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jacobus

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Everything posted by jacobus

  1. Jon Amazing work - things just get more and more interesting here! Quick question - when it comes to the GUIs I've worked with over the years, I've almost always felt the need for more desktop real estate. Some older systems had a way of providing a larger area by scrolling the desktop when the mouse pointer reached an edge of the screen. (I think I remember this on the ST and possibly the early Macs). Is it even remotely possible to implement such a system on your GUI? I'm not asking this as a feature request, but simply out of curiosity.
  2. I still have my original 400 & 410 from 1982, but the problem is at one point during a move, all my 400's got mixed up and now I can't figure out which it is. I know it's not the CITA one or the 16K model, but there are still a few to choose from!
  3. Major visual update for tonight - I broke down and improved the distance shading for walls, floors and ceilings. I kept telling myself to wait until everything else was done, but I really wanted to see how it would look! Turns out I had just enough characters left to handle all the shape combinations. Also added bar graphs to show the Health, armour, etc levels, rudimentary fighting code (not shown) and tracking for NPC health levels. Next up are wall panels to unlock doors, and regen health. I also tried to drive a little bit slower in the video. http://youtu.be/g1gEOQVQVsQ
  4. I plan to have the occasional "thing" either on the wall or floor - will help as a reference and to break things up. As far as shaded walls, I'd like to do that, but it will depend upon how many characters I have available. At this point I'm going to leave the walls as they are and revisit when everything else is done. Thanks, I'll have a look at this later. Right now I want to develop my own look without worrying that it's become derivative. Yeah, I'm a little worried about that. Right now my monster list looks like this: 1 Ghost (revised from pacman look alike) 2 blob 3 different blob 4 son of blob 5 :-) Tonight's additions - doors!
  5. Another update tonight - Similar to previous video, but with much improved passageway drawing. One issue I'm having right now (and it's a nice problem to have) is that the screens draw so fast that it's way too easy to over control. The video shows this problem near the start. http://youtu.be/QMJGbpee-gQ
  6. Although I appreciate the comparison, suggesting this is anything like Dungeon Master is a bit of a stretch! But thank you! I fully intend to load levels off of disk - nice side effect of making it endlessly modable. Yes, I'm really enjoying it and continue to find ways to make it accomplish more. Thank you!
  7. I've always like the 3D maze/dungeon games - Dungeon Master in particular - so I'm currently working on a game in this genre. I plan to have 12 or so levels, each 20 x 20 locations with up to 15 different monsters, doors, keys and specialty locations. At this point I have rough walls and passageways and the first of the monsters. I don't think I'll have enough memory to create the "traditional" inventory screen, so I'll be making something a little more automatic in nature. The attached video shows rotation in place, followed by a stroll up and down a hallway and the approach of a NPC. https://www.youtube.com/watch?v=F6MYf5vilzo&feature=youtu.be
  8. I ordered a SIO2PC from Steve after reading the first couple of posts here. He responded immediately and shipped very quickly. Package arrived yesterday (after the usual customs fondling) All is good!
  9. Is the "Atari- Invitation to Programming 1 (box, warranty leaflet, cassette, cassete box): $15" the large or small format box?
  10. Finally found an 8K memory cartridge to go with the empty box I've had for years!
  11. The Green Valley Publishing version of Steve Hales masterpiece Fort Apocalypse! Interestingly, the disk requires Basic to boot and contains digital documentation as well as the game itself. The only difference between this and the Synapse version (as far as I could tell) was the copyright date in the title page.
  12. You can use the mouse to emulate the paddles, but not a joystick.
  13. one solution is: Click on "My Settings" Click on "'Ignore' Preferences" (at the left) Enter user's name under "Add a new user to my list" Check all boxes Click "Save Changes" Hey Presto - no more irritation!
  14. I assumed it was you Jon - after pulling an all-nighter! In regards certain mindless remarks from an unfortunate example of my countrymen about the worth of the project; three words - "please shut up!". I have avidly followed the evolution of the project in this thread over the past three years, and I have found the story of its development to be vastly entertaining and informing - I look forward to every new update! I have written software for both the retail and the enterprise market and I truly envy Jon the luxury of being able to develop his product at his own pace and to his own goals and respect him for doing so.
  15. As that I'm almost finished this game, I thought I'd release a playable demo. The game is fully functional, but will only play to 12 rounds (unlike the finished version which will extended to 90). The major deficiency right now are sounds, but I expect to have that fixed up over the next few weeks. Once the box art is complete, I intend to offer a very limited release of the game - more info at that time. I would appreciate any feedback you have to offer. Voyager.atrVoyager Manual.pdf
  16. As that I'm almost finished this game, I thought I'd release a playable demo. The game is fully functional, but will only play to 12 rounds (unlike the finished version which will extended to 90). The major deficiency right now are sounds, but I expect to have that fixed up over the next few weeks. Once the box art is complete, I intend to offer a very limited release of the game - more info at that time. I would appreciate any feedback you have to offer. Voyager.atr Voyager Manual.pdf
  17. Local Canadian seller (not ebay) 800XL Indus GT (including all disks and manuals) Oil's Well + some common carts, cables, joytsticks and assorted disks ...and my apologies to the disappointed buyer from Washington.
  18. Hit a wall today working in Quick - I thought I had about 4K of code space left, turned out I had nothing! Crap! I had been under the impression that I had everything from $5000 to $A000 for my program code. Turn out that when the code reaches $9FFF the compiler packs up and goes home. I was able to claw some free space back by optimizing code and offloading the character set to disk, but it would be nice to have a bit more room. Does anyone know if it's possible to relocate/resize the variable space? Or toss out some of the runtime (I'm currently overwritten the last 2K of it with no ill effects, but I would be nice to be able to use that space for code and not just PMGs or other storage) and relocate the start of memory? thanks!
  19. Some quick videos... Movement: Reaping: Building a mine:
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