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Gemintronic

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Everything posted by Gemintronic

  1. Not an informed answer. But, I think the dev who yanked things was mostly involved with arcade cores. So, not a biggie for me since I test homebrew with the MiSTer. It's the fact it could happen again with cores that I DO regularly use that worries me. I hope they find some sort of compromise where update_all only creates or updates existing cores/files. Had no idea it could remove them.
  2. The ceiling may be random stuff getting removed when doing an update_all. Been hearing people complain about cores and games just disappearing. Not feeling being paranoid and backing up 1tb+ TF cards just to see if something has been updated.
  3. That's OK. Looks like Mr. Sujano will keep us in the loop. Very cool!
  4. Unless a particular person could effect how widely spread your games are don't worry about buzz for your creations. Traction is very, very hard for homebrewers. But, you already know this
  5. Not a correction: just some explanation Sharkstorm was built off of my initial concept. The general release by Neo Games was Twist R Shark which came with improved spritework and feedback from Scott Dayton of Neo Games.
  6. The SNES wouldn't be my first choice for getting homebrew wins under my belt. The Scorpion Engine is a low/no code dev suite for the Amiga, Genesis and Neo Geo (very experimental). https://forums.atariage.com/topic/354231-scorpion-engine-for-sega-genesis-game-making/ I remembered one other option for GBA using BASIC but it's looong unmaintained. https://github.com/uli/dragonbasic
  7. It all boils down to what you can actually do. You'll be on your own for many of these compilers without much of a community to fall back on. So, pick a specific compiler and keep at it.
  8. PVSNESLib is the easiest way until the NES Maker people move forward. https://github.com/alekmaul/pvsneslib?ysclid=luvwwas174140684538 I had only partial success with TRSE but it's easier than learning C. https://lemonspawn.com/turbo-rascal-syntax-error-expected-but-begin/downloads/
  9. I may be just making things up at this point. Could have sworn you could drop the bat into the inside of the yellow castle. Vaguely remember dragging the bat around when he and I grabbed the same item. Shoved him into the yellow castle and he tended to stay there so one could adventure forth with less problems.
  10. Not an expert answer. But, the most common technique is layering single color sprites on top of eachother.
  11. The rights may get complicated even more since Collectorvision owns the Exidy name.
  12. In my games C@tacombs of Chaos and Dragon Chalice all the dungeon levels are procedural. The best I could do is 255 floors with each floor being made up of 16x16 rooms (255). In C@tacombs you rarely need to go past floor 8 so you don't see this. In Dragon Chalice I limit each playthrough to 4 16x16 room kingdoms. I use a seed so that each time you win it gives you a different set of 4 kingdoms. Up to 255 variations. The real challenge is figuring out how to make each dungeon floor interesting with few repeating patterns. With C@tacombs it's easy to see patterns in the dungeon layout. Dragon Chalice has the opposite problem where sometimes it feels like level layouts are completely random from screen to screen.
  13. Start small. Really, really small. Like, make a "game" that just moves a sprite around. BasiEgaXorz can make SegaCD games. https://devster.monkeeh.com/sega/basiegaxorz/ The BEX forum is here: https://devster.proboards.com/board/1
  14. Were there any special challenges setting up the dev environment (IDE, compiler, other tools) for C dev on the 2600?
  15. I just remembered I made Dead of Knight for Starship Films. After completing various quests you must defeat an evil queen. This video is from a pre-release version but the game has been published since then.
  16. My game Nitebear on Sleepystreet has a huge, alien frog boss that spits fireballs at ya on level 8. Also, at the end of most stages is a mini boss as an homage to Knightmare: https://forums.atariage.com/topic/169496-nitebear-on-sleepystreet/ Thought it was pretty neat to use the playfield for the frog boss like what they did in Blaster Master on Nintendo. Was not as proud of the mini bosses since paradoxically making their shots move faster and wider made them easier to dodge somehow.
  17. 4k is pretty tight. But, I wonder if you could make additional levels by stacking sections in different ways. Maybe changing the background colors too. That'd make it closer to Frogger II: Threedeep
  18. Spoken like a true BASIC user. Welcome to the club!
  19. Thank you for the second brain on this! Thinking about it.. It's silly because I have an Adam and multiple Colecos. BUT, I'd rather have an excuse to whip out my Master System and play Coleco that way.
  20. I was just discussing this on Facebork. The general opinion is that Melody boards can make SuperCharger repros. But, with AtariAge being part of Atari I'm not sure how that'd fly. On the other hand this version could probably be converted into an actual SuperCharger game since it's 4k.
  21. My 2 player co-op game Dragon Chalice is fun. Heavily inspired by a certain game with Duckbill Dragons. There's even a Mini Dragon Chalice as a digital download. Just has the Yellow Kingdom. In order to enable 2 player mode just press FIRE on the second joystick at any time.
  22. Ah. Thank you. I'll check that out. My poor reading of your post left me with an impression that it was for the C64.
  23. Sorry to ask. I re-read the topic and still feel like I'm guessing at the solution you made. Is there a link to the PRNG and how to use it in IntyBASIC? Thank you in advance!
  24. It isn't clear to me that those 2 solutions wouldn't require special boards or dipping below BASIC into assembly.
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