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NRV

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Everything posted by NRV

  1. Okay, the pause key is now the space bar (is easier to press without looking). There is no visual feedback for the pause, so don't forget that you pressed it . The key to start the game and throw the ball is now "return". pad_v4.zip Arrgh.. I hate my own game. A little luck at the end, but could be done a lot better: The idea is to complete levels without losing, eat all powerups (don't use too much the "D" bonus, because you don't get more powerups when there is more than one ball on screen) and get the "B" powerup to open the exits and stay in the level the longest time before using those exits.
  2. Hmmm.. yes. Wait for 1.7! Hehe sorry. The ones form Arkanoid 2 are worst yet, because they require more than one hit every time. Are you doing the "only to the right" route?. If yes, then I feel your pain, that one have two of those levels and the last screen is, probably, one of the most difficult in the game (take a turn in the strawberry ). Post your score then! I will try to post mine after completing one play.
  3. This post could help you: http://www.atariage....ost__p__2147312
  4. Yep, I agree, the only problem that I remember from using the pads in the 2600 (with super breakout, video Olympics, etc) was the constant jitter. Just for that I prefer a little the mouse. I don't have a problem with you (or w1k) doing that, because there is no pause right now I wouldn't like to add randomness to some bounces because, for me, the enemies are what gives you that element of randomness (and also some special bricks and powerups that I have in mind). I was thinking to add some simple enemies at the last moments, but I would have missed my pre-Christmas date... they are in the first position in my ToDo list anyways. Greetings from the same place! (y no pienses que no lei eso! jaja ) Is good to know that it works well.. and no "but's" !!
  5. Ok, it was trickier to fine tune than expected, but here it is.. version 1.6 pad_v3.zip (and I hope no one start requesting trackball, paddle or Indy 500 controller support now )
  6. I was going to do both at some point, but I was trying to do the minimum work so I aborted . In fact starting with the ball "catched" is the original behavior of the Arkanoid games and is the same logic used for the "catch" powerup, so probably version 1.6 would have that then.
  7. Thanks. Already did the new versions Now you can select the controller type: Atari (mouse) or Amiga (mouse). Altirra "says" that is working Regards. pad_v2.zip
  8. Hmmm if the atari one works and the amiga one doesn't, then I suppose they have some difference. I think I read something about that in the flashjazzcat OS thread or somewhere else. But in that case it should not be difficult to do a version for that mouse.
  9. Thanks! Yes, that's one of my main concerns with this type of games. If you want fast, smooth and good gameplay, you should be able to at least see clearly all the balls in play. That and having a fast and responsive control.. I really don't like all the modern versions that try to use a gamepad (inclusive an analog one) to control a bat and ball game.
  10. Hi all! I wanted to share a remix of an old project, as a little present before the end of the year. There was no time for more and P.M 3.0 needs a lot more time yet . This one is inspired by the old Arkanoid games (1, 2 and Tournament). Is a beta version, there is still work to do, but is already very playable, so I hope people enjoy it. To do (in the far, far future): enemies!, new type of bricks, more powerups, more levels, bosses at the end of every branch of levels, tittle screen, better graphics, music and more animations and sound effects. Right now it only works with a mouse (should add paddle and trackball support). At last, after all this years I made a mouse routine that works well using acceleration, so I hope it also works well in a real machine, with a low DPI mouse. In Altirra it runs very good using a modern mouse (remember to not have too much processes running in the background, if you want a "smooth" play experience). Also, the height of the screen is a little big (2.5 mode lines over the normal top area and 1.5 lines below, for a total of 28 lines of Antic4 mode), so I hope to get any feedback about these issues on real machines. Instructions: Start the game with the button or the space bar. Launch the ball with the button or the space bar. At the end of a level select one of the two exits to go to different levels. There is a max of 7 levels before completing the game, but you can choose different branches at every step, so try to figure the best route to get the highest score (maybe I should offer a reward for this ). Options: (change in the tittle screen, using the D, M and S keys) - Difficulty: arcade (a little easier then the Ark. games) or easy (very slow, for small children .. there is no scoring). - Vaus type: not working. - Mouse input acceleration: change between 0 (no acceleration) to 3 (max acceleration). - Starting level: all completed levels show here, but at the start of the game there are only 3 unlocked. Powerups (pills): - E: expand powerup, bigger paddle size - R: reduce powerup, smaller paddle size (x2 the scoring of bricks, while in use) - C: catch powerup, catch the ball for some seconds, drop it using the button or the space bar. - S: slow powerup, slow down the ball speed (the effect is accumulative, but the ball speed up after touching the top border or every 20 seconds) - P: extra player powerup, get an extra ball (max one per level) - B: break powerup, open the side exits so you can go to the left or right level - X: mega ball powerup, red ball that can destroy every type of brick - D: disrupt powerup, multi ball (3 of them, there are no new powerups created when this is active!) Scoring: - 80 points per normal brick - 50 points per every hit to "hard" bricks (the ones that need more than one hit) - while in use, the "R" powerup adds a x2 multiplicator to the score of every brick - 1000 points per powerup - 10000 per using one of the exits after catching the "B" powerup - 5000 points per completing a level without losing a ball (and destroying all bricks) - one extra player after 20000 points The NTSC version is the best one, only because of the frame rate (60 vs 50). But the speed, the gameplay and the colors should be the same between both versions. Only the speed of the sounds and some animations are a little different (and the mouse input rate: 1440Hz in NTSC vs 1350Hz in PAL). The NTSC version only run in a NTSC system, the PAL version only run in a PAL system. Regards! ..and Merry Christmas, there is still one hour left here Pad_versions.zip
  11. Yes! I'm sending a copy to you to beta test
  12. Uff.. it seems I have done a lot of those lately. If your original colors are for NTSC, then it goes something like this: (colors in hexadecimal format) NTSC --> PAL $0x --> $0x (same) $1x --> $Ex $2x --> $1x $3x --> $2x $4x --> $3x $5x --> $4x $6x --> $5x $7x --> $6x $8x --> $7x $9x --> $8x $Ax --> $Ax (same) $Bx --> $Bx (same) $Cx --> $Cx (same) $Dx --> $Dx (same) $Ex --> $Ex (same) $Fx --> $Fx (same) The last group (from $A to $F) being the same could be debatable, but it works for me in the overall look/feeling. Also I'm talking about colors in Altirra, that uses these two palettes as default: NTSC: PAL:
  13. Hi Miker. Is all advancing.. slowly, but advancing PM 3.0 should run over a 130XE and be something playable. I'm going to use the extra space to recover some graphic quality lost in PM 2.0, add more texture variation, and add some enemies and objects (mainly using P/M 's). Also, with a little luck and some optimizations, maybe all the thing will still run near 20FPS. All the main problems seem to be solved already (in paper), so I don't expect too much complications with this.. So, probably the next part will be ready in 2012.. anyways you are going to be the first to know when is ready, because I will ask you for more music Regards.
  14. Yep.. is all in this thread: http://www.atariage....ost__p__1260463 Time flies.. as always
  15. Another one for you Jose: http://www.youtube.com/watch?v=sP4NMoJcFd4&feature=relmfu
  16. Hey Tezz, I have a better solution.. just post whatever "work in progress" that you want, whenever you want, and make happy the lot of people that enjoy your demos, myself included The only thing that isn't fair here, is how much you have raised the bar for a "casual work in progress demo".. come on man, you make the rest of us look bad Regards.
  17. Er, Space Harrier with a limited amount of enemy types in between loading? You'll have to be more specific with the question Hmmm maybe.. any of the current levels that could run in 128k or 64k? (I suppose different levels need different memory sizes), the bonus stage? a level without a boss fight? a level with only one type of enemy and some trees? Go to sleep ..
  18. At least you have the option to shoot or to listen to the music
  19. Nop. No release. Yep. Good game . The only "problem" is that is difficult to replicate the control system. http://www.arcade-mu...hp?game_id=7859 http://strategywiki....wiki/Front_Line
  20. hahaha can "almost" picture that.. (you can always add the option to render like that to your Gui project.. I mean, if you have any enemies in atariland) The "alternate lines" seems to be a good idea, I would like to try it sometime. In your case, as you have a "tall" pixel of two scanlines you could alternate between one frame with the pixel with the first scanline in gtia9 and the second in gtia11, and the next frame with the same pixel in gtia11 and gtia9 order. Hmmm that's going to look funny in PAL now that I think.. because of the pal artifacting, every time you have a zone of gtia11 followed by a zone of gtia9. while you are at it, can you include 8 players (everyone with a color register) instead of 4 players + 4 missiles? and gtia 10 with 16 color registers? thanx..
  21. Sounds like flicker hell... If your gtia11 lines have the luma in 0 and some parts of your gtia9 lines use the luma in 15, you are going to have the "worst case" for flicker (alternating pixels of luma 0 and 15).. you could use luma 8 for gtia11, to average the flicker, but then I don't know how black will look. I did this many years ago to do a "horizontal rainbow effect" and it didn't look that bad in some small parts of the screen. Sure, in Altirra with frame blending is going to look like real 256 colors (but with the luma averaged between the two screens), but in a full screen of a real PAL TV... That project that I was talking (with frame blend in Altirra):
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