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Ryan Witmer

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Everything posted by Ryan Witmer

  1. I only half-jokingly posted this cartridge concept for Intellidiscs: I took a break from my PC projects to try to get some work done on this today. I have this nasty bug with the green gates that I've been trying to fix for about a week. I've been working at it all morning without any luck, but I did make some progress in understanding what's going on, I just don't have an answer for it yet. I might need to rewrite a bunch of the green gate code, not sure yet. I have a thing tomorrow so there won't be time to work on this, but I'll see what I can do on Sunday. I need some time away from this bug to see if a solution pops into my head.
  2. I'm still going to do them, but not until I have something more to show. The stuff I've been working on lately isn't very "visual" and would make for a pretty dull video.
  3. I got something in place for handling blocked moving gates this weekend. I'm not sure if it's exactly what the arcade game does, but it's pretty close and can probably fool most people. I'll probably keep adjusting it as I spend more time with the arcade game. I also starting putting together the bonus objects in the middle of the screen. To start with, I made the hat that appears on the first stage. You can't pick it up yet, it just appears and disappears on a timer. Unfortunately, while doing all this work I somehow introduced a bug in the coin pickups, and I'm trying to work through that now.
  4. I haven't really thought that far ahead yet. I'll need to spend some time with the giant cart and do a few proof-of-concept engines to get a better idea of what I want to do.
  5. *Raises hand* After I finish Rob 'n' Banks, I'm going to start goofing around with the 512KB cart, and I've actually been thinking about a game along these lines. My ideas have been closer to The Guardian Legend than Zelda, but there are a lot of similarities there. Right now all I have are ideas and I haven't even touched the 512KB cart or even looked into how its bank-switching works. Depending on the project, I might also develop it simultaneously for the PC and do a combined release, not really sure. Anyway, no promises or anything, but I do have some ideas and I would really like to do something big.
  6. @TIX graciously provided me with some sprites for the police, so I went ahead and dropped them in just to have something else on the screen. They don't do anything yet, but there they are! I've been working out the details around the moving green gates and they way they behave when they're blocked. I think I'm finally starting to understand what the arcade game does, and I'm ready to try putting something in place. The problem is... it's complicated. I might not get much more done this weekend other than thinking, but sometimes I just need to spend some time thinking before I do something dumb.
  7. Blaster and Countermeasure are two of my favorites, and it's flattering that you think my game is better than those. Castle Crisis is so good that nothing I've ever done should even be mentioned in the same sentence as that game.
  8. I just posted a response on your website about an hour ago, which I just randomly came across. I'm not sure if that's what prompted this post or not. In short, your critique is pretty fair and on point. There's nothing wrong with it.
  9. Not really messing with the BIOS, but one of the first I things I did when I was learning to program the 5200 was figuring out how to put the game title and copyright year on that screen. I was so excited when I made it work.
  10. I said "if" and "probably" so I have a way out.
  11. This weekend I finally started digging into solving the clashes between the player's doors and the green gates. After some research, I learned that the two center gates just delay their cycle if you block them with a door. I also figured out that the gates delay if the player or a cop is standing in the way. I think I have all of this working for the two center gates. The other two gates, the ones that wander around the maze, are a bit more complicated. When these gates are blocked, they seem to jump to another location, and then try to pick up where they left off, or something close to that. I don't have them completely figured out yet, but I think I'm making progress in understanding them. I love Thin Ice and Night Stalker, played a lot of those back in the day. Never got the chance to play Diner, even though I really wanted to. After this project is done, I'm actually playing to get away from ports and back to original stuff for a while. However, if I were to do another Intellivision port, it would probably be Thunder Castle.
  12. I've actually had something like that planned for a long time, before I even started working on this. I've done similar things with Ratcatcher and Intellidiscs.
  13. So here's the player locking some horizontal doors: These doors seem to be working fine. I haven't worked on any of the potential clashes with the green gates, but I have done research into the arcade game and I'm starting to understand how they should work. I probably won't get anything else done this weekend, just really busy. I wanted to get at least a little bit done though.
  14. The 5200 is still the king. Bigger is better.
  15. Thanks, I'm trying to keep moving at a least a little bit every weekend. I've run into the hard stuff. At the beginning of any game project, things move quickly because you're doing all the easy stuff. Once you get past that progress gets a lot slower. I'm into the hard stuff now, just have to keep pushing forward.
  16. The manual has been written and I have a guy currently putting together the box art. Once that's ready, it's all in Albert's hands.
  17. Today I went back and redid the code that detects where the locked doors should go. I realized that I was doing it a bit wrong, and spent some more time studying the arcade game to get this right. I'm pretty confident that it's correct now, and I also had to do a bunch of the work for the horizontal doors in order to get this working right. I still haven't done the horizontal doors, but the foundation is there and I'm now at the point where I can start studying the arcade game to figure out how they should behave around the green gates. This is probably where I stop for the weekend, I have some stuff going on tomorrow, but this is actually a really big step in getting this game working so I'm pretty happy with it.
  18. Galaxian is best played with the trakball, in my opinion. There are no issues when you use that, assuming you have or can acquire one.
  19. Ryan Witmer

    Blaster

    It makes me sad when people talk about the games in the store and never seem to mention Blaster. Maybe it's because I'm not a Tempest fan, but I'd take this over Tempest any day. It's easily one of the best purchases I've made from the store and it not only plays great, but it's also just really fun to look at.
  20. Got a video and a test ROM this weekend! Here's another developer diary video showing off some of the stuff I got done and discussing some of the bugs I know about: Also, here's a new test build for anyone that wants play around with the locked doors. Only the vertical doors work right now, as explained in the video, and there are still a few small glitches with them. This build's ID is "Vertical door test, 8/28/2021", 256 bytes from the end of the file as always. robnbanks.bin
  21. Phantasy Star started in 1987 and is still going in a fashion with the Phantasy Star Online games.
  22. So here's the first look at a player's locked door: This is still really buggy, but my plan is working out. The vertical doors turned out to be simpler than I thought they would be. Time to start ironing out all the bugs.
  23. I got started on implementing the player's doors this weekend. This first step in this is to track where the door should show up, the last "door junction" that the player passed. I came up with a plan for detecting and storing this information, and got it done for the vertical doors. I'm doing these ones first because they won't interact with the green gates, and the horizontal doors are much more complicated because of that. I don't actually have the doors in place yet, but I got the location detection working. Next step is to actually make some doors appear.
  24. The tooth fairy enters the fray!

     

  25. Activision cartridges are pretty notorious for this, and it has nothing to do with the 2 port (except Pitfall, that's a different problem). It can take a while to get them to properly start up. In my personal experience, regular use keeps the problem from coming back, but others may have different experiences.
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