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The Eyeball Mural

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About The Eyeball Mural

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    Chopper Commander
  • Birthday 08/01/1969

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    | cognomino oculus impavimentum |
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    The Isle of Tarmin

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  1. I love the lightning and thunder, and also the improved combat. Keep going!
  2. I've played both demo roms so far. Here is my feedback: With both roms I have experienced screen rolling or vertical hold issues, running Stella 6.0. Maybe I need to update? The sprite for Bro. Sancti is well done and nicely animated. I do miss the "gradient" coloring from the earlier version however. I wonder if some of the holes or pits could be changed to solid obstructions, so that I don't always fall to my death when I make a mistake. Instead I could just be hindered by the obstruction. You could change the color from black to some other contrasting color and make them "no go" areas, with no need to change anything else. Then there would be two kinds of hazards, one dangerous, the other lethal. This would make the gameplay more diverse and nuanced, and less repetitive and less frustrating. I hope the sounds are developed further. They are basic and a tad harsh. I like the little bit of music. More music here and there would be good! I love the ghost and skull sprites. and their movement. I would like the game more if the navigation of the rooms was a tad less punishing, and the ghosts were a tad more challenging. The ghosts are usually not too tricky to deal with, while walking around is a bit like playing E.T. I think this game has much potential, and I am excited to see it develop. I am anxious to explore more rooms and meet that devil!
  3. I watched all your YouTube videos. I also read the legend. http://saocarlosurgente.com/a-moca-que-dancou-com-o-diabo/ The game design has come a long way in a short time! I truly like the sprites, the title screen and the gameplay (as far as I can tell without actually playing it). Brother Sancti needs his cassock and his crucifix. I hope you don't change those! Maybe the Devil could be made more frightening, and more like a boss battle, but I haven't seen enough to really know. I like how when the player backtracks to avoid the ghosts he finds them still attacking on the next screen, from the other direction! That is a spooky and effective game element. When the game starts, the screen could say "nunc coepi." That would be a nice touch! But if not, I will say it when I play!
  4. Best laugh I've had in some time! Couldn't agree more and couldn't have said it any better.
  5. Definitely keep the cassock. Maybe some color alternation as he walks. Or maybe move the arms a little. No pants! I like the animation as it is.
  6. Updated link: https://6zi.6e5.myftpupload.com/wp-content/uploads/2015/11/launch-proposed-color-scheme-1980.png
  7. I like what I see, and would love to play the game when it is ready. The graphics and the backstory are quite nice. Gameplay looks fun and challenging. I'm excited about this now, to be honest. I encourage you to continue your work!
  8. I illustrated the works above many years ago, based on a small image I discovered on the web, which was discarded later. This meant I couldn't research and credit the original artist when I posted this. Now I can rectify this matter. My image was based on an artwork by Clayton Pond titled Launch, created in 1980. Here is his art: See also: http://claytonpond.com/ http://cdn1.claytonpond.com/wp-content/uploads/2015/11/launch-proposed-color-scheme-1980.png
  9. The Eyeball Mural


    Maps, lists, guides, explanatory screencaps, etc.
  10. That's a good question. I think it is a side project for him, but I'm eager to read it, so I hope it is finished eventually!
  11. Back in the day I always used the overlays, even if they were superfluous. Buying an Intellivision game back then that didn't include overlays always felt like a rip-off. I sometimes made homemade overlays using medium-weight paper, markers and laminating film. These days I use them whenever possible, but my overlay collection is small (something I hope to improve). I agree that they make good controller protectors, as well as adding enjoyment to the gaming experience.
  12. See also: http://atariage.com/forums/topic/255897-who-illustrated-the-original-atari-vcs-game-catalogs/
  13. Maybe some of this information will be found in the upcoming Art of Atari book. I'm very keen (after years of wondering and searching) to know the identities of the artists behind the presentation of the early video games. The art used in packaging, advertising and merchandising was a vital part of the gaming experience for me in the late 1970's and early 1980's. I'm just throwing out a haphazard guess, but the artist of the catalog page displayed in the original post may have been Susan Jaekel, who created the box art for Adventure and Basic Math, among others. (Maybe.) Many of the artists who worked for Atari in the early days were either fresh out of art school or were established freelancers, and either way they were in tune with the styles and trends of the day. If you examine advertising and package art from that same time period but from various other areas (beverages, clothing, television, etc.) you'll see similarities to the styles that Atari used, and discover a lot of great illustration from many people, including some Atari artists. I think the soon-to-be-released book authored by Tim Lapetino, and the posts here on AtariAge, prove that there is considerable interest in the art from the early days of video gaming. Perhaps we can finally get the "who did what" information posted here so anyone interested can use such a resource. For more Atari-related art discussion, see these posts: http://atariage.com/forums/topic/220583-art-of-atari-book-in-progress-and-need-help/ http://atariage.com/forums/topic/255169-who-created-the-activision-box-art/ The question of who wrote copy for Atari's catalogs and instruction manuals is a good one as well. The only firm info I have on that matter is that Steve Harding wrote the manual for Adventure. I'd like to know who else worked on those. It seems that for the Activision titles the game designers/programmers themselves usually wrote the manuals. If I recall correctly, some of the Digital Press interviews contain information about copywriting, but I'll have to dive back into those to get my facts straight... at first glance it looks like John-Michael Battaglia is one such writer. http://www.digitpress.com/library/interviews/
  14. Here's all the information in one place, with a little extra detail: THE MUSIC OF THUNDER CASTLE TITLE SCREEN Second Movement (Rondeau) Abdelazar or The Moor's Revenge Henry Purcell GET READY SCREEN, ALL MAZES / LEVELS First Movement (Opening Melody) Eighth Symphony Franz Schubert GAMEPLAY, ALL MAZES / LEVELS First Movement (First Theme) Eighth Symphony Franz Schubert LOSE A TURN, ALL MAZES / LEVELS Second Movement (First Scherzo Codetta) Ninth Symphony Ludwig van Beethoven VICTORY FANFARE, ALL LEVELS Arrangement of Opening Melody and Coda (Truncated) Sonata Kk. 159 Domenico Scarlatti POWER-UP TREASURE, HEDGE MAZE / DRAGON LEVEL The Black Service (Fanfare) Night on Bald Mountain Modest Mussorgsky POWER-UP TREASURE, CASTLE MAZE / WIZARD LEVEL Fourth Movement (Main Theme) Eighth Symphony Antonín Leopold Dvořák POWER-UP TREASURE, DUNGEON MAZE / DEMON LEVEL Second Movement (Trio) Ninth Symphony Ludwig van Beethoven GAME OVER Second Movement (Rondeau) Abdelazar or The Moor's Revenge Henry Purcell
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