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RKGames

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Everything posted by RKGames

  1. Quick update. I spent 6+ hours this weekend on CV Tracker! Fixing lots of little bugs and making it more stable for it's beta release. By next weekend for sure, good or bad, there will be a beta available to all who want it!!!!! I will also likely release a few short youtube tutorials on the key functions so everyone can jump in and know what the heck i was thinking when i coded this app. Thanks for all who have been waiting for this, but you will have your chance to play by next weekend Take care, Russ
  2. Thank you Dan (aka newColeco)! http://www.youtube.com/watch?v=s7IoHkz0ivM
  3. Quick update. the first public beta of CV Tracker should be ready within the next week, I've been cranking away on the application for the last week and a half now. This should open up the potential for anyone with some slight music skill and lots of time on their hands to contribute to homebrew games! I'll hopefully post a work in progress update video in the next few days. it's still got some limitations, but is just about far enough along to allow the public to start using it and creating music!!!!! Take care, Russ
  4. It would be neat to publish a game or two for an android based console for the TV that uses a real controller, i admit i would focus on bullet hell shooters similar to Cave, If i dev for it. But i'm sure there will be a tidal wave of shovel ware and that might cause consumers to loose interest quickly. it will be interesting to see if development quality standards start emerging from Ouya to avoid the quality of games you see on xbox360 indie channel?! I will say there are some amazing indie 360 games, but there is a lot of junk to shovel through to find the good ones and after so-long you get tired of searching and loose interest all together, that i think will be their biggest issue! I do admit i released a 360 indie puzzle game "Puzzle Defusion" and it's ok, not console quality but it was one of the first 20 indie games that went live back in 2008. I think it's still at 3 out of 5 stars last i checked. it was fun coding for the 360, but microsoft used a peer review system to get your games to pass validation to go-iive in the marketplace (not sure if that is still the case these days), so if you did'nt kiss enough butt with the other developers in the forums, you could not win the 6 or 8 votes needed to get your game pushed for go-live. Sadly there was a really nice upgrade to my game that did not pass peer review and as a result the crappier version is stuck as the live version. Here is my youtube video of the game in action for anyone curious. http://www.youtube.com/watch?v=IN-yWTmr7kI Bill, looking forward to seeing your film "gameplay". please keep us posted when it's done/available. I love a good game documentary Russ
  5. Your wish is granted. http://www.atariage....ally-different/ Thanks for the info, somehow i missed that one! that is exactly what i was looking for!
  6. no offense taken at all. there are plenty of people that dont like apple and i can more then understand why! I never did much with android still. seems like a nice os. If there was a nice android tv set box that used a real game controller then i would likely consider android dev.
  7. Ok, so it is getting a little confusing. We are talking about two different Russ here, correct? Not sure myself now i'm thinking it's the same Russ?! oh thats me How you doing ed? cant wait to code on the SGM! Russ Man, I had never realized you were Russ Kumro. Really pleased to meet you. I am doing fine btw, how about you? Thanks sir! doing well, i'm really excited to see everyone playing side trak now that it's released and i'm back working on CV Tracker and next week will resume on monster bash! really enjoying doing coleco dev! Take care, Russ Monster Bash! Why don't you use the MegaCart for that, so you can add all the stuff you were planning? Actually i would love to use the megacart. I just need someone to show me how to code for it and what i would need to know to rearrange my code to make it work. my limitation is I'm mainly a C coder, dont know all that much assembler which i fear is needed to code the megacart? if not let me know and i'd love to make the game bigger!!!! If you have any sample source to share on megacart examples PM me Take care, Russ
  8. Ok, so it is getting a little confusing. We are talking about two different Russ here, correct? Not sure myself now i'm thinking it's the same Russ?! oh thats me How you doing ed? cant wait to code on the SGM! Russ Man, I had never realized you were Russ Kumro. Really pleased to meet you. I am doing fine btw, how about you? Thanks sir! doing well, i'm really excited to see everyone playing side trak now that it's released and i'm back working on CV Tracker and next week will resume on monster bash! really enjoying doing coleco dev! Take care, Russ
  9. Ok, so it is getting a little confusing. We are talking about two different Russ here, correct? No, Russ also making Ipod games Thanks for clearing that up JF, Yes i also make iOS games when i get time. you can find all my apps in the itunes appstore by searching for russ kumro. sadly my ratings are slowly going to crap but oh well. my arkanoid game 'Stackster', just got a full free version (with ads, but only on the stage complete screen) a few weeks ago! I made 88 cents in ads, so i can retire early maybe not. I will say i really enjoy coding on coleco more and the crowd appreciates my efforts more on coleco! Read the nasty hateful comments i've got on my games in the appstore, people expect some ultra high work for 99 cents. PS. i know this is a shameless plug for my games, if you want me to remove this post let me know and I'll remove it, in case I'm violating any policies! Take care Russ
  10. Ok, so it is getting a little confusing. We are talking about two different Russ here, correct? Not sure myself now i'm thinking it's the same Russ?! oh thats me How you doing ed? cant wait to code on the SGM! Russ
  11. I never played desert commander. I have a near mint boxed copy in my collection and almost fired it up a few times. i'm guessing it's a good game then?!
  12. Nice socks !! I'm glad I'm not the only one who notices these things. It's the first thing I look for... socks, furniture, other background items. Funny! i'll have to give a room tour some time on a video. I would love to see a room tour! I would also love to see your game collection, I saw your video of the cave games and how you turned your tv on its side and that made me want to do the same thing I have been working on getting all the cave games in hopes of doing the same thing. I wonder if you could make a new colecovision shooter game inspired by one of the cave games? Obviously you would haft to sacrifice some graphics but you could use the gameplay and with the SGM you could still do some amazing graphics on the colecovision I would think. It would be a hell of a challenge http://www.youtube.com/watch?v=T2kAmWgpI-A&feature=plcp A cave inspired bullet hell shooter would be neat on coleco! I agree it would need the SGM to do the game right! I'm a huge cave fan and have all their xbox360 ports! I also have every variation (standard, limited edition, platinum, cave best selection, ect) of all the games for 360. I made my iphone game Blazing Arc, loosly based on Caves DeathSmiles. I recently mounted that tv horizontally on the wall (i needed it for my neogeo CD and super famicom), but am thinking of setting up one of my arcade cabinets to run a 360 so i can play in a real cabinet! thanks for noticing the cave stuff. they have a cult like following and i think they make the best shooters out there! Hopefully in the near future i'll make a game room tour video. most of my collection is still packed in the basement from my move last September. Take care Russ
  13. Nice socks !! I'm glad I'm not the only one who notices these things. It's the first thing I look for... socks, furniture, other background items. Funny! i'll have to give a room tour some time on a video. Just be careful of those mirrors! hahaha we dont need no stinking mirrors.
  14. Nice socks !! I'm glad I'm not the only one who notices these things. It's the first thing I look for... socks, furniture, other background items. Funny! i'll have to give a room tour some time on a video.
  15. Nice socks !! Yes, they are nice socks Cant wait to play your conversion of Pang on coleco!
  16. Glad to hear you are enjoying Side Trak! keeps me motivated to make more games thanks Russ
  17. Got my box of goodies today, i'm one happy camper! http://www.youtube.com/watch?v=JAllU1LRd1I
  18. I'll watch for sure!
  19. Kudos to RKGames and dvik. RK for creating a great game that people have been waiting 25+ years to play. dvik and joyrex for creating arguably, in my opinion, one of the best and most impressive CV games (and uses the driving controller!). Reminds me of people like Scott Huggins (amongst others) who can create a game that doesn't look like it was made for the CV. Burning Rubber looks awesome and is one heck of a technological feat on the coleco with it's smooth multi-directional scrolling! Is there a joystick only option to play for those without steering wheels?
  20. Well, eBay sales will be more annoying, that's for sure... Awesome! could you imagine someone asking the seller what color their train is on the stage clear screen on a 2 player game I'm keeping mine as original Roms
  21. I wonder if there will be any collect-ability value to those who choose to keep the old rom version Just trying to make light of a somewhat unpleasant situation.
  22. I guess here, he used preshifted tiles. It is why ,i think , the graphics variety is poor, it is the price to pay using this method. Indeed. The rom contains around 6900 different tiles (uses about 13kB of the 32kB rom). Every other frame 108 tiles are moved from rom to vram and then the bgmap is updated. the other frame is used for the game play and physics engine. On a 60Hz coleco, every 6th frame is used to update status bar and other lower frequency tasks like checking if the car drives backwards. On a 50Hz coleco, this is spread out over every frame. This gives a frame rate of 25fps on both. The background in the game is built up of blocks of 8x8 characters and the map itself contains 16x16 of these blocks. The most complicated parts of the game is actually not the scrolling. Making a real physics engine for four cars that can execute at around 20% of the cpu was the hardest part and took a couple of months by itself. Another surprisingly challenging part was to support two steering wheels, partly because they share a single interrupt. If people are interested I can try to make a more detailed description of how the game works. Its by far the toughest game/demo we've made. It took several thousand hours to make (if you include tools and components we brought in from earlier productions). Some I think could be pretty interesting for other developers. Sorry i didnt notice your reply till now. amazing info! that is alot of work indeed! I have spent alot of time thinking how to pull off smooth scrolling and your concept did pop into my mind a few times but the time needed to create all the possible tile combinations was what killed it for me. great to see you pulled though to show it's possible!!!! I keep hoping that someday someone will find a way to glitch the system to offset the screen a pixel at a time to handle scrolling like on the c64, where you can poke a certain value and the screen will scroll upto 7 pixel right or right, then just push the screen tiles 1 column over on the 7th pixel shift and reset to the 1st pixel shift. Where you successful in getting your 105 color demo from MSX to work on coleco? that was some cooooool stuff on your youtube channel!!! Take care Russ
  23. I figured it was time i add my 2 cents to the rom issue. Yes, i was able to confirm the ROM on the cart is 1 version behind. This is actually good news, where the only change in the true final ROM was the 2nd players train is green on the stage clear bonus screen. all game logic as in the final rom are in the rom on everyone's carts! Trust me i would not want a wrong rom either, especially that this is my first homebrew cart and always dreamed of this moment! the other way i can prove this, is if you recall from my youTube videos, i ALWAYS put a build number on the title screen on all builds, only the last 2 roms did not get this because i thought they where the final release ROMS! they did include build numbers in the file name but at least this will also show there is no need to worry other then you will have a yellow train on the stage clear on 2nd player. I will say all considering i'm grateful that mostly everyone seemed to keep a positive mind on this issue and thanks again for all the support with the game! Not to mention for those with carts, count yourselves lucky, for some crazy reason i still did not get my copies and i wrote the darn game Take care, Russ
  24. How did the coder(s) do such smooth scrolling on the coleco?!?!?!?!?!??!?!?! It may not much like much to scroll a near full screen, but with the level of smoothness is mind blowing stuff on the coleco! any chance they will share how it was done? Must admit, video of this game is really cool and should have been available a while back to show how cool this game looks and plays! Russ Russ
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