball que está sendo vendido na loja da AtariAge. Agora estou aos poucos fazendo os gráficos do Prince of Persia pra atari 2600, são centenas de sprites, o objetivo é fazer um port perfeito em termos de animação. Começei em 2009 e já tenho cerca de 90% dos sprites prontos. O programadoir do jogo será o Chris Walton (que recentemente lançou o Juno First e Chetiry). Até poderia programar, mas ele manda bem melhor que eu. Eu não conheço outro brasileiro programando para o 2600, tem o Tokumaru que estava planejando o sonic, mas ele é programador de NES (muito bom por sinal) que usa praticamente o mesmo processador do 2600, o MOS 6502. Yes, portuguese is the unique official language in Brazil.
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Looks good enough! Perhaps make all levels with single colored girders. You always loose things when design a game for atari 2600. The sprites, new levels, title and intermission screens will worth the remake.
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Only 3 1/2 hours to go!
LS_Dracon commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
When your PS3 finally end the update, PS4 is out! -
Sloped girders is a much needed as it is part of the game design. I agree that looks worse because the single color, anyway it's only on first screen, you can use multi colored girders on others stages. I don't recomend to flicker the PF, I tryed and looks realy bad. For better looking, the horizontal girders on first screen need to be single colored too. It's my suggestion, if you don't mind :
