Jump to content

Gemintronic

+AtariAge Subscriber
  • Posts

    11,189
  • Joined

  • Last visited

  • Days Won

    35

Everything posted by Gemintronic

  1. I've used Javatari to "port" Mini Dragon Chalice to the PC. It's not perfect. No way to encrypt/protect the game ROM and the scroll bar for resizing the window can be fiddly.
  2. Wife was having a bad day so got her Super Mario Wonder. Problem solved! Traditional SMB action with a happy, silly style. ..except she feels like the A and B buttons are reversed compared to what she's used to. It would be an easy fix on emulation but this is on a real console in dock mode. At first glance it seems like they give you just two button configurations. I hope I'm wrong.
  3. I've tried to contact Indie Retro News in the past. First to correct a name credited on a game I made. Most recently to make them aware my Dragon Chalice for the 2600 is out. No answer at all over the years.
  4. Lack of pre-built units and higher level languages kept me away from the Uzebox. Has that changed?
  5. It's a matter of approaching it on your own terms. My journey has been through using ASM to enhance batari BASIC. Use a high level language to get the game design right. Experiment with inline assembly and modifying kernels to push your features further.
  6. I'm in development currently for 2600 and Genesis so nothing physical right now for sale directly. 8 Bit Milli is selling Dragon Chalice. Good Deal Games has War in the Machine. The Immortal John Hancock is selling Game Panic 3 in cart form and the VCS. For links to digital downloads and a list of previous releases: http://gemintronic.com/
  7. Any game that isn't pick-up-and-play gets forgotten so it's hard to pick a "worst". I do remember Space Shuttle to be even less pick-up-and-play than E.T. so that's my guess.
  8. The problem with "modernizing" Adventure is that the low fidelity graphics are a fundamental aspect. This is one developers vision to distill Colossal Cave Adventure into 2600 hardware. It's easy to lose sight of the intended game design when you add features and graphics outside of the 2600s capabilities. There's a real danger of It becoming either a stripped down but shiny top down adventure or an overly complicated chunky mess. In an ideal world maybe the solution would be: A. Keep the graphics fidelity near 2600 capabilities without some of the little drawbacks like flickering, HMOVE lines or screen roll. B. Keep the gameplay also near real 2600 capabilities. Leaning heavily into what Warren Robinett intended for Adventure II / Elf Adventure
  9. Yeah, I was confused myself until I played it. Very strange motif but unique, fast paced gameplay. Just ignore that you're playing a samurai sliding around lotioned floors. Somehow 😛
  10. Released my answer to this question recently: Basically, co-op, many variations, password, both NTSC and PAL60.
  11. It puts the lotion in the samurai or it gets the homebrew again!
  12. Is there a link to the store page for it? I'd like to brag a little about our work
  13. Let's hack the cartridges loud and clear (All that I dump I give to you my friend) The best smurfs suddenly disappear when you are here (Just remember, pirates never end)
  14. Atari consoles never became a thing of the past for me. So, I play them all. I buy games I haven't seen before regardless of "retail era" or not.
  15. I stopped visiting Sega-16 as there were members actively hostile to anything besides C and assembly. To the point that even linked demonstration videos of my genesis homebrew would immediately get dislikes. My early homebrew were weird and unpolished for sure. But, the dislikes only came after posting there. Maybe I'll try again.
  16. I entered a contest to make a rogue-like game in a limited amount of time. So, Atarowg was my mash up of Atari and Rogue. That game engine became C@tacombs of Chaos.
  17. You really didn't take into account changing the RGB value of color 0 every horizontal interrupt. If you do this often enough it creates a pattern on-screen that mimics an extra layer of parallax easily beating the SNES. I rest on your face!
  18. I think those with mental blocks regarding programming / project completion are a different breed than idea people who don't follow through or respect coders time. But, it's a pretty fine line. I'm pretty close to both types myself.
  19. I guess I was speaking more towards the contempt seasoned coders can have with idea people. I think that disdain extends to those who use more modern, easier tools. I consider those who demonstrate proof of work for their game designs truly game creators. Even if they can't program C or assembly they've demonstrated that with some tool they can do it themselves.
  20. Being stuck in game design hell currently gives me some perspective. It seems like coders sometimes assume ideas are a dime a dozen. Idea people can sometimes undervalue a coders work. The middle ground is mutual respect.
  21. Either forcing myself through walls in Super Pitfall (NES) or Boots of Levitation-ing off the level in Wizards & Warriors.
  22. Does anyone know of any European manufacturers and publishers of 2600 games? I've got at least one strictly PAL release made this year.
×
×
  • Create New...