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Everything posted by LS_Dracon
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I like the switch very much. Regarding the falling brick, maybe just two and less thick parts would look better. Or a black row in between that could add some structure to it? The switch must to be visible, the falling bricks not (to hide passages in the ceiling). You know, landing from a jump they bonce. I agree that looks strange a "clean" floor, but I don't know what to do. I've tested black vertical lines (divisors) in the floor using 3 copies of p1 and strobe RESP1 many times, but it doesn't looks good. ... I did two variations of the floor and the third is with multiple sprite trick to make the division. I'm free for suggestions. EDIT: Hey I think I find a good way! Drawning the vertical lines only in the half part of the floor. Wich looks better, the lines in the upper half or in the bottom?
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Not so soon. Btw I'll keep posting my progress every time I have something to show. Finished in this weekend the prince fight sprites that match the quality of the guardian, now I need convert to binary and code the animation.
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Yes, unique known copy. Btw the programmer (Steve Stack) said probably have some stuff about this game lost somewere in his house. There is a short video about gameplay in late pages of the original thread. The game is well done actually, featuring music and the sea "closing" when you die.
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How much RAM this game uses? I've downloaded the last demo and am amazed by how fast this project is developing.
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Sometimes the robo shoot two times to up (same robot, two shoots with small gap between them) Is it right?
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How about contact Steve Stack about the carts /source code he said probably have in his house?
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Just start drawning! It's like a therapy anti-stress to me. Doesn't matter if the final result is good or bad, all you need to do is draw something you like.
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A recent sprite I did. Her name is Blaze Fielding from Streets of Rage (sega genesis). I did backups every significant steps for you know the process of creation. Well, that is for today
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Post-modern Prometheus
LS_Dracon commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
Hehe it seems your Sears joined to the dark side. -
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Racer, an unknow game/project from early 80's was found and reproductions was made. BallBlazer started to be coded for the 2600 and the parallax effect looks damn good. I did progress on Prince of Persia project, with animation demo to run on real hardware. Nothing new on the Red Sea Crossing novel.
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Not tested yet but I have a question. Is the playfield collision made by software? Is there a possibility to avoid robot collisions with wall using an AI code?
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2k is a challenge? Why not use 4kb? How about use a color background? A dark luminance ($x2 or $x4). Acording Atari, game with color background sell better.
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Tnx guys. EDIT : I was thinking the best way to display the floor switch and the falling brick and came with this : (click to animate)
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And here is another demo, a good one The animation of PoP intro storyboard. Press reset to reset the anim at anytime or wait it ends. The hourglass is missing, use your imagination Tnx. I think you will like this new demo. My code support up to 254 frames of animation, this demo not even uses the half of it. And the best, requires only 1 byte of ram to track the animation for each character. PoPstoryAnim.bin
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Hehe same as I said when found this thread. I took some time this weekend to start drawing the new (good) sprites for the prince, here's the partial result, you can compare the new looking (right gif) to the old one (left gif) wich is present in the fight demo.
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I like the speed now. How about to increase the enemy number (NUSIZx) every new level?
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I think no. The falling bricks will be flikering player or missile. The ball is used for display the gates. New Anim demo : Torch and hourglass. torch.bin
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Thanks for who dumped and released it. The game is interesting because it display the vertical lines on wall bricks in a strange way. It's uses RESBL once and after stores in a memory location, that reproduce more lines... I think it's a new trick. I must to check the code better. EDIT: It's just RESBL multiple times. Noting really new.
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Tnx guys, yeah, and like BD I'm trying to get the authorization from original programmer. The last Chris demo was a working stage, now I did an working animation, althoug my code probably will not used in the final product, at least I have an idea how to implement this.
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Tnx. Here's a screenshot for who don't uses emulator.
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I like the concept. I think is better to use the road gaps with playfield like the previous demo to keep the other player for an object. In a fast speed, you will not notice the odd scrolling. Is possible to use 2 moveable different sprites for the obstacles (Toy Shop Trouble uses 3) but it's hard as hell to code. Electrified rail can makes the car not controlled by some time, so you need lucky to other object not come then.
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I've created a fight demo. There's no AI, damage and block. I'll not waste much time in a code will not used in the game. Controller the Prince using left joystick and the Guardian using the right joystick. The prince sprites are horrible, I'll re-draw those. Here's the keys : Press left or right to walk Up to block (not working) and fire button to sword attack. If you're close enough, the opponent will get an hit. There are bugs but don't want to fix, I'm tired to code it in the last 3 hours. PoPFightTest.bin
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Tnx. I'll post my progress every time I have something new.
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I've created a animation code for my personal projects but it's flexible enough to create animations PoP like. Here's a new demo, now you can play as the Guardian. The keys (left joystick) : Left : Walk (1 step by time) Up : Block (prince attacks) Right : Your attack is blocked by the Prince Down : Get Hit Fire button : Attack. Reset : Reset position. If you walk too much to the left, the missile gfx have some problems, it's a timming problem I don't want to fix. It's not the final looking, there are things to be fixed, sprites, positions changes etc... It just to test my animation code. Looks better on real hardware, try it on your harmony cart GuardianAnimTest.bin
