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Jinroh

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Everything posted by Jinroh

  1. Very awesome maze engine! Keep up the great work! Something like 3-Demon to the VCS would be really cool.
  2. Oh very cool I'll have to check out some of those bitmap modes. The limitations were well workable for Character modes I've been using, so I've not felt the need to use them. Thanks for the info. Super cool that Battletech could be done as well.
  3. Exactly that's why I said Lyrens was such a tease. It's so close but he uses the PMGs and such for extra colors and whatnot. There's nothing left. Those kinda demos are why I designed my test demos to use the bear minimum so there's plenty of wiggle room to add the rest if I ever got the time/desire.
  4. Yeah man I'll have to run I through my utility at some point. Wouldn't look as pretty as some of those great tech demos but it usually leaves me with enough character sprites for 2-3 enemies. Would be fun to play with. I'd love some kind of Battletech game too. That would be rad. Even Mechwarrior 1989 though that might be better on the ST.
  5. IKR? If only there was a few more of me, they'd be so rad if I had time to flesh them out more. Ugh IKR? The A8 could do a very competent version! This in particular is such a tease.
  6. I am! Once Carrot Kingdom is done eventually I can focus more on my A8s.
  7. M.U.S.C.L.E. is still the game I'm working on for the A8 when I take a break from other things, but I recently wrote a program to help me convert NES graphics to the A8 so I've done a few other tests. Zelda 2 is probably my favorite, looks quite nice. They all have plenty of space in the tilesets for a few software sprites as well, so they could be fleshed out further.
  8. They get me too sometimes. I find it best to kill the one on the left and then the one on the right. I'm thinking about making the B&W switch also shoot so Flashback Portable players can have an easier time with a two-button setup.
  9. Awesome! I did see the issue was closed earlier. If anyone is curious what happened on my end. In DASM I had this constant defined which is what I was loading into the accumulator: Scroll_Ctr_Base = #10 However, as DirtyHairy pointed out, it was assembling LDA Scroll_Ctr_Base as LDA $0A instead of LDA $#0A, because I left out the #. x3
  10. Me too it's neat being able to 'Play it on the go'. Without having to use my phone or something.
  11. Carrot Kingdom's latest demo now works with minor graphical glitches.
  12. Oh so cool, very interesting. I did not know these things. :3 I really appreciate you pointing this out, and as I suspected this fixed the compatibility with the Flashback Portable. Just a few graphical glitches with their emulation now from what I can tell. The switch parameter for Stella to do the TIADriven is very helpful too. I will be sure to check that in the future. You can download the binary with the fix here. Enjoy! CARROT_KINGDOM_DEMO_7h-1.bin
  13. Oh wow thanks so much DirtyHairy. Sorry to cause you so much trouble, I can't believe I missed that. >~< Glad you like the game though and I'll examine the code later and correct my dumb typo. ^^
  14. Yeah! that's what it is! Jinny's 'Teleport Poof'. 'Teleporting' from the Bread Catstle to the Forest. Thanks for the feedback guys. I'm there with you on the collision. I wanna tighten it even more if I can. :3 Yeah the speed in the graveyard level when you go right when not scrolling is a byproduct of some klugy collision hackery. So that'll be fixed if I can get the better collision working that I started. In the meantime though I'm gonna work on some of the next levels and the next boss so we can get at least more of the gameplay and such in there.
  15. Understandable complaints about the collision. It sucks cuz it uses the VCS hardware collision. I tweaked it a bit this morning it's better but still not great. I've played with it probably 100 hours to get it this good. My other option is to make a function like PFPixel to read what tile Jinny is at to see if it's solid or not. I made one but haven't been able to get it working reliably yet.
  16. Pretty cool, were you also the one that made the demo for Xybots? This looks similar too. A 3D RPG would be pretty neat! I can't wait to see more. I like the 3rd Person Over the shoulder view, very unique.
  17. Wow I really like these updated sprites, if they could be coloured that would be killer. I also really like Kev's playfield mockups they look amazing! Both would really give it much closer feel to the arcade version. Can you guys do Kangaroo next? j/k
  18. Thanks so much for the support! :3 Glad you're enjoying it so much! I'm really happy with how it's turning out. You know it's funny I think I play better on my Harmony Cart than I do on my laptop.
  19. Hopefully this is the last update and I can start working on the subsequent levels. Update: Carrot Kingdom™ Demo .07g - *Adjustment to quell Potential Bread Cat battle after ghost kills you. Thanks for all the feedback I'm glad you're enjoying it as much as I am making it! Chocolat really appreciates it too. ;3 BTW *Tease Tease* you'll find out who is Chocolat later. ;3
  20. Oh I see that's peculiar. I've died a lot from the ghosts and not encountered that one. I'll check it out and see if I can replicate. If you find some pattern please let me know. Glad you're enjoying it so much. ^^
  21. I agree! My friend thinks anything not brutally difficult is too easy. X3 I made the same argument, that it is level one. Moving and shooting should help with the ghosts too. ^^
  22. I agree with you on that jump. I had it shortened, but my friend had complained that the game was too easy so I erred on the side of harder. Though I agree I can barely make it 1/~15 times so here is a new version that is slightly different. Carrot Kingdom™Demo .07f Updates: Shortened jump before Bread Cat. Added the ability to walk and shoot thanks to Darryl1970 for pointing this out.
  23. Thanks my man! Yeah I like that red floor, I was like man, it's so hot there's fireballs under the floor it's gotta be red! I agree those ghosts are tough!
  24. Sweet, hope you like it, it's a bit more challenging than last time. I've not spoken to Al about it, alternatively I have materials to make 100 carts, so we could go either way. :3
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