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Gip-Gip

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Everything posted by Gip-Gip

  1. I agree with you, to an extent. I don't know why anyone wold want to try to make textured walls on the 2600(even if accomplished it would look worse). And the horizontal resolution is crappy, if you use the playfield as the main display. But it also depends on the art style(in my opinion) whether it looks good and also depends on what you program it in. It seems fun to me, I just haven't found any good tutorials for dasm yet.
  2. IF a real-time racaster was coded somehow, i'm doubting it would use all 32 columns in the playfield. Most likely 16 columns, using 2 columns rows per scanline. it wold be crappy looking, but if the maps made for it have wide hallways you won't notice to much. The only problems I see with the way roland p's game(and battelzone for the 2600) renders is that it makes map creation way more difficult(if not impossible) and like mentioned before, It's not a raycaster. It's not a bad idea. It does get rid of the need to make the walls different colors(because they're all outlined), so it wold save me from having to turn my 70 pound tv sideways every time I want to test it. However if you were talking about the sprites then it is completely unnecessary, unless you want them to match the theme.
  3. Just the concept art enlarged.
  4. Thank you for pointing those things out! I'm thinking of ways a full real-time game could be made(scanning one column of a wall and choosing one pixel of the column according to the scan-line and clearing the others might work) but if it comes down to it pre-made walls and pre-scaled sprites is an option. PS: The raycaster you made looks great
  5. some simple 40x25 concept art(ish). the one on the left being the game without the hud, the one on the right with the hud. Sorry it's hard to see, you might have to download it.
  6. I'm used to batari basic and have a little bit of experience with nasm so i suppose it's similar to dasm(looking for the tutorials). as far as concepts go a simple hovertank style game with simple 1(or 2)frame graphics for enemies (and prisoners)and minimal hud would be pushing the system to the limits but would be playable as far as the frame-rate goes(10-12 fps, if programmed correctly). not going for a doom or even a catacomb 3d theme because of system limitations though. coming up with concept art.
  7. Hello! this is my first thread on the Atari age forums, inspired by another thread made about 7 years ago by grafixbmp(which sadly nothing happened besides a few concepts and it has been 6 years since anyone but me posted something on it). but I hope this thread will go past the discussion phase and maybe even accomplish a hovertank style game!
  8. I see I am about 6 years late, but if any of the users who are on this topic are still active, I think if we are to get the best amount of frames per second we should probably make the HUD as minimal as possible. like just a cross-hair in the middle of the screen that shrinks as your health goes down. Also we should try to avoid floors with different heights and textures(or colors). But other than that, it looks good!
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