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GreenDayRlz

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About GreenDayRlz

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    Moonsweeper
  • Birthday 01/04/1994

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  1. http://www.atariage.com/forums/topic/195705-kaboom-nes-port-interest-check-and-future-number-reserve-thread/ Yep. Also, when the bomber gets the shocked face in the original, does he smile when you miss the bombs for the split second then?
  2. Just going to bumb and say that this game won't be out next week or anything, no need for anything, we're still a decent bit away from producing carts and such, but if you think you'd remotely want a cart when it does release, please just post and say you'd be interested in one. Thanks guys. Although I kinda for some reason thought you guys would eat this game up, heh.
  3. Gameplay video with most features of the final game, even missing some features from the latest version like high score: http://www.youtube.com/watch?v=mz6UkX45FH0 Hey guys, I'm now trying to gauge how many carts I'll sell for parts needed and to get everything together. Please head over to NA on the link below and post if you would like to get a cart of this! More info there. You can post here if you don't want to post on NA. Thanks a ton! http://www.nintendoa...&threadid=66786 ETA: Cost of a cart will probably be around $35, but will not be more although it may be less if I can. It will also use the NES Vaus, which is basically like a paddle. It will also use the standard brick controller for people who don't have a vaus to play it.
  4. Okay, I will do that. I guess since it's done now, this can be locked possibly, or this'll just be the last post. Thanks, will separate now.
  5. NES version of Kaboom! being intrest checked for the number of parts we'll need, please check out the Brewery topic! Thanksss! :D

  6. Bump, check first post for "preorder" stuff. It's not needed, but I'd REALLY REALLY REALLY appreciate posting on there, here will work too though if you don't want to join although I'd like it there. Thanks guys!
  7. NES Version of the Atari 2600 game Kaboom! posted in the Homebrew forum topic! :D

  8. Demo ROM posted now: http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=64106
  9. I don't really know what you mean, but it's not a limitation of the machine at all. The sprites are just a little bigger to get more details in. It uses the whole vertical resolution of the screen, so it should have about the same play field size as the Atari version. I'll try to get the final version put together quick to post a demo ROM so you guys can really try this for yourself and see what you think of it hands on, that'd help a lot. ETA: Yeah, the above is correct. The bomber sprite is 3 sprites wide (24 pixels) and the paddles are 4 sprites, so 32 pixels for those. All sprites are 16 pixels tall, so the bomber is 32 pixels tall and the buckets are16 pixels tall each, and the bombs are 16 pixels square. The bombs hit area is only on the bombs it's self, on the black part. How about I post a screenie of the game so you can measure it all out if you'd like?
  10. I have the ability to make the spacing of the buckets down to closer than the 2600 version just by changing one variable, I'll bring the space a little closer and see how it plays. I have noticed when you lose paddles the game does get a little harder than the Atari version, that may help a lot with it. But the narrow playfield doesn't hurt that badly, there's still tons of back and forth, and the bombs come down at a speed that makes it as just hard from my playing. But I'll be sure to post a demo to help you guys out with telling me what need re-balanced to make it as close difficulty wise to the original. I'll make the buckets closer from now on until we get a final test, as that's probably a good balancing pointer. Thanks for the evaluation!
  11. I dunno, I don't see how it will help the gameplay out to do any of that, but still, I'll still consider something. I don't like having the player to wait for anything though, it's just not good as it is a fast paced game, I've always wanted to blast through the first 6 levels on the original, then on the 7th just get prepared for it by pressing the paddle button. Anything in between might make it frustrating because you'll slow down and the time between levels will take away the "zone" you may get in just by blasting through all the levels directly after each other. That's mainly what I'm afraid of mainly.
  12. Yes, it waits for the splashes to complete before advancing the wave and spinning on the wait for the button press for the next one to begin. I don't think I'll add that, it's not a number you really care about and would just slow down the game and be intrusive, but I'll not drop all consideration, never. Thanks for the idea!
  13. Heh, updated the update post with a new video anyway. But yeah, I got it now! Thanks.
  14. After a long time of this project getting put on the back burner, the last 2 weeks have been pretty good for me to jump on and work twords actually finishing it. Not read for a demo ROM for the public yet, but it's close and will hopefully be here soon! http://www.youtube.com/watch?v=qDl-msZL0zo
  15. On NA, pretty much every person who moves over $200 a month it seems has got their account put on lock down, or have now had their cash withheld from them. It's only a matter of time before it happens to you, paypal is just out to screw with people today.
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