Jump to content

Aloan

Members
  • Posts

    167
  • Joined

  • Last visited

Posts posted by Aloan

  1. Please guide me to make faithful hmove lines in my Atari 2600 like game by answering true or false.

    All I really know about them for sure is that they show always on the left and are 2 playfield "pixels" wide (8 color clocks)

    Thanksies!

    1-They always appear at the sprite's bottom scanline

    2- At the top scanline.

    3- They will only show where there will be a horizontal moving player0 or 1.

    4- They don't appear for neither missiles or the ball.

    5- They never disappear even though your sprites die or are turned invisible in game over

    6- they will move vertically if your sprite moves up or down as well.

  2. 2 hours ago, Ben from Plaion said:

    28cm x 19cm x 7cm

    I was also eager to know the console and box measures. Thank you so much. Please get the console to sell in Brazil. Here are some of the most popular stores in the country:

    Magazine Luiza

    Sipolatti

    Casa e vídeo

    Lojas americanas (huge)

    Casas bahia

    Havan

    • Like 1
  3. 21 hours ago, LatchKeyKid said:

    So this is more of a 2600 demake of your existing original game then and not a 2600 hardware playable game?    I've seen similar things on youtube and enjoyed watching them (like demakes of Super Mario Bros and Mega-Man for example) trying to see if they're breaking any of the TIA rules I know, lol.   I suppose that could be a new category of games playable on modern hardware like the Gamestation Pro where you have the visual style of 2600 games but don't necessarily follow the restrictions they had (kind of a step past the cartridge enhanced games people already make with DPC+ and SC).

    Exactly that! good thing you pointed out the gamestation pro, I had forgotten about it, since I am a 2600 fan at heart and only was having eyes for the 2600+, lol... my game may be only playable on Windows though since it´s an executable (exe) file. Unless gamestation pro will accept that which I doubt. In all honesty though I don´t plan on making this specific "game" commercial. It is only for my own fun. Pigeon Pooper howerver, another game I practically finished developing the base gameplay, that I plan to sell for a couple of bucks.
    But yeah I will try with a passion to stick to the rules, like the only thing that will break it is the actual "rom space" since this is a town sim, many things (screens and objects) will apear in it (remember GTA?) so the map is big and since all houses and buildings are enterable, there are the interior screens as well for each.
    Yes this is a demake. I had started it as a wish to keep it 2600 but I ended up going beyond the limits and I indeed created an OFF limits version which is playable and all, but then decided to pause it, keep that apart and start the 2600-ish version, cuting all the stuff that needed to be cut :D 
    This view (below) although very small, shows the whole game and its map - the black part being the interiors.
    There´s also a beach and the sea part with fishes and a mermaid and all.. there´s a police station, a mall, a bar, school with children and school bus picking up and dropping children, etc... even bathrooms are enterable and interactive! yes you can use the toilet and catch the bus to ride around town :D

    image.png.85ff0358f9f21ea69e31c4f954a34633.png

    • Like 1
  4. in this screenshot I show how the program´s editor looks! here you can see a small portion of the game map (the overworld) divided by 160x192 screens (see top left) like I said this is being converted still, so.. I got lots to do to dumb it down. The game is shift screen similar to how Superman does it to its shifting screens. All houses and buildings are enterable and all cars and vehicles (bicicles and motorbikes) are ridable. There´s also a day/night cycle which I might do away with unless I decide on a different approach to achieve that effect by changing the colors to black and whatnot.

    Untitled.png

  5. 15 minutes ago, splendidnut said:

    It does not inherit color from the player, they share the same color register.  If you draw the missile above or below the player, it can be whatever color you want it to be.  If you draw it on the same lines as the player, it will match the players color on each line it is drawn.

    I guess I understand now! so say missile0 is there as a trailing static left wall... so if player0 walks up and down to the right next to the missile, its colors also change like the player, sort of a mirror effect on the trailing missile0 wall, since player0 can walk vertically in the room, its colors will be reflected (inherited into) missile0.
    The same effect seen on the first screenshot where the kitchen table reflected its colors in the playfield wall

  6. In this screenshot (in the bedroom) I did not use missiles as walls. So the outside view, the tv set, the bed, the wardrobe and the bottom wall with the exit are made with Playfield graphics.
    Then the guy player0 and his npc wife (both laying on bed) a player1. Here it all seems ok. So I may do that for all the rooms instead which makes it all easy I suppose. Then I have a 6 digit score (top right) for the time of day (6 here) and money (up to 999 dollars max)
    I am also using the Atari 2600 128 color palette here so I´m sticking with purity and fidelity.
    The background consists of the actual top wall, the white baseboard and the carpet.

    Untitled.png

  7. 11 hours ago, splendidnut said:

    Player 0 and Missile 0 always share the same color (COLUP0).  As do Player 1 and Missile 1 with COLUP1.

    That part I knew, thanks anyways! so the question remains: considering Player0 (the main char) is multicolor, what color does Missile0 inherit from it? the top most (it´s brown hair) or the lower most (it´s blue pants)?
    btw the left wall would be a trailing quad missile0. That´s why I am questioning how it would look since player0 is multicolor.
    i also wonder when i put misile1 as the right wall without a player1 being present (an npc) and paint that missile1 blue, I wonder how a multi color npc will look colorwise once it enters the kitchen :D 

  8. 9 hours ago, LatchKeyKid said:

    I'm not an accomplished programmer so take what I say with lots of salt...  How are you coding the game?  ASM?  bB (which kernel)?   Since you're using the missiles for the side walls, do you have the free cycles to change the colors after/before the left and right sidewalls are drawn EVERY line assuming you're knowledgeable with ASM?   I fully admit that I don't know if there are any hidden side effects of that swap multiple times mid line other than sucking up cycles obviously.

     

    Regardless, nice sprite work!  I like the way you drew the guy especially.

    Thank you Latch! I am using an even easier choice than Batari basic - the easiest of them all: Clickteam´s Fusion 2.5+ Developer! a no coding game making software! so you don´t even use a programing language at all. You use condition and action eventing (like an excell sheet with predefined conditions and actions in which you have value control of)
    The reason why is  I don´t code. At least I´m 75% (of a dev) by being an audio-visual guy, is because I lack the memory required to learn to code. It all gets too screambled in my head, it feels like chinese symbols and I get lost. I have tried several times to learn different languages, even the eay ones like the one used in browsers which I now forget the name (see my memory is that bad) and python or basic. Thank goodness Fusion is there to help guys like me who can draw, animate and make music. 
    Because I am a 2600 fan, I´m trying to stick to the technical rules :D - let´s assume I am making a first 256k game, so memory is not a biggie hahaha.
    For the moment, I will continue old school by spreading the background collor to full screen and use the missiles to make the sidewalls. I´ll show a picture once I´m done to show what I mean by stretching the bg colors and using the missiles as sidewalls only!
    I´ll also make sure the stove, the fridge and the water filter are all in their respective vertical place so they are not in the same scanline. They are player1s. I might convert all or some of them into playfield graphics, so if I invite an npc in, there´ll be no flicker.
    It´s that I am converting a modern game I made into 2600 style, so I am having to cut a lot of stuff from this town sim game I made.

  9. Atm, the side walls of this kitchen are made with the Playfield, but the table´s colors are transfering to the sidewalls. If I make the sidewalls (left and right) to be Missile0 and 1, can I trully control both their colors to be different than player0 and 1 colors, or is that not technically possible? If it isn´t then considering Player0 is multicolor, what color does Missile0 inherit from it? the top most or the lower most?
    Btw, I´ll be turning the kitchen full screen as soon as I get back home, once we can not paint the background in the middle like seen here.

    image.thumb.png.daf1b2e1fcb66af7016cf9773efabb09.png

  10. On 10/21/2023 at 7:54 PM, Video said:

    Someone mentioned more stuff to prelaunch, while not specific to 2600+, there was a game that popped up when I looked for 2600 stuff.  Berzerk+ (sounds like berserk ve from a couple decades back) and circus convoy, which looked interesting, so when I got paddles the other day I also ordered those. Circus says its already on the way, looks dang cool, but also really complicated.

    Videospielgeschichten 🕹 on X: "A Game 35-Years in the Making: Introducing  DAN KITCHEN'S GOLD RUSH!, a new action adventure game for your Atari 2600  from veteran Activision Game Designer, Dan Kitchen. https://t.co/yKWtL0wxQe  #
    Besides Circus Convoy there is Casey´s Gold (developed by one of the former Activision guys) - a freight train game which is similar in quality, gameplay and fun! but we don´t hear about it for months! it seems it has not been released yet.

    • Like 1
  11. I am all excited to the 2600 comeback! Finally (even though the way it did, not using the real chips, not a 100% ressurection). Just like the Atari 2600 has 7 elements that make up its games, I have 7 reasons to love it:
    1- Nostalgia
    2- Desire to keep the grand daddy of consoles alive (Atari 2600)
    3- I honestly love the LEGO like blocky graphics beginning with the playfield ones which are the biggest! to me it looks like LEGO pieces that you build with
    4- I love the 128 color palette they chose for the system!

    5- love the simplistic iconic look of all the art assets on the screen... because they give space to your imagination a lot of times.

    6- It is a lot easier to draw graphics for the system from a Dev perspective since you´re working with its popular 160x192 display res.

    7- Easier to develop sound and music for since you only have 2 channels to worry about.

    Extra: I don´t even have to use a programming language to make me a working Atari-esque game! (I don´t know how to code) I´m an audio visual artist, so I use the non coding Clickteam Fusion 2.5+ instead to make games as can be seen here: https://aloan.neocities.org/atari_graphics_simplified

    • Like 1
  12. I am all excited to the 2600 comeback! Finally (even though the way it did, not using the real chips, not a 100% ressurection). Just like the Atari 2600 has 7 elements that make up its games, I have 7 reasons to love it:
    1- Nostalgia
    2- Desire to keep the grand daddy of consoles alive (Atari 2600)
    3- I honestly love the LEGO like blocky graphics beginning with the playfield ones which are the biggest! to me it looks like LEGO pieces that you build with
    4- I love the 128 color palette they chose for the system!

    5- love the simplistic iconic look of all the art assets on the screen... because they give space to your imagination a lot of times.

    6- It is a lot easier to draw graphics for the system from a Dev perspective since you´re working with its popular 160x192 display res.

    7- Easier to develop sound and music for since you only have 2 channels to worry about.

    Extra: I don´t even have to use a programming language to make me a working Atari-esque game! (I don´t know how to code) I´m an audio visual artist, so I use the non coding Clickteam Fusion 2.5+ instead to make games.

    • Like 1
    • Confused 1
  13. I am all excited to the 2600 comeback! Finally (even though the way it did, not using the real chips, not a 100% ressurection). Just like the Atari 2600 has 7 elements that make up its games, I have 7 reasons to love it:
    1- Nostalgia
    2- Desire to keep the grand daddy of consoles alive (Atari 2600)
    3- I honestly love the LEGO like blocky graphics beginning with the playfield ones which are the biggest! to me it looks like LEGO pieces that you build with
    4- I love the 128 color palette they chose for the system!

    5- love the simplistic iconic look of all the art assets on the screen... because they give space to your imagination a lot of times.

    6- It is a lot easier to draw graphics for the system from a Dev perspective since you´re working with its popular 160x192 display res.

    7- Easier to develop sound and music for since you only have 2 channels to worry about.

    Extra: I don´t even have to use a programming language to make me a working Atari-esque game! (I don´t know how to code) I´m an audio visual artist, so I use the non coding Clickteam Fusion 2.5+ instead to make games.

  14. I am all excited to the 2600 comeback! Finally (even though the way it did, not using the real chips, not a 100% ressurection). Just like the Atari 2600 has 7 elements that make up its games, I have 7 reasons to love it:
    1- Nostalgia
    2- Desire to keep the grand daddy of consoles alive (Atari 2600)
    3- I honestly love the LEGO like blocky graphics beginning with the playfield ones which are the biggest! to me it looks like LEGO pieces that you build with
    4- I love the 128 color palette they chose for the system!

    5- love the simplistic iconic look of all the art assets on the screen... because they give space to your imagination a lot of times.

    6- It is a lot easier to draw graphics for the system from a Dev perspective since you´re working with its popular 160x192 display res.

    7- Easier to develop sound and music for since you only have 2 channels to worry about.

    Extra: I don´t even have to use a programming language to make me a working Atari-esque game! (I don´t know how to code) I´m an audio visual artist, so I use the non coding Clickteam Fusion 2.5+ instead to make games.

    • Like 1
  15. On 10/10/2023 at 12:37 PM, Captain Cozmos said:

    Once I publish the source then I encourage you to learn from it, change it to see how everything works.
    If you want to remake the original then I also ask that you don't try and make money off it.

    Other than that, this is all for hobbies and learning.
    It should be soon, I am working on ten things at once so please have a little more patience.

     

    oh sure thing on the patience! I honestly do not know how to code at all. I make games without programming on the Clickteam Fusion 2.5 program. I am here because I´m an Atari 2600 fan exclusively and I love all it´s visual limitations (yes the LEGO-like visuals) the simplistic gameplay and the wizardry gone into making the game happen, but I do not have the memory to retain programming studies or any other studies at that, lol. I also suck at math. Good luck on your endeavor though! :)

  16. On 10/3/2003 at 3:54 AM, YOK-dfa said:

    Hi,

     

    Has anyone ever heard of an Atari 2600 game called Dream Flight? Is that a pirate of some kind? And if so, what's it the original game?

     

    Same goes for a game called Kung Fu? Couldn't find any information about that either.

     

    Cheers,

    Raymond

    If it is a pirate, then it is a pirate of the official one named: Nightmare! developed by Sancho... interesting, I never ever heard of such game neither of such company, but that´s what I found out on the net.
    At this time of writing, I´m trying to find out how to pass the second level. I like the game, it´s fun and challenging, plus, it gots music!!
    AtariAge - Atari 2600 - Nightmare (Sancho)

  17. All I know is I am very excited for it and will buy it as soon as it is possible here in Brazil. So far, no retailers here as of yet.
    Regarding my thoughts on it:
    1- I personally only care about the 2600 and its games, period.
    2- After studying more about it on several places on the net, I can say I´m happy about it overall.
    3- Personally I love its iconic and exquisite 2600´s digital LEGO like graphics and I also love its 128 color palette. All this fuels the imagination (when you most likely see one color or multi color (vertical stripes) icons on the scren instead of super realistic graphics)
    4- yes I also like its 2 channel sound... So yeah I am a complete 2600 lover. hence why I´ll pick it up
    Also, I haven´t had the 2600 since the 80s when I last had a Junior, so... this will be golden to me (holding a "replica" of the 4 switch) having the console with me to the end of my human time :D
    Can´t wait for more news and revelations on it. I´m going to Youtube everyday several times a day, hunting for more info even if it´s more of the same thing hahah!

×
×
  • Create New...