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Posts posted by Jinroh
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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!
Yeah Genesis, yet again got bad boards. Hoping to resolve this ASAP!
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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!

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Find out who programmed that 2600 Mega Man demo, and ask him what he learned & what he left on the cutting room floor. Then, use him or a rom hacker here to enhance & expand it into a full blown Mega Man game.
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
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Looks good.
Thanks!

Nice, the portable is a cool little gizmo. I know making your game work on actual hardware is #1 but it would be cool to play on the go
anyways great work so far!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.
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Just uploaded this to my flashback portable and it works great except reset at the cat statue :/ no way to unplug controller 2. Hopefully you have a fix in the future as it would be awesome to play on the portable

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.
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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)
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Don't forget to read the Stella programming guide a few times.
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.
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Ah sorry, I'm not familiar with bB so I am not really sure how to explain it in bB terms.
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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.
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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. ^^ -
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. ^^
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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.
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As I "PLAY", I wonder about all brown without the color pop.. It matches Mario.
The colors react really weird. The extra color makes everything seem brighter.
Wow that is a peculiar thing you have going on there. Just one colours difference and those two are a night and day difference.
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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.
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I'll play it when I have more than a second to check it out, but I really like that snow effect. :3
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Wow! :3 Very awesome guys!
Definitely gonna give this a try. That sprite engine is great. ^^ And who doesn't love PANG?
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W-wow! Is "adorasexy" a word? I don't think it is, but that's the adjective I'm going with anyway.

I love the idea of a pinup poster being packed in with a boxed copy of the game too. I normally only buy cart and manual copies of homebrew titles, but I'd totally shell out for boxed copy with an extra like that.
...Which now that I think about it kinda makes me sound like a creeper, but what can I say? She's a fine looking feline.
Annnnyway, getting back to the game itself, I am a huge fan of horror games so I'll definitely be looking forward to trying out the haunted graveyard levels! The screenshots you posted for them look great!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! ^^
Hmmm... looking at this picture, I'm now wondering what "carrot" stands for...

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. 
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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. ^^

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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.
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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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Jinroh,
The sprites came from PacMan Red http://atariage.com/forums/topic/169238-free-sprites-for-the-taking/page-20?hl=%2Bbubble+%2Bbobble&do=findComment&comment=3613457 he has a thread with all kinds of sprite.
Ah ok. Forgot those were posted there. ^^
I may have put some sprites in there at one point.
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I'm liking the graphics so far really cute! Really like Bubble Bobble. :3
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Haha lovely! Thanks for sating my curiosity. That was actually an issue I fixed on real hardware (1 VCS model, the others were fine) at one point. x3
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Just out of curiosity since I don't have my portable yet. If someone could please try the last version of Carrot Kingdom, I'm curious to see if it runs at all. It doesn't use anything special save for F6 bankswitching, but seeing as how some other homebrews don't work, I'm curious.
http://atariage.com/forums/index.php?app=core&module=attach§ion=attach&attach_id=461195


Carrot Kingdom™ - Work in Progress 32K! - New Demo 10-16-2017
in Atari 2600 Programming
Posted
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!