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Gemintronic

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Posts posted by Gemintronic


  1. Thanks for the replies so far. I'd like to use functions multi-bank if possible.

     

    I noticed Batari's Platformer example seems to only call the functions from the same bank. So it still doesn't prove functions can work across banks.

     

    Workaround seems to be setting aside a variable or two as arguments and then calling a gosub that uses those variables.


  2. I see at least 6 sprites on screen. I see 2 6 digit scores and 1 timer in the middle. I see a horde of mini-me pac man icons to the bottom middle of the screen. Not to mention a nice maze with pellets and power pellets.

     

    How would you make a kernel that can handle these elements? Your experience with yer Castlevanina project obviously tell you this is a possible goal.

     

    As an exercise could you explain what you think such a kernel would be like. I would assume some of the challenges are the same as the people who attempted a Super Pac-Man port. Flicker was a big problem for them (in my opinion).

     

    If you and e1will see promise in this I'm sure it's possible. I'd like to hear about some of the sneaky super ninja techniques that would make this possible :)


  3. While you're waiting for a proper response (from someone with real experience) I can think of one workaround:

     

    In my CandyBar game I adjusted the pfheight for the top rows to be small for the CANDYBAR title. For just the title it *seems* like the resolution is higher. In-game I could have adjusted the pfheights to be even once again.


  4. As a continuation of SeaGtGruffs explanation on how multiple score mini kernels are posible I was wondering if the standard and multi-sprite kernels could be used in the same game.

     

    As my wildly inexperienced eyes would see it, you just create a main loop and call a gosub for each kernel. One would dig up the assembly for the kernels and just run them in-line.

     

    Am I making any sense at all? Is this just a pipe dream since you must specify one kernel at compile time?


  5. Picked up an Alien Chase tabletop game for $12 bucks in box with manual. I see this thing for $70 - $120 on ebay.

    http://www.handheldmuseum.com/Tandy/AlienChase.htm

     

    Neato design as it doesn't have two screens. The second player just sees the other side of one screen :)

     

    As a side I saw some grey NES carts at a flea market. One said "650" and the other said "Arbian Nights 1100 in 1"

    Are they rare? Should I pick those up?


  6. Coleco

    Well, when I was a kid the Smurfs game pretty much ruined it for me.

     

    Xbox

    Bought it for Morrowind and never saw another good title. If not for XBMC my XBox would be in the closet.

     

    GameCube

    Never did dig the N64 or GameCube controllers. Got Mario Sunshine and got tired of it. Used the GameCube for its GameBoy Advanced player.

     

    N64

    Got sucked into the "Wowie Zowie it's 3D Mario ZOMG!!!!" phenomenon. Almost every game afterward was a Mario 64 clone to me. The utter betrayal of faith that was Castlevania 64 made me put a stake through it.


  7. At this point Wizardry, Dragon Quest and Rogue-like styles are tied. The Hive Mind (people who have posted) seems to consider a rogue-like to be do-able. Do-able is critical.

     

    Today I tried 4-way scrolling with the Nethack mock-up. It actually worked in SuperChip hi-res! For how long is the question. Once AI, level loading and interface code is in place it could go bonkers. I still have to figure out proper collision and tile loading.

     

    In a Windows game I used an invisible object to trigger the player collision events and let the end-user see a static sprite in the center as a placeholder for the character. Not sure if I have to go that far here (yet).


  8. A Rogue-like sounds actually do-able. ADOM wasn't built in a day. Some people actually take seven days :)

    http://www.roguetemple.com/7drl/

     

    With the score area you could either display 3 stats

    |HP|HP Bar|MP|MP Bar|XP|XP Bar|

     

    Or six commands a button press away. Naturally, "kick the throne" would be icon #1 :)

     

    A Google search turned up negative for A.T.O.M.

    Atari Tunnels of Mystery


  9. @Ben_Larson: Thanks for casting your vote and contributing some constructive feedback!. If you didn't vote, please don't think of voting as a sign of confidence in me. I know the history of home brewers and 2600 RPGs. I just want to know which way you would swing IF there was another Atari 2600 RPG out there.

     

    I mean, anyone can declare a project and even post screenshots. Doesn't make it real. I see a real problem with the 2600 resolution. If I wanted to make a Treasure of Tarmin homage I'd have to go SuperChip just for barely enough resolution. See what I mean below.

     

    Must be some really bad blood about the whole 2600 RPG subject. 170 views and only 6 votes for just discussing such a topic. Maybe I should prove everyone wrong (about 2600 RPGs) just to change the mood :)

    post-13304-128095537749_thumb.jpg


  10. @s0c7: Looks like they were trying to make a turn based RPG. Too bad it fizzled out. What else should I take from that topic? More importantly did you vote?

    From some of your other posts it sounds like you are planning to do one. If so, I wish you luck. However, you should create it based on the type you enjoy most, not what you think would be the most popular. These things are very time consuming and if you are writing something you aren't really into it will never get finished. As far as CiE, take away from that that you shouldn't talk about it until you have something to show (a WIP for example). It just gets people worked up.

     

    As far as voting goes, I'm more old school than most of what you've listed and have already made a dungeon crawl similar to my favorite Telengard:

     

    http://www.atariage.com/forums/topic/127378-dungeon-2600-release-candidate/page__view__findpost__p__1590573

     

    Haven't played Telengard much but I'll study it for sure. I'm no social butterfly - not that you said I was - I'm just fishing for ideas. What people like. What makes a good RPG. Sometimes what you like can come into focus from others input. I'm not announcing anything as I said in an earlier post in this topic. Right now I don't know what I want to do next. Leaning towards a shooter of some sort.

     

    Anyway, thanks for explaining your position in greater detail. I'll take it your informal vote is

     

    [*] Other: Telengard. (Seems like a Nethack/Rogue-like to me though) :)


  11. Looks like s0c7 is leaning towards turn-based RPGs like the CiE he pointed to. I seriously doubt he was just trying to be negative. Seems like Roland P is leaning towards Zelda and SD Snatcher (which I will do research on). Thanks for the constructive input so far guys! Remember to vote when you can :)

     

    @Random Terrain: Your wish is my command! Consider controlled randomness on the top of the feature list!


  12. @Roland P: Imagine the person that's gonna make it is competent enough to come through. I already asked around and all my feedback says developers shouldn't announce first. Did you vote?

     

    @s0c7: Looks like they were trying to make a turn based RPG. Too bad it fizzled out. What else should I take from that topic? More importantly did you vote?


  13. I've had thoughts but lack of parser experience has led me to think differently. Two ideas:

     

    Create a non-programmer friendly GUI drag-n-drop environment that has templates for Batari BASIC and BasiEgaXorz (Genesis BASIC compiler) code. Just as Batari masks complexity (i.e. kernel design and bank switching) so too would this game engine.

     

    Another idea is a meta-BASIC that could be broken down into platform specific BASICs. Believe it or not, there are choices for video game consoles:

     

    Batari BASIC (2600)

    nBasic (NES)

    DragonBASIC (GameBoy Advance)

    BasiEgaXorz (Genesis)

     

    Why not include QB64 for PCs?

     

    One BASIC to rule them all? Maybe..


  14. Casual gaming is just another trend. It's an attempt to get new market share - they already have us. I personally think there is nothing wrong with simple game/lower price tag. Every console generation production costs go up and reason to innovate (take risks) go down. Snack sized games will (hopefully) allow developers to take risks again.

     

    "Casual Gaming" is not a new thing. Games have simply wandered away from pick-up-and-play. I have a friend who hasn't touched a joystick in years but played Fairchild Channel F day in and day out. The games were as simple (if not more) than anything "casual" today but he played like a "hardcore" - invested serious time and money.

     

    Unfortunately, just as I think casual games are a good thing the pay to play and pay for parts thing is lame. The (corporate) dream is to have everyone pay monthly and pay extra for added features or using features. Heck, Kindle books and Android apps can be remotely TAKEN AWAY. That's right: It's not bought-for property anymore.

     

    Hopefully the market (i.e. us collectively not buying stuff from badly behaving companies) will sort these issues out. In the meantime I see nothing wrong with the "hardcore gamer" or the one who wants snack sized games.

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