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Everything posted by Lodmot
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Possible Grade IV Glioma
Lodmot commented on Random Terrain's blog entry in Random Terrain's Tetraternarium
Wow... >< I'm really sorry to hear that man. That's serious stuff. Send a hug to your mom for me. > w < -
Well, I'm a pretty big fan of AVGN, and I think he's funny, but I most certainly don't find any of the things you just described funny at all. Actually, I don't even think the AVGN character would stoop to that level. He outright admits what he finds disturbing in some of his episodes, like the game cover of the twin towers getting blown up, the dog getting shmushed into pieces by a car (Action 52), the old witch in the Atari porn games, and he also describes how people found the Texas Chainsaw Massacre game disturbing, and seems to fully empathize with them. It's pretty apparent to me that there's a line between what can reasonably be considered funny, to what's just plain messed up.
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Yeah. I also really like the cover on that game cartridge. xD
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That's an interesting idea! But how would I go about doing it? I would have to not only partner with Cinemassacre, but with AtariAge, to produce the cartridges (I don't have the tools to do it myself XD). I wonder how something like that would play out.
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Thanks guys. ^^ I really appreciate a lot of the nice comments I'm getting here, especially after having put out the Ouya version of Game Catcher, which got HORRIBLE reactions. So this was definitely nice. :3
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Sorry for resurrecting an old topic, but I just realized I didn't post the final version of this game yet. I've been so busy with school and such that I couldn't get on here as often like I used to. So, without further due, here is the FINAL RELEASE OF QUADRA-BALL!!! Quadraball_Build_FinalBuild.bas.bin
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No problem! ^^ Hope you enjoy it.
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Thanks. ^^ Yeah, I had a feeling producing games takes a lot of work. I would absolutely do it, but I'm in college now, kinda looking around for a long-term girlfriend, and I barely have free time. The other issue I have with selling this game is that, isn't that copyright infringement? I'd be making money off of James' franchise, and I will absolutely NOT disrespect him that way. If there's one thing I don't want, it's to get on his bad side. The other games people have made (besides AVGN Adventures) I believe are free.
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Yeah, I don't see any problem with that. ^^
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I didn't actually make those cartridges, I sent in an order at AtariAge for them to make it for me. I only designed the label.. Let me think about it for a couple days first.
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Yeah, it nu dere..... :c But anywhoo! I did eet. So yep! :B
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Okay, apparently, there is no feature on this forum for editing topics (not that I could find anyway), so I'll just post the download link here. XD Hope you guys enjoy the game! :3 The Angry Video Game Nerd.bin
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Well, I actually have never sold any games before, so I'm not really familiar with how that works. Since making games is something I just enjoy doing, I usually don't get money involved with it. xDD Also, I was originally intending for this game to be just sort of a gift to James, like from me to him. I never meant for it to be a profit of any kind. If I saw that there were like 50 people that wanted it, then I would consider it, but as it is, I'm just a college guy in school, and the money I spent for these two cartridges was just money from my own pocket from working at a grocery store. LOL! I will make the game downloadable though, so you could all play it. In fact, that reminds me, I'm home now, so I'll go set up the link! ^^
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Actually, all my friends seem to love Family Guy for some reason, and I just don't get it.. o.o Everywhere I go, people seem to have this fanaticism for Family Guy, and South Park, etc. Sure, they may be decent shows, but what bugs me is they're always shoved in my face with people talking about them all the time, and that annoys me and makes me not want to see those shows. I like AVGN because he's only semi-famous, as RT put it, and I also like him because he doesn't treat his fans like they're ATM machines. xD
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By the way, you're freaking great RT. XD
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Ah well, we all have our own personal preferences of what's comical and what isn't. I personally think he's hilarious and awesome xD And he definitely shows compassion for his fans, which is rare for a celebrity, so that's a plus. The other interesting thing is, I've met him in real life at MagFest conventions, and he's actually the polar opposite of what he's like in these videos. He has a wife and daughter, and he's a really nice genuine person.
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About a year and a half ago, I programmed an Atari 2600 game using Visual bB, had a cartridge made for it with custom labels, and sent it to James Rolfe as a fan gift for him. The game has the AVGN theme song and logo on the titlescreen, it has two bosses, and two difficulty settings. I had only two cartridges of this game pressed, one for me (which he signed) and one for James. Here are some in-game screenshots: Here's the cartridge itself: Also, more significantly, this game actually had the honor of being featured in his latest AVGN episode, "AVGN Games". You could watch the video here: (my game is at the 9:30 mark) https://www.youtube.com/watch?v=WEz0IoffV9g If you never heard of the Angry Video Game Nerd, or James Rolfe before, you should definitely check this guy out. He's freaking hilarious! XDDDD Website: http://www.cinemassacre.com I'll put up a ROM dump of the game when I go back home tonight (I'm a resident at my university ) Hope you guys enjoy this. ^^
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LOL!!!!!!!!!!!!!!!!!!!!! RT YOU'RE FREAKING GRRRRRRRRRRT! 8D
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Bump: New beta version now up. Check it out. ^^
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Hello ^^ Anybody here know how to check whether the playfield is completely empty? 0: Thankies.
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Okay so I tried the suggestion, but here's a problem I faced: The ball moves in a diagonal manner. If it is moving diagonally up and to the right, the ball can either collide into the bottom or the left side of a playfield pixel. Each direction the ball goes, it has a chance of hitting one of two sides of a playfield pixel, so I need a way of determining which side of one playfield pixel the ball hits. I cannot "assume" the direction the ball is going, as suggested before. If the ball is, for instance, travelling downwards vertically and towards the left horizontally, simultaneously, then there's a chance that it could either hit the right side of a playfield pixel, or the top side of it. What I need to do is figure out how to make the game determine which side of the block the ball is hitting, so that the ball knows whether it should reverse its direction either horizontally or vertically... Hopefully this made sense...
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Aaaaahhhh!!! I see what you're saying now. I will definitely try that tonight. Right now I'm taking a break and hangin' out with my fran'. I'll get back to you guys and tell you how it works out. ^^
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Well, you're right. But the problem I'm mainly having is detecting which side of one individual playfield block the ball is hitting exactly, so that I could reverse the direction of the ball. (I probably should've just explained it like that originally. XP) By the way, I just remembered that I actually do have variables that identify the ball's vertical/horizontal directions. Those other Vertical/HorizontalMovementTimer variables are merely the speed variables. I can set the ball to have a very low horizontal speed while having a very fast vertical speed, so when you sum it up, the ball is actually moving on an angle.
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Well the way it works is, I have a VerticalMovementTimer, HorizontalMovementTimer variables, and counter variables for those timers, which allows the ball to move in many more angles than just straight, or at a perfect 45 degree angle (It also provides for some very nice ball/paddle physics as well). So I have to go by those. o3o
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Well, the complication here is, I have to find a way of somehow detecting which side of one playfield pixel the ball is hitting... Technically that means, I have to convert the ball's coordinates to playfield coordinates to detect which block was hit, so that I could use the pfpixel command to tell the game which individual block needs to disappear, but just before that happens, I need to get the ball's current position in relation to that specific playfield pixel's (whichever one was hit) x and y origin (as it's calculated from the conversion formulas)....... It's very confusing, and it'd be a lot easier if I described it in like a drawing or something...... xDDD
