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STE'86

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Everything posted by STE'86

  1. I am treating nobody like dirt. I am expressing a professional artistic opinion and defending it against numpties like you. I have every right to disagree with an artistic choice AND to say why i think it's wrong. personally, It doesnt matter to me if the coder finishes this or not. All I care about is that if it does get finished it is the most accurate version of PoP able to be done on this format.
  2. How do you work out that a screen showing a middle eastern arabian palace in a desert with arabic style filigree, arches and decoration, over which titles are displayed in a cinematic style, doesnt set the scene for PoP? which is a cinematic game, entirely based inside...an arabian palace. your logic escapes me...
  3. er actually I have been there and done that already 9 years ago
  4. here's my take on the intro from a graphic designer and "dev" perspective... to discard Avril Harrison's image would be a mistake. It's not just a bog standard loading screen, its part of the classic front end cinematic title of the game itself. It sets the scene and the feel for game using the games colours. To ignore this is to lose something of what it "is" to be a PoP game. Its what differentiates the game from something like a standard Ocean bitmap loading screen intro. oh and the steel jaw question on the other thread...option 6 without a doubt.
  5. yes thats what i meant by "varies wildly depending on what setting and bits bolted in" if the sound plays like the WIP3 movie its correct. if it sounds like Donald Duck like some of the live streams it isnt
  6. regarding the longplay videos, you cant trust the ones being played on c64 Ultimates, the 8 bit samples in the intro vary wildly in playback quality on this kit depending on what settings they have and what bits they have bolted in it. only Vice and real hardware can be trusted to play back the samples as intended. and yes the samples in the promo are the clean source sounds not the ones from in game but the ones in game are excellent quality for 8 bit machines and can be heard for real in this WIP video for proof
  7. Hi Guys, just an OT heads up that we released Fix It Felix for the c64 yesterday. I know quite a few of you on here "dual wield" but dont read the c64 part of this forum. download from https://brokenbytes.itch.io/fix-it-felix-jr donations are optional but all money goes to UNICEF
  8. ok its out and can be downloaded from here. donations are completely optional but are going to UNICEF. download from: https://brokenbytes.itch.io/fix-it-felix-jr?fbclid=IwAR1gYPG7epdOp8C6Q0riTl4etbxLIvoPpLQd6zYRgghHvgAPM3_SKp851fo
  9. errr.... i didnt intend to post again but i think i need to reiterate something from it... I never took ownership of being a friend of KH, indeed I have only met him once at revival. I actually said "friend, and sometimes colleague of Mr. WILKINS" ? Indeed the only thing that i will take ownership of is the fact that it was possibly my questioning of his Thalamus articles which precipitated his vitriol against Chris and led down the path to where we are now it seems.
  10. change of plan on pressure cooker, its been delayed while we do this
  11. As a friend, sometimes colleague and other times advertising and PR adviser to Mr. Wilkins I have with the latter hat advised him to "stay the fck away" from posting on this thread. However, it would seem some clarification may help on the subject of the infamous "Thalamus Book". After the completion of the Amiga in Pixels book, Chris was casting around for the next project and I suggested a Thalamus book on the strengths that: We knew the original owners, it would be popular with the c64 scene which has the largest retro base of the computers, it had arguably the best "style" of any games packaging at the time which would translate well to a slick looking book, and not least...we would have a free run at all the cover art, no questions asked (the latter didnt turn out to be quite the case but thats another story). Anyway, Chris was firmly on the fence and so just said "sell it to me" so i produced several demo pages in a Thalamus style but to do it justice i needed some demo copy for the mockup game history pages. Enter Mr Hawken...who was asked to produce some content (I didnt know it was him at the time). Chris sent me Sanxion. Which i have to be honest i sent back with a remark like: "you have to be kidding me? It's a copy and paste job that's full of factual inaccuracies, has no "soul" at all, and I seriously doubt the writer has ever played this game in their life" He then sent it to Roger Kean who basically said "I agree with Steve" To contrast this I used a Review/history of Hunter's Moon from Lemon64 by former ZZap editor Gordon Houghton written in the 2000s which was full of passion and detail about that game. I literally begged Gordon to write other pieces for the book but he wasnt interested alas. He did however agree to let us use the Hunter's piece for free. Anyway, long story short Mat (Mayhem) Allen came on board and did a couple of speculative reviews/histories for free which were infinitely better than KH's attempts because Mat was writing about what he knew and was passionate about. However the book came to nothing because about 4 months after it was first mooted, came the fateful day in the Ludlow Beer Garden with Roger and Ollie where we thrashed out the initial idea for the Crash and ZZap annuals... Whats the point of all this bullshit you may ask???? Well the point is that KH was the ONLY one of us to get any money for this because Chris didnt want the aggro. The rest of the participants got not one cent because we all saw it as a "sales pitch" a speculative action for which we would be "seen alright" if the Kickstarter passed muster. However I am at least happy with the ending because even though Mat Allen ended up doing his bits for free, in vain, due to them he got the gig writing for ZZap and Fusion and KH got...this lot, so there is a bit of natural justice in the world. Steve edit low res preview of the Hunters Moon pages added
  12. hi folks, A couple of us are converting Fix It Felix to the Commodore c64 I am missing the sample "Fix It Felix!" chanted by the nicelanders in the building. anyone point me in the right direction for the assets for this?
  13. you could try silicone spray. its what car guys use for softening crusty rubber door seals so they go watertight and upvc windows people use it for doing the same reason on rubber door and window seals have used it on both and can confirm it does revitalise old rubber.
  14. Rare=not for profit retro=fan art, according to their policy @Rybags total scratchbuild. coded by Tomas Kac who I did the Commando and GnG reboots with. I think he used the zx mapdata. but then we added a load of extras to that.
  15. posted on here for those of you i know who "dual wield" to be released sometime this weekend music permitting
  16. ok myself and Tomcat of Nostalgia have teamed up again (Commando & Ghosts & Goblins arcade) and this time the target is Atic Atac that never saw a c64 release. We'll let you know when its done.
  17. you seem as usual to be in the minority so if you dont mind we will ignore your drivel like we did on Lemon. thanks for the input.
  18. game released. available free here (sourcecode available later) https://csdb.dk/release/?id=187259
  19. yes were are the same guys who did frostbite c64. game just released. available here (sourcecode available later) https://csdb.dk/release/?id=187259
  20. yes game released. available free download here (sourcecode available later) https://csdb.dk/release/?id=187259
  21. this is what the screen looks like without all the "smoke and mirrors" colour rastersplits
  22. no each game is unique and converted from the ground up with no "emulation". the 2600 is so unique in its display method that it would be impossible to do that. The c64 and atari a8 however are not a million miles apart regard their display resolutions etc. and there isnt that much graphic data to convert as these graphics fit into a 2600 cart
  23. as I said previously, the source code for this will be available when released as are the other 2600 to c64 conversions we have done already. Chopper Command, Keystone Kapers and Frostbite. these are afterall 2600 games so converting the display code graphics to a8 from c64 should not be an immense task. the hard work of game logic has already been completed. perhaps even Emkay who vociferously tells everyone else on here how to code their game displays ad-nauseam could get off his arse and do something useful instead of just telling everyone they are doing it wrong?
  24. its already in there. but many a8 folks who also play our stuff dont always visit there regularly. hence its posted here, on the 2600 and on the c64 forum.
  25. When finished, the coder Antonio Savona will as usual release the source code for the game so there is no reason that one of the a8 coders on here couldnt convert it in fairly short order. the graphics would work with a bit of tweaking. most of them being limited to 16x8 and 16x16 sizes.
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