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Posts posted by skip


  1. 3 hours ago, Saturn said:

    Great video!

    Cheers. Definitely looking forward to giving Gravitic Mines a real good play as soon as possible, love the art style and the old-school challenging gameplay, which I'll no doubt be terrible at initially :) 

    I rather like making videos for the Reboot games, lots of creativity being shown in the various titles. Video stuff is slightly more chillaxing and arguably more creative than me programming games lol. But I should get back to doing that and catching up with 'real work'* while I'm at it hahaha.

    I'm putting a compilation of the various videos I've made for Reboot/AA together, I'll pop up a link once I've made the post live. 

    (*to clarify, I'm on a two week break from work but I have a lot of 'paperwork' to do, plus a web based game to show my students 'how it's done'...hopefully I'll have it semi-playable soon, as soon as it feels like work I switch off, but when things start to gel I get lost in the tiniest of visual or gameplay details)

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  2. On 1/11/2020 at 6:58 AM, JagChris said:

    It does look insane but I don't think it would be that fun to play. I think he outdone himself with the offbeat there.

    It's a lot of fun to play, albeit in short demo form with level balance incomplete.

    Mouse left/right moves one of the top/bottom guns left and the other right. Mouse up/down moves one of the side guns up and the other down. It's wonderfully intuitive, smooth as silk (at least on an Atari TT030 ;) ), and requires the user to keep an eye on the whole screen. It could've been a great zone game had it been completed...

    As an aside: I made a demo game for my students years ago having the left / bottom 'guns' move in a similar fashion. I never got around to doing the top / right aspects like Jeff did (or maybe I did, but disabled it, it was a copy / paste / minor edit job). Now that I don't use that language or IDE, but will have to learn a few new ones this year, I may go back to making something similar in a tutorial for them (and me as I learn new languages).

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  3. On 1/9/2020 at 11:59 PM, mart said:

    For those of you considering spending $75 + import for this TOP game BE WARNED - as my ten year old son found out while 

    playing LLAMATRON - at points when you get zapped the game shouts at you;

     

    OH F~CK

    this has ruined it for him (and me).....

    To reiterate what's already been said in this thread and to offer some clarification:

    • It's not a complete swear word and Jeff intentionally stopped it with the explosion sound.
    • There's a version called 'Rude Llamatron' where this sweary (and others?) play in full. This acknowledges that the original version of the game is self-censored.
    • The above can be verified in online videos and historical reviews of the game from back in the day.
    • If your kid recognises a shortened / edited version of a swear word, then I'm sure he's heard the full word in the playground or at home...I'm a school teacher, they know the words at a young age...it's knowing when it's appropriate (or not) to use said words that's important. I swear like a trooper IRL, but never in the classrooms where I teach for seven hours a day. Go figure...
    • Volume control, checking a game out by doing parental due diligence beforehand etc.
    • All that aside, it's an immensely playable game, you're doing yourself and your son a disservice in terms of learning gameplay skills and experience one of the best twitch/zone games ever.
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  4. I find it crazy that they were still going with RF during the proposed release period (late 95/early 96?). Still, it was a transitionary period. 

    Amazing work on this, I've not been on the forums for a while and probably will still be sporadic in checking in over the next month or two. But wow, great progress.

    I'm wondering given that all you've done thus far, would it be worth trying to reinitiate contact with the owner of the JagDuo shell prototype? It might impress him enough to either share more info/photos/dimensions, or (if he's truly out of the scene) be willing to lend or sell you the prototype. It might be worth trying to to wow him to coax him into sharing with you.

    I can only guess (probably incorrectly, probably too low ;) ) how much such a project is going to cost the end user. Yet, for whatever irrational reason, I'm going to have to get myself one immediately upon release. Always loved the proposed design. More sleek UFO/stealth bomber than toilet. ;) 

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  5. Does anyone have any problems with the keypad? Neither of my two reset at all when using asterisk and pound / hash. One of them has a problem with one of the numbers...either 4 or 6 I think.

     

    I havent pulled them apart to see if it is an easy fix, but I think I may have lucked out. Any suggestions anyone?

     

    I will contact Starwander ASAP to work out a solution. I would love to do an official review and publish it online plus side by side comparison with the originals but I would like to hold off until this is solved. That aside, they are amazing.

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  6. Something I half vaguely and half clearly remember about Battlemorph. It pulls the audio in real-time from the CD but the audio is somehow mixed or miltiplexed or whatever the terminology is...anyway, thats what helps with the seamless transitions from when the player is on land and then underwater and then in tunnels.

     

    Hope that helps even if a tiny bit :)


  7. Cheers for the reply. I knew those Artemis screenshots reminded me of stuff I had read and seen about 25 years ago!

     

    Many people seem to think that had Atari focussed on Europe things could have been a little different. I tend to agree too.

     

    Looking forward to seeing more vids :)

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  8. A phone video of the game running would take less time to film and upload than these captioned BG images would take to create.

     

    I am genuinely more interested in seeing a progress video than sniping at forum members who are asking (quite sincerely, as I read it anyway) the same thing.

     

    I know, all good things come to those who wait, but I am personally looking forward to seeing something soon.

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  9. A great looking project. :) FYI, doubt this would work with LLamatron because I believe that requires one stick / pad in each port. For this to work with LT, a second pad would need to to be wired in and a switch included to flick between TC and LT mode.

     

    I thought I posted this in the thread earlier but I must have forgotten to do so.


  10. Nice video. Very well put together and balanced :) A couple of things / questions:

     

    - Is Aretemis any relation to Power Crystal? PC was going to be on the 3DO M2. They look very similar.

    - That 2.5 million preorder in the EU is a figure Ive seen twice recently, and also back in the day. I do find it a bit unbelievable. Are / were there any sources other than Atari?

    - Rober(th) Martinez (if that is indeed who you mentioned toward the end) is problematic. Despite his enthusiasm, he doesnt even own a Jag and has caused issues with some people. He is KGRAMR. I will leave it at that.

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  11. Ive wanted to know for a long time, but this has tipped me over the edge...what on earth do you do for a living Saturn? Something must fund these Jag purchases lol.

     

    Do you collect other consoles / computers? Although the Jag is probably one of my bigger collections, I have to balance it with getting games and peripherals for about 30 or 40 other consoles and computers (and handhelds).


  12. I would consider IS2, SkyHammer and Zero 5 some of the best games for the Jag and would have a hard time picking between the 3, not to say the rest aren't nice as well but if I had to choose...

    Agreed. Absolutely nothing against the other games, especially the 2D ones (and Towers 2 as well), but some of the 'best' times I had with the Jag in the mid/late 90s were with these three. IS2 is challenging but worth the effort to play and is very well made. Zero 5 is a very challenging and fast 3d version of 80s arcade games...flawed in parts but technically great and will up your skills to get beyond the first few levels...well worth the effort. Skyhammer is just shy of being a great mid-90s early 3D masterpiece. Yes there's bugs, yes the framerate is sketchy at times, but the multiple game modes and different ways of approaching the game give it depth that you'll go back to over time (even with the slightly 'dumb' opponents it's a deep game).

     

    Get all three imho :D

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  13. If you go to yakyak.org, there's been some elaboration that Atari wanted to keep PS4/Xbone/PC versions with similar feature sets. PSVR for T4K is looking unlikely. I've played it with the VR just to try it out which isn't bad. Not the same as an actual dedicated VR mode, but it's okay.

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  14. At one point in time I thought Polybius was coming to the PC. Haven't seen it yet. Figured I could play it on the Vive when it does. Since I just spent the money for 2x PSVRs on a 2080RTX... don't see myself getting one any time soon.

    It will be coming to PC at some point in time but Llamasoft are a bit swamped at the moment. It currently only supports Oculus as they dont have a Vive. Hopefully this changes but Im not aware of any plans for it.

     

    Edit: https://store.steampowered.com/app/906120/POLYBIUS/


  15. I remember Scott disliking Darklight Conflict. And thats okay. Different tastes and approaches to free roaming space shooters and all. DC was a standard mission by mission affair, BS not so much.

     

    Darklight Conflict might not have gotten the press and the marketing that Colony Wars did back in the day, but DC is an under appreciated gem (weird button pressing shield mechanic notwithstanding) that I dont think I quite finished...close though. Im actually planning to go back and play it again on the PS3 on the 60 inch TV sometime soon :)

     

    And I want to get back to Battlesphere too...proof that one can like and appreciate two similar but very different games. Whod have thought ;)

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  16. I was just reminded about a panel covering lesser known games that I coordinated at PAX Au about four years ago. Here is a video of the various Tempest inspired games I put together whilst talking about the games. Nothing new here for those who know, but it is a nice look at the evolution and different styles / aspects of gameplay that Minter has introduced into the genre over the years.

     

    And yes the T2K video was slightly sped up (10%-15%maybe, could even be more lol). I cant remember why, encoding reasons or just to look nicer on the projector). I noted it during the panel.

     

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  17. Even jokes that the majority consider of bad taste are still just that. Jokes.

     

    Nothing wrong with a little harmless foolery.

    But it's not really. It's crapping on the creator(s) of the tools YOU *freely* use to make these games. Surely you can see that...? Like, what's actually funny about it...?

     

    Sure, you may argue and disagree with people online at times i.e. I still don't understand why you can't see that finishing and optimising a game before releasing it should be a priority *IF* you want a polished gameplay experience beyond the superficial aesthetics of nice boxes and manuals (which do look rather nice but I'm personally not going to buy a Jag homebrew game *IF* it doesn't offer repeat playability and a relatively bug-free experience).

     

    It just seems a bit odd that you'd throw kerosene into the metaphorical fire when it's not actually that...funny. It's not even a gag is it? I mean, we all have different senses of humour and all (I know I'm relatively funny to my high school students but mostly not to friends my own age :P) , but when I first saw this video my first thought was akin to "that's not even remotely funny and probably designed to provoke and garner the wrong kind of attention."

     

    I sincerely hope you use this coding project as a chance to develop your game programming skills (*IF* indeed that's one of the end goals).

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