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Blog Comments posted by Hornpipe2
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Thanks for the support guys, it's been a while since I touched this (got hung up trying to compose a nice title theme), but I may pick it back up again shortly.
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Too bad... Outrun is my favorite racing game of all time! The feel of the whole thing really sucks me in - no competition, just cruising along a beach while a comfy smooth jazz soundtrack plays in the background.
But then I'm a total sucker for 2d parallax racers anyway. Lotus Turbo Challenge on the Genesis isn't bad... Lotus II RECS loses a bit of appeal as the randomly generated courses aren't as detailed as the original. Plus I think the challenge has gone down.
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This is really neat!
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An interesting (partial) solution to the e-Waste problem:
If I had enough free time, this is the charity I would start in my hometown.
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Wario Ware is by far one of my favorite multiplayer games. The single player is fun for a bit, but the multiplayer really thrives on the frantic and chaotic nature of the game - it's like an all-bombs round of Smash Bros. or something. Lots of shouting and cursing, but it's all over way too quickly for anyone to get their feelings hurt : )
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Some nice IK moves are missing though. Maybe it's just me, but defensive moves almost never worked for me. So I prefer more offensive ones. Also the salto over the enemy would be cool, as it adds a lot of dynamic to the gameplay.Thanks for the feedback. I used IK for a good amount of inspiration, but I've always found the control scheme unintuitive - sometimes pushing in a direction does not attack in that direction. I realize I risk alienating old players if I stray too far though : )
However, something I have been missing (and it seems you too) is a way to leap forward without attacking. I'd like more ways to get the players to swap places so they must turn around. Probably what I'll do is make U+R into a forward leap (like the backwards leap) and eliminate the plain ol' jump. I'll take another look at IK and see what else I might port over, because you're right, I could probably stand to lose some of the defensive moves. I think the Block might be an interesting new mechanic once I get it working though - further testing will no doubt prove that out.
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Good thinking, I knew there were games out there with a joystick icon on them, just couldn't think of any. This one looks nice - and at just 8 pixels across I'm impressed. Good inspiration.
I may have to make my icons taller. I'll keep poking at it.
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The XIII soundtrack is Most Excellent, give it a listen if you haven't already.
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I would have liked to have seen you guys! That show was so poorly organized that we missed everything. We drove down from OKC and were really disappointed. Have you guys contacted Crossbow about performing at OVGE this year? It's a moderately sized retrogaming show that takes place yearly in Tulsa, OK. This year's show is August 9th. Check out the site at ovge.com. I know they have had performers there before -- and even if you don't come out to perform, you might come just to hang out!Thanks for the tip. We'll play anywhere that will cover travel expenses, and the drive from Fayetteville, AR to Tulsa, OK is so short that it could be a great one-day trip. I'll get in touch and see.
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The three guys on the left side of this photo are in my band: http://www.robohara.com/albums/vgxpo/target4.html
Hardly anyone watched us play, so I was pretty shocked to find that there was a video with some of the performance - and when I saw there was a Mason involved, I had to ask : )
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Completely off-topic: did you record this?
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I'll PM the ROMs to you and you can post them if you'd like for feedback on the color.Thanks! I added them to the main post. I am liking x8_x4 myself - still pretty bright, but much less irritating on the eyes.
Maybe the best solution is something like x6_x2. That's pretty mild but still has good contrast on the two gi colors.
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I would also like to see a WIP version if possible.Me too!

FINE you guys, I'll put up a binary next time I add something...

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Love the flame detail on that golf kart. EXTREME.
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Any reason why you don't post a binary?There's nothing much to see, really - screenshots tell the story just fine. I'll put one up when it's ready for testing, and of course the final version will be released for everyone.
EDIT: Source too.
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Would this be a case where flicker could be done every other scanline, instead of the entire object every other frame?Unfortunately, I don't see a way that would work. My display kernel is pretty tight as-is and I think situations where the sprites are very close or very far apart would break it. It would be really awesome though!
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Looks good! Nice looking fighters.So they are flickering, right?
Thanks! I'm not much of an artist so this was the best I could do...
Yeah, they flicker at 30hz. I turned on "Use Phosphor" with amount 77 in Stella to capture this image.
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If you absolutely have a need for three more bits of RAM maybe you'd be interested in this:
http://www.atariage.com/forums/index.php?s...5226&st=375
Question to the hardware gurus:The undefined bits in SWCHB (2,4, and 5)...are these used at all by either console? In the update, I was attempting to EOR bit 2 (in the ram copy "DifSw") to signify a board reset...which looks to work OK in emulation.
I'm not a hardware guru but these bits are not used by either console. You can use them for RAM if you would like. Before doing so though you must set the bits data direction.
lda #%00110100 sta SWBCNT
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Ever tried the Escape Velocity series from Ambrosia Software? It looks a lot like this. The latest and greatest iteration, Escape Velocity: Nova, is excellent. You play as a tiny ship trying to scape up enough cash to survive while some large intragalactic wars are going on around you. Eventually you can power up enough to take entire planets under your control. It's a lot of fun, and has multiple storylines to play along.
I wonder if something like this could be pulled off on the 2600? One nice thing about space is that it's a black background, which makes the graphics pretty simple : )
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A couple of questions...1. So, you're planning to flicker to get two 40-pixel sprites?
2. I'd like to hear how you plan to fit all the graphics data into 8K! Especially with such large sprites.
1) Yes, 30hz.
2) I have approx. 7850 bytes available for gfx data once the drawing subroutines and bankswitching overhead are taken into account (so far - could probably be optimized further). With ideal packing, that is 1308 lines available split between all animations. If each character is on average 32 scanlines tall (and these are double-height scanlines), that still leaves around 40 frames available to cover all the animations. I expect the real amount will be somewhat less.
On bank 0 is an 'animation lookup table' that describes what frames are used in each 'move' and many will be re-used. For example, walking forward or backward uses the same frames, jumping up or up+back is the same frames, flying kick is just a jump with an extra kick frame.
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I too am starting a fighting game for 2600, hope to cram it all into 16k.
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A meta question I have regarding the series: Do you want me to post a list of ~5 possible upcoming titles for each block of it, or do you prefer being surprised?
Well, I would prefer a surprise (more meat and less planning in the blog, if that makes sense) - but I would be most interested in your '2600 essentials' and why you chose them as an upcoming entry.
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I love this game - played it for hours on the A8. Something I liked is that the enemies could really wail on you if they got a chance, so you had to be careful especially when facing groups. The short play-time is fine since I felt each screen was nicely detailed and very action-packed.
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Would it be possible to do a nice gradient sky or water? I think that might spiffify the visuals a bit.

Warcraft - Orcs & Humans
in Planet Bob
A blog by Cybergoth
Posted
My review of the game, from back when I finally took the time to beat it a year or two ago: http://greg-kennedy.livejournal.com/48679.html#cutid1