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Everything posted by BinaryStar
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I have improved response by upping the framerate (changing a timer value) but I'm still not 100% satisfied. The controls are responsive but still fail to track at higher roll speeds.
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Hi, I have a centipede-style shmup in development for vectrex at the moment and I have added I initial support for the Atari CX80 trackball (in trackball mode). Currently I am reading the trackball values once per frame which tracks nicely when moving the trackball slowly or more carefully but it fails to read accurately when the ball is rotated quickly. I was wondering, can anyone advise the best way to update my trackball reading code? Is there a way I can set this code to execute every x milliseconds/cycles, independent of my main loop? Any advice greatly appreciated, Chris
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There is a homebrew Star Wars clone called 'Star Fire' which plays very well.
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Rob, I'll be sure to add a horizontal option. I've had a few ideas to improve the gameplay (especially for one player) so I'll probably make two versions of the game, a simple clone of the arcade game, and my own version. I'll likely start coding it soon.
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Good Idea, I may give Death Race a go if I find the time soon. I played on the arcade machine a few years ago at Musee Machanique in San Francisco. http://www.museemeca...es/IMG_8965.jpg
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Its an emulated gba that can use real carts etc.
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That's the answer I was hoping for. Thanks Thomas.
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Hi, Just bought one of these and was wondering if anyone can tell me what data/voltage it outputs on the joystick connector (in trackball mode)? Does it output grey code like a driving controller or voltages like a paddle? Any info on this would be greatly appreciated, can't seem to find this info on the net. Cheers!
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There is a homebrew Tempest clone called 'Tsunami' but sadly the sound effects are woeful and it doesn't really feel like tempest as much as it looks like it. Wormhole by Jon Dondzila is a superb looking, sounding and playing Gyruss clone though, I highly recommend that one.
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Sounds good, I love Fortress of Narzod, I like the changes to the design too (power ups, boss battles) I look froward to playing it one day I'm programming a game inspired by G-Force - a "flat" tempest clone originally for the ZX Spectrum. My version uses an atari driving controller spinner in port 2 and vectrex joystick in port 1 http://www.worldofsp....cgi?id=0005178 I also have several other shoot-em-up games fully planned on paper (and prototyped on vectrex) right now. I've been pretty busy with other stuff lately but I'm dying to get back to the Vectrex
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Brilliant Idea!
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I've been writing a game for the Vectrex (in assembly) lately, in fact I've already started a couple others too Been a bit distracted of late after buying a ZX spectrum and doing a little programming on that but I'm hoping to have something ready for Vectrex in the coming months. Most games I have planned are arcade-style shooters though, as that's my favourite genre.
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High-larrrious!
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Because the homebrew market is limited, sometimes it's not worth making another run of 100 copies (for example) simply to cater for 4 people who missed the first batch. At the end of the day, the programmers are doing this in their spare time and funding the development and production themselves, so it's entirely their decision whether or not its worth doing another run.
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An idea for all game programmers/developers
BinaryStar replied to carmel_andrews's topic in Classic Console Discussion
No they aren't. The chances for scoring/winning would be different every time. That is BAD games design. -
Sega CD Model 1 - Plays audio CDs but not games.
BinaryStar replied to ViciousTengu's topic in Classic Console Discussion
Are you sure its a Region 1 Sega CD machine? -
An idea for all game programmers/developers
BinaryStar replied to carmel_andrews's topic in Classic Console Discussion
Solution : Quit videogames and play pinball. Seriously though, just adding more random elements in itself would not make a better game. Many games require memorisation of patterns etc for success, randomising these elements would make many games un-masterable. Imagine playing Gradius with randomised baddie positions, it'd be horrible! IMO videogames shouldn't be completely predictable if the levels and AI are well designed enough. Things like rank in games are great for providing extra challenge to good players and stop games getting too old too quickly. I'd much rather see more rank in games than too much random stuff. -
question about TempestX3 on PlayStation
BinaryStar replied to ComputerSpaceFan's topic in Classic Console Discussion
Yeah, this is correct. The NTSC version of the game also supports the NegCon controller however sadly you cannot change NegCon sensitivity. For some reason the PAL version lacks this feature all together.
