Jump to content

Kripto

Members
  • Content Count

    1,338
  • Joined

  • Last visited

Everything posted by Kripto

  1. Yes, PC-based gaming is completely "over"... Nothing to see here... Move along...
  2. I love it due to the tools given to the player and the general foolishness that can result. It's also fun trying to 'cheat' the system and get the player places he wasn't meant to go, etc. Using the bat to pick things up... I think it's the most 'open ended' 2600 game out there.
  3. Isn't it in the kids best interest to be encouraged to get in better shape? It's not as if WiiFit is telling them they can't play if they're out of shape, or making fun of them. Why don't we also lie to them about their grades on tests in school then? We don't want them thinking they're not as smart as anybody else in the class, do we? This is deeply stupid and non-sensical.
  4. Well, he could stipulate in his will that they be destroyed upon his death...
  5. It's probably a case of pseudo-'Engrish', where someone in Japan just chose two english words that sounded good to them, and then made sure there were not profane (hopefuly.) On a side note, the use of the name 'Juno' in this game lines up in time with another use by another Japanese company, the synth manufacturer Roland, who launched a Line Of Keyboards With That Name. The Juno-106 (pictured in above link) was a great keyboard and one of the first two to implement the then-new MIDI standard.
  6. That's a truly excellent translation of the original game! I really like the arcade Juno First and have played it a lot. You got almost everything spot-on, VERY impressive for a 2600 game. My only issue is that some of the alien creation and movement patterns seem to be significantly different from the original. I know that the arcade game somehow makes it so that moving backwards is not as likely to result in a collision/immediate death. Maybe capturing a video of the original in emulation would allow for its movement patterns to be more easily analyzed. Top notch work though!
  7. Most the objects are programmed to behave completely within the rules of physics, so they fall, stack and lie as they will. I think it adds an interesting element of 'reality' where it may be surprising to find it. The only exception is the bridge, which I've programmed to stand upright at all times so as to facilitate its use. Finding objets is an issue though, which I'm currently thinking about ways of handling.
  8. Here's an early version of the main title musical theme I'm writing for the final, downloadable (NOT web-based, too big for that...) version of Adventure 2000. Like the game itself, this is also unfinished- Click Here to Check it Out There will be at least two other pieces in the game, one quick one to mark your death and a victory fanfare played upon the chalice's return. There are also some unique dragon sounds and other FX things in the works as well.
  9. The final version will have some method of controller use, and customization available. As for stylistic changes, the purpose of this version is to re-create the original game in a 3D environment, not to change any element unless required for that 3D translation. Some elements, such as the bridge and portals, required changes or invention for the game to function, but I have resisted the desire to 'go to town' and create new landscape features, etc. After this version is finished, I may build upon it to create a far more contemporary, darker version with altered terrain, full texture maps, new objects, etc.
  10. I debated the idea of what should be done with the teleporters and entry ways, as to how they should appear. Options included putting actual doors on castles (not in the original), etc. Showing the destination is not an easy task at present, but may be a possible feature in a future build. As for control modifications, that will eventually be added as I add a configuration/options screen. I intend to the leave the dragon models as they are (they do actually have 'some' depth), but I will be adding extensive 3D animation to them, which will make them have far more presence and visibility when viewed from all angles. If only all our computers featured NVIDIA QuadroFX cards, I could just use the below model which I created for the upcoming Adventure 2000 PDF manual.
  11. I have a Mac. May I have a stand-alone version? I'll post a downloadable Mac standalone with the next update, which should be early this week. The next version will feature a modified object positioning system which will make it easier to find stuff, all three dragons, complete with appetites ( ), and possibly, a fully operational bridge.
  12. Sadly, at this point I can't generate a stand-alone version for Windows machines, only for Macs. That will change in the future at some point. The Unity browser plug-in is very respectable and is used for many Disney games among many others, so nothing to fear there.
  13. Thanks for your feedback! I would suggest that everyone look at a map of the original Adventure mazes or you WILL get lost in this 3D version. All Mazes are true to the original. You can find a great map HERE. The movement system is a standard first person shooter setup, like Quake. What do you think would work better? Turning the sword around will be easy enough The darkness in the maze is most likely due to Gamma difference between Mac and PC. Will be simple to fix. Thanks again for your suggestions!
  14. Greetings All! After a while taken up with needed projects in the 'real world', Adventure 2000 is once again on the front burner. In fact, a playable alpha version is now on-line for your pleasure. You can check it out at this web location. You will need the newest version of the Unity web player installed, which you will be guided to if you don't have. Limitations of this version- There is no sound. The one dragon CAN eat you it, but really won't. His 'nose' for the player has been turned down to zero while his AI is tweaked. The bat lives but does not function fully. The bridge is mostly non-functional. Due to this, if the chalice is spawned inside the White Castle, the game may not be able to be won. This is unlikely, but possible. How to Play- After the title screen loads, click in it so as to 'focus' your keyboard and mouse into the game engine. Press space to start the game. Arrow keys move the player around while moving the mouse changes look and move orientation. As in the original Adventure, run into objects to pick them up. Hit the space bar to drop them. Hope you have fun exploring this early version!
  15. Yes, because the game companies are having such a hard time with their profit margins selling 25¢ discs for $50-$60. Impulse buys of digital downloads, which have ZERO physical manufacturing AND no shipping costs, add a wee bit to the bottom line when you're talking about millions of copies. Corporations pursue every possible avenue to increase profit.
  16. This idea is already in play to an extent. I create and sell software products by digital download. The company which I use to secure my downloads to only paying customers and handle finances will also send the customer a copy of my software burnt to disc for a small fee. As for the console manufacturers, the numbers they're dealing with are so large, it's really in their best interest monetarily to eventually move the entire distribution chain over to downloads. I don't think that people who will demand physical copies are a large enough percentage of the market to be worth the hassle and cost of maintaining physical products to them. Obviously, a huge issue here is the tremendous size that most disc-based games are and making them work via download. One proposed solution is to have the game playable before having downloaded completely. So, for example, you could start playing within 15 minutes of purchase, and by the time you reach the higher levels, the game would have finished downloading. This wouldn't work for all games, but could for most if the buyer's internet connection is fast enough.
  17. Believe it or not, game developers at least APPEAR to be aware of these issues. From what I've read over at Gamasutra, there are needs felt for more 'instant action' games. I think a huge problem is how far away current games have gotten from being one-man or small-team productions. Corporate 'group think' is poison for any creative work and it can truly spoil a game as well as originate true crap.
  18. How about keeping the wall but reducing its' contrast and/or texture complexity? Maybe a super-slight amount of blur on it? Looks really good so far.
  19. What I hate even more are games which are playable and easily understood until you suddenly hit some obstacle or objective which seems designed specifically to make you need to go buy a strategy guide for the game. I love the way that early arcade games have the basics understood in a minute and fully engage the player, versus having them perform mild interaction in-between cut scenes.
  20. Ah, custom robot... I like this one much more.
  21. That game was an abominable turd and should be sent back to Hell.
  22. Geometry Wars did quite well for the designer. With current technology, a one-person Dev team can be quite powerful if the right kind of game is targeted.
  23. I've done some research and it seems like the soundchip on the ColecoVision is somewhat capable and has been used in numerous arcade machines, etc. You can read some detailed info HERE. I, also, have never coded for the CV but getting low bass out of it should be no problem as that a DAC can always produce low tones with the normal 'issue' being the limit on the highest frequency which can be output. The sound chip in the CV seems to have 3 tone channels and one noise channel. Can the tone channels have the waveforms they produce altered by having their amplitude and pitch modulated by code or are they locked to square waves with amplitude and pitch controls somewhat blunt only? Inquiring minds want to know...
  24. Check out the arcade version of Robotron.... THIS VIDEO, around 1:38+ shows what I'm talking about. Not necessarily this hectic, but menace++.
  25. Guys like Morgan because she's decent looking and talks about games. I don't know if she's right or not, in general, but think I would only take that kind of talk seriously from somebody in a lab coat, with a degree, who had also done at least some kind of controlled study. How about we play video games because they're fun?
×
×
  • Create New...