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Blog Comments posted by Gemintronic
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I've been to Oregon. I remember hail stones the size of rocks. This sounds more like New York to me. I feel for ya, man.
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One thing I'm excited about is having enough memory for a collision map. I could see DIM'ing an array to represent the solid and breakable bricks in a Solomon's Key clone..
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Can you dynamically swap graphics in a tileset? Say, if you want to switch between a numerical font for the score and a icon set in place of the score. Something like replacing the tile for "1" with an icon for a bomb.
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It sounds like you do have fine scrolling. Like you said: have an array of chars in RAM and plot them on the screen at an offset. When the offset reaches the tile edges load up another row or column into the char array and reset the offset Rinse and repeat!
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It looks like it defaults to bB like settings. Did you notice the "DEMO" in the middle? I bet shiz like that can be positioned anywhere your heart desires
It'd be nice if there was some way to go traditional BASIC like:
LOCATE 10, 15
PRINT 'SCORE: ' + score
UPDATE: Which reminds me.. people were jonsing for a Thexder port. Character printing commands would work great to simulate the tile based scrolling in that game.
UPDATE II: I don't feel strongly about adhering to BASIC syntax. Just the prospect of either simulating or actually implementing tile based scrolling on the 7800
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This is way cool, dude! Maybe even I can do something on the 7800 now!
The demo you made works on the real system too!
Uh oh.. you've got a flash cart or a modded system? Are you available to test games occasionally? =)
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The tough part is testing on real systems. Cuttle Cart 2 is discontinued. The 7800 harmony is still in development. Eckhard's mod requires soldering experience and access to a special RAM cart, right?
It might be awhile before we realize if a feature really works on real hardware :/
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I like how the sprite wraps around the borders without glitching out.
It's going to be a tough call.. 256k Atari 2600 RPG or 32k Atari 7800 game?
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There's always been a disconnect between developers and gamers since Nintendo arose. Now under the guise of gamasutra essays they can self-reinforce anti customer concepts like free-to-play which is actually pay-to-win.
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Maybe there's a game engine method to reduce flickering. Could you use playfield pixels for the main robot body and sprites for the extremities? That way the majority of the robot body would never flicker.
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How does flicker mitigation work? Or, is there a particular post that deals with it?
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This is probably as close to the original arcade Punch Out that the Atari 2600 can handle. VERY IMPRESSIVE!
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Yep. The last big N system I bought was a Gamecube.. and that was only for the Gameboy Advance player.
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As it turned out, there weren't any batteries in there to begin with. So how was it saving my game data, and why do I need batteries in the first place?
I dunno. This guy at least has a VMU model with batteries..
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I was pretty annoyed by Tenpenny Towers. If you gain that companion you lose a shopkeeper. if you side with the ghouls it changes the whole place.
Not as annoying as going to rivet city and shopping. If you're there at the wrong time you'll be happily perusing the goods and a little later EVERYBODY will freak out like you're trespassing.
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Time to start making VMU games, dawg
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I think of it like when I was going to college and working full time: I did neither at an optimal level.. but, I did get to go to college
I work and I homebrew.. but, it takes me a few months to complete a simple project instead of a few weeks -
I used to read the blog of one developer that attempted to go full time indie on modern platforms. He eventually had to get a job again. If you think his insight might be relevant I can try and dig up the links.
The thing about asking for money is that you have to have a product people want. I'd only contribute to a kickstarter if you were making a 7800 version of batari BASIC. Problem is, I doubt if many others realize the value of more accessible classic gaming development tools.
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I know the guy who composed the "Sinfonia Matrix" which would take pretty much forever to play.
http://annarborobserver.com/articles/gerald_brennan_by_candlelight_full_article.html
I hope you have enough paper to print it all out
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Thanks again for the "longplays". Uppa Creek! was actually the second batari BASIC game I ever made. it shows
Cyber Willy was made in two days. The characters seem pretty ambiguous to people. Cyber Willy is supposed to be a penguin. The comet that falls down is, er, supposed to be a comet. I've heard many other possible interpretations, though.
I've NEVER actually seen a six laser cannon boss! I've certaintly never seen one being beat. Maybe this game DOES really have an end, then?
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You could probably turn these levels into real games using Game Maker.
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I just saw the PurrfectTrio Facebook page and Frost Burn Darkness YouTube channel. Will definitely be exploring both!
I have to say it makes me nervous to use real names on the Internet. I've been forced to a few times because I also develop games. Sometimes it comes back to haunt you when a troll does an Internet search and starts insulting you based on personal things you've mentioned on different sites.
Definitely continue doing wonderful things and making a name for yourself. Just also remember there are some pretty weird peeps out there as well.
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You already know about how you can get more variables by swapping some in an out of active memory. Let's hope we figure it out
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Already been done:
Dreamcast game thoughts - part 4
in atari2600land's Blog
A blog by atari2600land in General
Posted
I'm not sure if you're a loner like me. Re-volt is THE REASON to have friends (and a Dreamcast)