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Jinroh

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Everything posted by Jinroh

  1. Ok! Happy Valentines Day! :3 I've spent a lot of time tightening and polishing everything as much as I can, so I hope you enjoy! :3 It's a lot tougher now that the collision has been improved and you can't stick to walls. x3 I've been able to beat the demo though so it's doable. :3
  2. I'd love to get an alternate Carrot Kingdom binary working on the portable if it's not a terrible pain. It's a vanilla 16K F6 game so I don't see why it shouldn't. Crashes and burns as soon as it tries to jump to the bank with the scrolling code. It's on my todo list to look into. ^^
  3. I was playing Ghostbusters and thought the draw on the LED was kinda funny.
  4. Thanks guys! :3 Before this week I hadn't worked on it since Thanksgiving, but I got laid off in January so I'm really pushing to get it as finished as I can while I've got a bit more time. I think you'll really be happy with the improvements I made!
  5. Just sent the latest demo release candidate to the testers. Unless something goes horribly wrong I'm planning on releasing it tomorrow afternoon. Thanks for being patient!
  6. Aw man, sorry to hear that. That's a bummer I know how frustrating that can be. Thanks so much for the updates and your hard work!
  7. So cool, can't wait til I get mine. IDK if mine will be later because I also got a Sega Genesis cart, but excited for both!
  8. The Mega Man 2600 source is available so that cuts out the middleman. :3 http://atariage.com/forums/topic/146936-making-of-mega-man-2600/?p=1789548
  9. Thanks! Yeah I thought exactly the same thing when I saw the portable coming out. Hopefully I can get it working on there without too much trouble.
  10. I actually just got a flashback portable for Christmas so I'm curious to see if the newer (as of yet unreleased version) will work any better. A lot of the underlying code has been re-written. If it works, great, but at least I have a portable now to test.
  11. Thanks so much! Glad you're enjoying it! Yes the file on the first post is the latest one. ^^ One last task now for the next demo so, hopefully sooner rather than later. ^^ (I know I've said that, but I keep deciding to keep adding/subtracting re-writing things. x3)
  12. I second this, I love the guide! Without knowing the ins and the outs of the hardware I'd never have been able to make my scrolling kernel.
  13. Ah sorry, I'm not familiar with bB so I am not really sure how to explain it in bB terms.
  14. For your kind of game where you navigate a maze, you'd wanna setup a room structure. For the one unfinished one I have done, I did something like: ;Room Structure ROOM1: .byte #00 ;Exit North .byte #01 ;Exit South .byte #02 ;Exit East .byte #03 ;Exit West .byte <Room1DataLow .byte >Room1DataHigh Then say you index a table of Room structures based on your level number as an x index, you have all the pertinent data right there for you. Then if you exit say North, you just look up Room index 0 from your table and display that room.
  15. Just playing around for a few mins. If you used two colours and flickered, I came up with what I think is a decent looking Ripley. And go ahead, feel free to use any of these. Modify them whatever you want. ^^ RipleyDva.txt
  16. Thanks guys! Life has been annoying lately and I've had little less time because of work, some bad luck, and the upcoming holidays. (Though I did do a bit more last night) It was ready to release on Thanksgiving (the new demo) but I am trying to see if I can improve a few things I wasn't quite as happy with and those are taking a bit more time. The majority of the changes are under the hood, new level colouring code, 2 enemies on screen handler, etc. so I only have one extra level scheduled for this demo. It's meant for a quick stopgap to make sure with all the updated engine code it still works on all your systems. Then it'll be quicker to make the remaining levels/bosses without worrying about all the under engine things. Sorry for the delay. ^^
  17. For the VCS I find good use of negative space to be helpful, use the negative space and a few pixels to give just enough detail. Additonally you could flicker or combine sprites for bigger sprites or more colour. Also I like to use the PlayerPal sprite editor to quickly doodle VCS sprites, if you've never used it before. I used it to doodle this quick xenomorph, it's not super great, but maybe it will give you some ideas. You can also use the attached text file and load that into Playerpal. Alien.txt
  18. Wow that is a peculiar thing you have going on there. Just one colours difference and those two are a night and day difference.
  19. I really like either of the girders with colour. It adds a good bit of depth that isn't there with the solid coloured girders. I think most would be preferable to the more red girders, though I like the brown with the royal blue colour you have going on there.
  20. I'll play it when I have more than a second to check it out, but I really like that snow effect. :3
  21. Wow! :3 Very awesome guys! Definitely gonna give this a try. That sprite engine is great. ^^ And who doesn't love PANG?
  22. Hehe 'Adorasexy' sounds cute. ^^ I like that. Me too I thought, "What would I love if I was buying a boxed copy? Pinup of course! Who doesn't love fan service?" I have a Jinny pinup that I got made into a Wall Scroll that would be great too if I could get the cost down enough, but those kinda things I'm kicking around as I finish the game. Not creepy at all btw. ^^ Glad you're liking the graveyard spooky levels so far. ^^ I wanted to mix up the gameplay a bit so gave a bit of a nod to Ghouls 'n Ghosts/Ghosts 'n Goblins. Which I think helps a bit with the fun factor. Those carrot ghosts are tough even for me! ^^ Hehe well we'll say it's just 'carrot' for now. Unless you look at some seedier part of the interweb, then you likely will find something more along your thought.
  23. Ah wow! I'm really thrilled you think so. This is like my love letter to the VCS so I'm really glad the details I've tried to shoehorn in there have come across as well as I hoped. Honestly until you said it I had to go back and really look at the game. I've been deep in the code so long I've forgotten to appreciate the little things. I think you'll really like the next few levels with their houses and graves and spooky trees. I'm really glad you like the Bread Cat death haha, I really enjoyed coding that and think it adds a little something beyond the flashing screen seizure-iffic explosion and white noise that most VCS games have. In the meantime since you're so sweet here's a little pinup of Jinny I had commissioned. ^^ Since she's in the Carrot Kingdom™ I wanted Jinny with a bunny suit, which turned out adorable. ^^ I have a few pinup style commissions I've had done and would love to pack them in as a poster or cards or something if I can get a boxed copy made after a while. ^^
  24. Aww...thanks so much Jin, that really means a lot. I'm really glad you like it and I'm still really working hard to try and make it better and better. I was actually going to release a demo this week, but decided to spend a little extra time polishing some things up I was feeling just so-so about. So that the next demo is really an improvement over the last.
  25. Wasn't a fan of He-Man as a kid, I was more into Robotech and Transformers, but this is looking excellent! Papa always makes top notch games, so I definitely wanna play it.
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