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Tarzilla

+AtariAge Subscriber
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Posts posted by Tarzilla


  1. I am the manufacturer/distributor of Elektronite games. I have no knowledge of this person producing games for Elektronite distribution. William told me he has received emails from this person, but has not responded for various reasons that he wishes to keep to himself.

     

    So, RT12 Productions, please remove The Elektronite name from your signature. You are not authorized to state that your games are distributed by Elektronite, because they are not.

     

    Now if that is not clear, I do not know what is.

    Seeing as how the member in the first post NEVER replies to questions asked of him in message threads, you might be better off getting a mod to remove his fraudulent signature.

    • Like 1

  2. As I said before, I agree that displaying only the current floor map is good. I never wanted all floor maps on screen at once.

     

    It makes sense to re-calculate the background cards for the map each time it's loaded on screen instead of storing the actual background cards.

     

    I interpreted your suggestions as using the same RAM locations (for example, a single 144-bit structure) to store the explored areas for every floor. Therefore, when the player changes floors, the explored areas of the previous floor would be overwritten and lost. That's what I meant by "destroying the previous floor map". I'm not talking about graphics here, but rather the visited flags. Without storing the explored areas of each floor, it would be the equivalent of hand-drawing a floor map and throwing the paper away as soon as you change floors.

     

    What I'm trying to describe is using four separate 144-bit structures, so one per floor. This way when the player leaves a floor then returns, the explored areas of the floor are saved.

    nanochess can correct me but I believe you are allowed to use the --cc3 or --jlp to access the 8k-words of RAM feature of those boards, thereby making the 4 floor visited tracking easier for you (and add more floors,) though it might impact you on code space due to not being allowed to use bank switching.


  3. OK, I'm done with this current version.

    I had a huge problem because the score started on 65500 even though I put in "if #score>65500 then #score=65500" But I don't think anyone will reach 65500 because I put in 50 levels. After level 50 the game is supposed to end and show the ending which I haven't programmed in yet. I just want an ending in case someone is good enough to beat 50 levels of my game. But I doubt anyone will, so it won't be a very exciting ending, but an ending nonetheless. But that's a ways off.

    I put in a lot of stuff, so I don't remember all I did. I did make it so the upmonsters color changes every level. There are 5 colors the upmonster can be total. So I guess 10 of each color need to get on that spaceship up there.

    So I'll quit for now and await your feedback.

     

     

    Think outside the limits of 65500 for a single #variable

    Rem Game initialize
    #ScoreThousands=0
    #ScoreTensOfThousands=0
    
    
    Rem inside Game loop or in its own Procedure
    #ScoreThousands=#ScoreThousands+1: Rem or whatever it is
    If #ScoreThousands > 10000 then #ScoreThousands=#ScoreThousands-10000:#ScoreTensofThousands=#ScoreTensofThousands+1:Print <.4>#ScoreTensofThousands,<4>#ScoreThousands
    
    

    Now you can have an 8 digit score.

    Putting an ending in just because someone might get there is not a good reason. Your job as a designer should be to make the player want to to get to the end (if there is one,) not put one there in case the player is too good.

    Put a bonus round in every 5 or 10 levels where you pick up falling pieces of a radio, or Alien language letters that will eventually spell the equivalent of "Phone Home"

    • Like 2

  4. So would you believe that they were sure in good faith that my game was public domain, free to be packed and sold with their name?

    Add to that the following little nugget from the post:

     

    "At this point there is to find the shells and the cards and evaluate the cost. Everything magically resolves almost by itself, we find the typography to a quality never seen before (to hear Dino, I know very little about it) 3D printing for shells and hardware cards."

     

    As a person with lots of experience with what goes into producing a game release, as well as 3d Printing design and production, there is no way:

    • 3d printed shells
    • "typography to a quality never seen before" (hyperbole to the max, I wish there was an easy way to write that sound you make when you sneeze into your arm while saying "bullshit")...a box is a box, whether offset printed or not, Parker style or not and we know what they cost
    • basic PCB's containing a minimally modified IntyBasic game

    is worth 150 euros and would need to be artificially limited to 100 copies since you would be able to have an endless supply of PCBs and shells.

    • Like 1

  5. It's a falacy to use Pac-Man as example. Given a game exists, nothing prevents anyone of creating something similar just by watching it playing.

     

    It's part of the learning curve of any programmer and it's not illegal unless you try to sell it as the original Pac-Man.

     

    But anyone taking an existing game code and trying to sell it like its property just by changing title screen (and this is what Dino made exactly like arcade bootleggers) is plain wrong, even worst as a newcomer steal from a known member.

     

    It's terrible and it will always be. No matter what words are you using.

     

     

    Along with the that fact there was appears that no effort into making it a valid version of Gyruss:

    No "3 Warps to Uranus", no bonus rounds, no optional use of ECS for better music, etc. basically no attempt to make an actual good home version of Gyruss.

    • Like 3

  6. I use PEEK and POKE to get the value of the screen data to do my sprite to tile collision. So those 2 functions should be allowed.

    Yes peek and poke should be allowed as they are available in the language. Helper ASM is disallowed, no matter how creative the programmer tries to be. There are multiple programmers on the judging committee and we will have access to the code since one of the stipulations is someone on the judging panel has to built it from source to replicate the submitted binary.

     

    I think these two parts covers it:

     

    "Your game(s) must be developed in IntyBASIC v1.2.9 and use the default prologue/epilogue files. The assembly language statements allowed within your game are the ORG statement so that you can develop a larger game and the CFGVAR statement to introduce metadata. "

     

    "As part of the validation process, each entry's source code will be built using its instructions and the final binary produced must match the submitted binary image 100%. Any entry that fails this criteria will not be judged."


  7. It looks like the 1990 MS-DOS version based on the hunting part. And I think they were going for the old Macintosh look, although the disk drive is on the wrong side. All-in-one PCs weren't common in those days, IBM had one.

    I can't decide if the "push the floppy disk in" is inspired or it was just designed by someone that has never seen a floppy drive..

    I'll probably pick one up if I can find one at the end of March when I'm in California.

    • Like 1

  8. Oh, man! I had no idea this came out! I don't frequent this forum as much as I should although I have his website bookmarked and I check it about once a month and since it was never updated I didn't realize it got released yet! (I sometimes just like to go right to the source!)

     

    I'm hoping copies are still available to order?

    Just send him an email, he still has copies of Vector Pilot as well.

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