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TwentySixHundred

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Posts posted by TwentySixHundred


  1. 7 hours ago, Asaki said:

    I've been here a long time, and I still have a pretty short time limit on edit privileges.

    Yeah basically because that's what makes subscription more desirable having extra perks. However us longer term members have more privileges then new members. Also us homebrew developers have the ability to edit our original posts in homebrew topics. Having said that i had to ask for permissions for that ability as we are always updating original posts during development stages. Either way New Members have very little privileges for obvious reasons


  2. 5 hours ago, mksmith said:

     

    The file associations are a bit tricky in VS Code as other extensions registered for the file type interfere at times.  Both bB and 7800basic both have a history of using .bas so big brother (.bb) won out in this case.  Need to work out a better way to surface some of this stuff for users for sure.

    Yeah i do vaguely remember when you started ADS questioning about 7800basic and bB both using .bas as file extensions and how they would conflict. So ever since i have just manually changed after opening the source of my projects. It's good to see that changing to .78b works as a fix for the moment cheers 👍

    • Like 1

  3. Thanks guys, yeah i had to keep changing it back to the 7800 compiler everytime i would reopen my 7800 projects.

     

    Thanks @Karl G changing all my projects to .78b did the trick. I had been using the .bas extension for a long time just putting up with it and thought id raise the question. When i would start a new 7800 project they would default to .bas and assumed 7800 and bB shared the same extension.

    • Like 1

  4. Hi Matt, im wondering if there is a way to have my 7800 projects open in 7800basic format. The issue im having is everytime i open a project they open default in batari Basic format. Even when i change it to 7800basic the next time i open the project it's batari basic again.

     

    Not a massive issue although i have been caught out wondering why my project wont compile. Only after reading the output i notice that it's trying to compile as bB.

     

    Im sure it's something simple im doing wrong, thanks

    • Like 1

  5. 10 hours ago, DeltaWalker said:

    I guess we can't edit our posts a second time?

    New members cannot. The longer the member the more perks and even more again for subscribers.

     

    As for the Firmware, personally i was going to go through the steps. However as a developer i thought it would be a nice substitute system to test my games. Now i have played around with it, i would rather just stick to emulation TBH. The flashback is all packed up and sitting on a shelf in my games room now.


  6. Not sure if it's of any help Karl however i had noticed the same with loading levels in Captain Comic. As they're also loaded into RAM i found there was no need to plot and save the screen after initialization. Switching color pallets on the other hand required an update (pallet update - plot - save).

     

    The only work around i had found was to have a codeblock labeled _mainset just before the _mainloop. So after an "x" amount of screens and an pallet update is required then i would loop back to _mainset where the program would update the required pallet colors - plot - savescreen then continue on with the _mainloop.

     

    Probably no help as you have noticed this and there is probably better ways to achieve the same thing. Just thought id share my experience and how i went about it.

    • Like 1

  7. Thankyou @splendidnut for the links and kind words. That sort of development insight is exactly what i was looking for when creating level design. The amount of useful information in those links is invaluable. Really makes me want to continue on with the project so im going to have a good read through and see if it sparks the fire.

     

    I might continue on the side along with City Sim and a few others i have lined up so i don't burn out. Was also thinking about the page scrolling and i guess it's not that bad, however i will need to think more about how enemy AI works so it fits the concept. IE: like the enemies will chase onto the next screen but with a slight pause or something so it's not unfair. (enemies need alot of work)

     

    Yeah the "leap of faith" on the moon stage i would call kind of iconic. Both my brother and myself would take turns trying to make the jump. Last time i played i was the same as you and remembered the jump but nailed it first shot 😄. As a young lad we thought it was difficult yet these days it really isn't.

     

    Anyway lots of good memories with Captain Comic in the day, see how things go.

    • Like 3

  8. 10 hours ago, Muddyfunster said:

    I was aiming for a bit of an "Aliens" or "2001" vibe, dark, spacey and a little foreboding.

    The Aliens titlescreen theme is absolutely awesome.

     

    In fact as someone fascinated by space and planets, im a sucker for that mysterious planet look. It's that sneak peek of the planet that makes you want to see more. Leaves the questions in the back of my mind "what's planets composition" "what organisms are living there" "is the planet hostile or friendly"...

     

    Might sound silly but just makes me want to get a camera and start exploring all the unseen parts of the planet 😄

    • Like 1

  9. So i decided to re-upload the latest build i had for those like @splendidnut who hadn't a chance to play around with it. Was playing it myself today and kind of wish i kept at it. It's rough and not much of a game as i never populated the levels with features, items and enemy AI is fairly lackluster.

     

    Anyway i had learnt alot about player physics and how to refine the players jumping mechanics. Was something i had always wanted to achieve on the 2600 yet struggled. So there is definitely some positives that came from this project.

     

    Another gripe i had with this project was i wanted land based enemies. The issue is the height of captain comics fireball as it would fire overhead. Was thinking of a bouncing fireball like super mario bros. That would arise the similarity issue so i could never think of a way other then using tallsprites. Furthermore i was trying to prevent using any additional enemy sprites larger the 16 pixels high.

     

    Anyway the ROM is attached to the first post

    • Like 8

  10. On 11/20/2020 at 3:06 AM, splendidnut said:

    Sad to see that you removed all the downloads.  I wanted to give this a try after seeing the youtube clips, since it seems you improved upon the player movement compared to the original DOS version.

    Thanks @splendidnut yeah i had worked on ironing out the player physics. Especially when it came to the jumping routine however i did have some more plans to smoothen things out a little more.

     

    To be honest i kind of miss working on the project. Had only just completed the first levels layout and was yet to populate and refine item locations then enemy AI.

     

    Like i said in a previous post the project was far from a game and needed alot of work. You never know i might pick it up later down the track if i feel screen to screen transitions would be significant enough. Id much rather screen scrolling like the original had.

     

    So many other side projects that i haven't posted. The beauty of that is there isn't any expectations or disappointment :)

    • Like 6

  11. On 11/3/2020 at 8:50 AM, Karl G said:

    It sounds like one person wasn't fond of the original DOS version. Hopefully this wasn't your reason for giving up on it? I for one was looking forward to seeing how it developed.

     

    On 11/3/2020 at 8:56 AM, Muddyfunster said:

    I agree with Karl, I thought it was a solid start, hopefully you will pick it back up again.

     

     

     

     

     

    On 11/3/2020 at 10:52 AM, Trebor said:

    In light of recent feedback and news, it's somewhat ironic to know that Captain Comic received a port to the NES. 

     

    The back of the NES box provided several review quotes of the PC DOS Version:

     

    "Colorful And Well Thought-Out Arcade Style Game." - Game Players

    "A Clever Combination Of Fantasy And Puzzle Solving...Once You Try Captain Comic You Will Be Addicted." - PC Resources

    "This Is One Experience You Really Wont Want To Miss." - Computing Now!

     

    Certainly your prerogative to discontinue development @TwentySixHundred, looks like we may have missed out on possibly a great addition to the 7800 though.

     

    On 11/3/2020 at 3:02 PM, willbilly said:

    Sorry to hear that TSH.  Hope you change your mind someday.

     

    Thanks to everyone who had shown interest. There is a few reasons and i guess after seeing that comment it was the straw that broke the camels back.

     

    Basically i have had self doubt about the game, for one my biggest gripe is screen to screen transitions. I really feel it's not much of a platformer and lacks that wow appeal when there is no screen scrolling. I know it's possible however im not sure with the engine i have whether it would work. If i managed to implement the feature there would probably be flicker due to fetching alphadata from other banks. I could probably reduce flicker by loading three or more screens at one given time into RAM but there would probably still be flicker or slowdowns.

     

    The other reason is lack of originality like mentioned, other then level design. It's not a one for one port so kind of bothers me if im just wasting my time creating a subpar game. It's basically a game i had fond memories of and never noticed it's similarities to Super Mario Bros

     

    I just don't know and have self doubts for the reasons i had mentioned above. I may decide to pick it up again although motivation for the project is fairly low at this point. I have a few other projects im having fun with that also lack originality lol. Think that's my problem as i tend to recreate games i have fond memories of.

     

    Anyway thanks for the kind words guys 👍

    • Like 3

  12. On 10/27/2020 at 1:16 PM, NostAlgae37 said:

    The original game seems to be a lame attempt at something in the vein of Super Mario Bros. for the MS-DOS platform?  The character sprite even appears to be a bastardization of the mushroom-enlarged Mario from the Nintendo classic.  I guess that's what passed for originality back in 1988.  :ponder:

    Don't stress, downloads have been removed and there wont be any further public releases of this Captain Comic project...

    • Sad 5

  13. So after ripping out an old 16GB SD card from a phone i had laying around i still couldn't update the firmware. It would just crash the system, however using the games pack that Nate uploaded it just loads the ROMs anyway. However i did hear these systems play DPC+ ROMs with no issue although when i placed my DPC+ Homebrew ROMs in the folder it automatically crashes the system when trying to search the SD card. Finding it a bit strange that i don't even get to view the ROMs it just crashes because those DPC+ ROMs are in the folder.


  14. Just got my flashback 9 and trying to flash it with custom firmware. No success yet and i didn't realize the SD card needed to be 8GB or less. Im trying with a 60GB scandisk card and trying to run the firmware it crashes the system. Same thing happens if i just try adding the Game folder the system crashes when selecting the SD reader option. Probably the SD card so i will need to hunt down an 8GB, hopefully that will work. Also im a bit bumbed about the AV quality on my TV, it looks as bad as RF...


  15. Ah ok i see, yeah i usually like to use a couple accurate emulators in a rolling dev stage. A7800 is great and i feel friendly competition among authors drives for more accurate emulation. The GUI's ease of use reminds me of other standalone emulators such as Fusion ect.

     

    It's all good whatever direction you take. I will be keeping an eye out as to where this project leads 👍

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