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Everything posted by Devin
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Its great that the AVGN is giving a review of the Jag. This system, the more I read about it, is just so shockingly bad! 64-bit graphics, but a 16-bit processor... This must be the console equivalent of putting a Volkswagen Bug engine in a Ford F250. Yes, it will move, but will it be able to carry much load? I bet the homebrews are incredibly challenging!
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Thanks for all the info everyone! The PAL60 version was much easier than expected. Here is the final WIP of the game in both NTSC and PAL60. ... I have to admit that NTSC is vastly superior. If you are using Stella, make sure to Control-F the PAL version to the correct palette. WIP___2009_03_18___NTSC.bin WIP___2009_03_18___PAL_60.bin
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A PAL60 version (same timings as the NTSC version, but PAL colours) will be fine for most PAL people (like myself). So, Atari's in Europe could play both PAL 50 and PAL 60?
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When you jump from the title screen, you can select your opponent. This was mainly for testing purposes. In the final version, you will have to start with Tomato ken and work your way up.
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I'm also going to attempt to create a PAL version. Since the gameplay is based on timing tables, it won't be too much of a nightmare.
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Here is the game with the difficulty feature added. In Difficulty B, you get one rematch per bout. In Difficulty A, only one rematch per game. I also updated the rematch screen text and the name/year on the intro screen. Other than that, there are no changes of note. In the final version, I'll remove the select boxer screen. At this point, I cannot imagine making any additional tweaks! WIP_2009_03_17.bin
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I'll go ahead and add it. It won't take much space, just a LDA, AND and BEQ in the "Begin New Fight" loop initialization. All together, I should be just 7 bytes. I might have also initialize it at the beginning of the game, so that will be 5 bytes. So, no worries.
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I could make it so the rematch counter will always be set to 0 if the difficulty was B. But, I think Level 3 is already challenging enough! :-)
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(Devin breathes a sigh of relief) Good, I was worried it was an object alignment issue on an real Atari. I'm glad it works.
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The mouth should look black and white when hit. Is it looking transparent?
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Thats exactly what my brother said when he saw the game for the first time yesterday It sounds great. I hope Seemo didn't think it was a criticism. These are great games.
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I created a new version with an updated random number generator. When he decides to throw a punch, he has a 25% chance of doing a special. Each special has a 50% chance. WIP_2009_03_16.bin
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I love the changes! Maybe you can recapture some of the title border look using the playfield or the background. I attached a mockup Is it just me, or does Tint sound like a slot machine... perhaps I yearn to visit Nevada... All round, just a fantastic piece of programming!
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So far, we have these camps (or should they be factions like "Alliance" and "Horde"): Black: MrBeefy, espire8 Pink: lapetino, corbysatarigame, Frotz, Nathan Strum
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I can't. I've used all the graphical objects that poor little system has to offer!
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There is some different opinions on the color of Tomato Ken's mouth - whether it should be pink or black ... and who says we don't sweat the small stuff! I've attached a side-by-side picture of character's head for comparison. What do you all think?
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... and overly macho. It reminds me of the guy in war movies that is having WAY too much fun! I made the angry faces point to the sides since the slightly turned faces have pretty much the same eyes, mouth, etc... The animation looks quite odd when they look straight forward. Of course, other fighting games have slightly angled heads - such as Mike Tyson's Punch-Out. I'll change it to black for the time-be. I'll put up a side-by-side and get feedback from everyone. I'm happy with either or.
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Excellent! Three great games on one cartridge!
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I used good 'old DASM with the TextPad text editor. I wrote a simple batch file so I just have to type "asm file" rather than the complex DASM command line. Here is the batch code: @echo off dasm %1.asm -f3 -o%1.bin start %1.bin
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I finished the coding for face-flipping. I've attached a binary with the new graphics. I also made some changes to the player sprites - in particular, I am following Espire's recommendation to spread the player legs for a better visual que. Here is a summary of the changes: Face flipping was added - the character will now look at you when they are walking. Major Concussion is now smoking a cigar Better recovery logic for the computer Updated player sprites You have one rematch against each opponent. The last version only let you have one rematch per game. Some minor changes to sound WIP_2009_03_13.bin
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The face code is going very well - and actually quite easier than I had initially thought. Anyway, I can't decide on the final look of Tomato Ken. I have three possible designs below: Choose Thy Tomato
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Nah. That's supposed to be his mouth with some buck-teeth handing down. Maybe it will work better with a pink mouth.
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I was attempting to turn each of the computer's heads to the side a bit. The idea is that these can flip too.
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Do you mean General Concussion's hit face?
