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Everything posted by Gemintronic
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I was trying to guess which games you meant by "vaporware". Please! Elaborate! I'm really curious
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Is Robert Englund also still a possibility? My Nite Bear on Sleepy Street is progressing but still has gameplay/bugs issues. Still on target for end of September though
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Trying to make a coordinate based collision detection routine since it seems like a handy thing for me and atari2600land right now. Here is the code I was trying to use for a 16 pixel tall 8 pixel wide but double-wide (effectively 16x16) sprite: collide_boss rem temp1 is the far right of sprite temp1 = player1x + 16 rem temp2 is the bottom of sprite temp2 = player1y + 16 rem see if player0 is in the middle of player1 left and right boundaries if player0x > player1x && player0x < temp1 then goto col_boss_stage2 else return col_boss_stage2 rem see if player0 is between player1 top and bottom boundaries if player0y < temp2 && player0y > player1y then gosub draw_hit return Doesn't seem to work right. I'm assuming the x, y coordinates for sprites start (the origin if you will) at the top-left right? UPDATE: Seems to be the bottom-left is the origin. This code still doesn't work: collide_boss if player0x < player1x then if player0x > (player1x+16) then goto col_boss_stage2 else return col_boss_stage2 if player0y < player1y then if player0y > (player1y-16) then gosub draw_hit return
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* You could have a "sweeper" pixel move through the maze clearing the active pixels as it goes. * You could make pre-made sections of maze that always connect together and print sections of maze as you go. By the way.. I need more input on my Nite Bear game. http://www.atariage.com/forums/topic/169496-nitebear-on-sleepystreet/ Take a gander if you find the time. The Boss is so evil it refuses to register a collision with the player!
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Thanks for sticking with me on this guys! The more feedback the better! I've made these changes: Fixes: * Adjusted vertical speed in 4 way scroll level (TooSlowGamer feedback) * Tweaked colors in both game modes (TooSlowGamer feedback) * Stage display was getting scrolled a bit. Partially fixed that effect * Slowed enemy movement a bit Features: * Monsters fire missles * Boss has heat-seeking missile * When Nite Bear rescue orphan the next one will have different color BUGS! * Boss cannot hurt player nightbear007.bas nightbear007.bin
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Why not go all the way and get a projector? A buddy of mine found a deal on a Viewsonic and 100" screen for around $600.
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Of course, you could make an AI for the player and just set a timer to return to the title screen.
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Why? It already exists and I don't think the BSR will be too happy about it (let alone WotC). Better take one that's (still) vapourware. You mean Tower of Mystery? http://www.atariprotos.com/2600/software/towerofmystery/towerofmystery.htm
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Thought I'd introduce my work-in-progress game here for more feedback http://www.atariage.com/forums/topic/169496-nitebear-on-sleepystreet/ UPDATE: Release candidate in first post! Score is still being used for debug. Just displays the enemy HP for now. Stages just increase the required enemies to kill and orphans to rescue. The magenta lolipops power up your sword. Right now even one loli is overkill. Again, just for testing. Tried to pay homage to Knightmare for the MSX. Also, bears and Freddy!
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I really appreciate the comments and views on this topic. The game is shaping up much better. of course, the verdict is still out on how much better * Changed the orphan sprite. Made it 16 pixels tall for more detail. * Stage display implemented. * Nite Bear must rescue the frightened orphan. Initial orphan AI implemented. Now Zelda style top-down. * Each stage requires more enemies killed and more orphans saved. Immediate Todo: * Get that darned missile1 to actually fire!!! nightbear006.bas nightbear006.bin
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Oh man! My first issue of Computer Shopper had their last ADAM article. Some review of a CP/M flavor. When I was in my teens my Aunt had an ADAM until the week before I visited her. It magically got donated to a neighbor just as I asked about it My question is, have you found a way to convert disk images back to real floppies?
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Well, from all the screenshots I've seen Batari BASIC can %90 percent replicate the prototypes graphics. I'd bet that someone recreates it first. * Multi sprite kernel use * Playfield pixels for side walls * Secondary sprite for wall up ahead (quad-sized) * Primary sprite for close monster (double-sized) * Score mini-kernel with additional characters for 18/080 display * Secondary sprites for E (direction) and bow icon.. maybe 06 display too if sprites can be put on separate scanlines * One more secondary sprite for thrown objects
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YAAAAY for feedback! Thank you for helping me TooSlowGamer So far corrected: * Broke down and used no_blank_lines * Changed the background color to dark gray (I'm assuming hard-to-see meant too bright?) * Removed marching effect Added: * Sounds for Knightmare level (no music yet) * Changed 4 way scrolling level so player wont get stuck in TV Immediate Todo: * Will re-work side scrolling orphan sprite * Try and get enemies to fire missile1 Not sure what "lot of bugs" means. I know you can get stuck in the TV. Made the TV more solid to compensate. If you could describe what "lots of bugs" is please do! If the bugs you describe are too much or too hard I may have to back down to Zelda style top down format. nightbear005a.bas nightbear005a.bin
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Say this to your wife or girlfriend or both
Gemintronic commented on Random Terrain's blog entry in Random Terrain's Tetraternarium
I would repeat that sentence but: "I am Sofa King - We. Todd. Ed." -
Our own super, maga, wonder, ultra cart board thing...
Gemintronic replied to matthew180's topic in TI-99/4A Development
I've seen original playstation memory cards that have a left-right toggle and an LCD 2 digit display. You would "bank switch" between memory by pressing left or right and the current memory bank would be displayed. Might this be a viable solution? -
Was London Blitz by Avalon Hill first at anything? http://www.youtube.com/watch?v=kGWjJXBLfHo The overhead map and 3D maze seem pretty striking for the time..
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a new handheld....Meggy Jr......sort of
Gemintronic replied to lucifershalo's topic in Dedicated Systems
Low res and portable is a definite win. Wouldn't buy it as it's a kit that needs soldering. Might consider an Uzebox someday though. http://www.iscanmyfood.com/hd/index.php?t=Uzebox -
Picked up a factory new Bally Arcade
Gemintronic replied to Parrothead's topic in Bally Arcade/Astrocade
Not rare enough to rip open the boxed version. A local flea market near me had plenty of boxed and loose Astrocades. One for play and one for posterity I say. -
Making a living from programming homebrew
Gemintronic replied to GroovyBee's topic in Homebrew Discussion
I think the best thing for now is to work with AtariAge to distribute homebrew games. It's all about having a market presence and a working business model. Once Albert releases the new homebrew features it should be even easier. -
Actually, the lack of marching was a bug! I wanted to simulate the scrolling effect of Knightmare for the MSX. http://www.youtube.com/watch?v=-d3v-9fopC4 I'll take your feedback to heart though. Any other opinions on marching vs. continuous scrolling? I've also got feedback on the title screen pointing towards using no_blank_lines. I don't wanna give up that missile though! But, if a bear looks like a castle.. maybe a redo is necessary. Many thanks for taking the time to review this WIP! This new version has: * Nite Bear changes color to indicate damage levels. * More random enemy deployment. * Second game mode (4 way scrolling) available after boss fight. * Bat/Spider thing changed to double-wide. * Using new 25 color palette referenced in my other topic. * Bumped ROM size to 16k. nightbear004.bas nightbear004.bin
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The Swordquest series was practically unplayable without all the documentation/comic books. I wonder if in-manual flavortext would cripple online downloads of a homebrew game that relied on the manual. Ultima really is an example of a game that REQUIRED the manual because of those funky runes.
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I think I understand what you were trying to do style-wise with the 2600 title screen but.. ..I think the numbers are too scrunched together to be recognizable by the end-user. My eyes were able to pick it out because I've been designing with playfield pixels too long
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Taking RTs feedback into consideration I changed some color names around to have less "dk" or "lt" abbreviations. I also changed the names to better reflect Game Maker standards. I can't come up with names better than c_dkgray or c_ltgray though. Also, I'm thinking of either removing c_ltgray and adding c_beige (to keep it 24 colors) or just plain adding c_beige as currently only one shade of brown is listed. UPDATE: Here are 25 colors for NTSC. So far I don't think this will be popular enough to do the PAL colors too.. I forgot whether actual TV colors are brighter or darker so in most cases I opted for brighter colors. const c_brown = $F2 const c_pink = $3C const c_skyblue = $98 const c_olive = $E4 const c_lilac = $7A const c_aqua = $B8 const c_orange = $38 const c_blue = $86 const c_red = $46 const c_purple = $64 const c_lime = $DA const c_gold = $2E const c_navy = $84 const c_green = $C6 const c_maroon = $42 const c_yellow = $1E const c_fuchsia = $58 const c_cyan = $A6 const c_white = $0E const c_ltgray = $0C const c_silver = $0A const c_gray = $08 const c_dkgray = $04 const c_black = $00 const c_tan = $FC
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Hmmn.. I can see this technique isn't for everyone. Thanks for the feedback RT. I guess it's only for those who: * Have a small screen like a nettop * Use Game Maker and are already familiar with c_ color shortcuts http://gamemaker.wikicomplete.info/color * Get distracted by doing ANYTHING outside of the code editor
