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Papa

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Posts posted by Papa


  1. Here is our original prototype cabinet. It housed a AMD Athlon 600mHz with a 3DFX Voodoo 3500 (later upgraded to a ATi 9200) and SB Live!! Primarily for emulation, it could also be great for PC games like Gex: Enter the Gecko, Unreal, Sin, Starshot and many other 3DFX specific titles. This led to our building of seven other cabinets with similar designs, the adding of marquees, front art, pinball buttons, and control panel upgrades and graphics.

     

    post-40395-0-96058500-1427375591_thumb.jpg

     

     

    It is now black with face art, a marquee, a 2.7G PC linked up to a modded XBOX (original). The computer is actually what I use to program with! It uses an I-PAC keyboard enumerator with an XBOX adapter and has been upgraded to an HD screen. It also has the right side wired to an Atari stick PCB that is then fed through an Atari 1040STE that is also in the cabinet, ready for Automation compilation disks. I really love listening to the music and looking at the graphics on those old Automation disks!

    • Like 1

  2.  

    Thanks!

     

    I added the cat sprite on a whim, but now I'm thinking that maybe the object of the game would be to rescue the cat. Maybe the cat wandered into the maze and got lost... might be a little more amusing than the standard "princess" goal.

    "We're sorry, but your pussy is in another castle!!" :P

     

     

    Gone are the days when you get your cat out of a tree! Now he's lost in an endless labyrinth!!

     

    I like the gameplay. The animation has variety and there are lots of cool little items to get (including a replacement cat!)..

    He's really shucking when he runs and the rooms are very well made. I like the overhanging doorways. Cool game!!

    • Like 2

  3. Nice start. I like games where you can freely roam around. And I like variety in games. I look forward to see where this goes.

     

    I am also very curious as to how useful the cat item is.

     

    You could always pi$$ off the cat and throw it on something!?! That would be a GREAT concept for a shooter! Razzed animals, fruit (ToeJam & Earl), tornado in a can, and my personal favorite, the auto-depantser!!

     

    Okay.. now I'll try the game..

    • Like 1

  4. I'll always love the ability to stand up and play, as it doesn't promote laziness. CRT looks really great to me. It seems far clearer than modern televisions, in my opinion. There are a lot of bars around that are using arcades from old as their theme! I considered going to one, but play privately in a mini arcade that my wife and I put together. Maybe there was a 'sad' vibe at the place that helped to 'repulse' you?

     

    This is one of the places I might like to visit..

     

    http://16-bitbar.com/columbus

     

     

    Here is one of the main reasons I left modern arcades..

     

     

    ..I really liked games like Terminator and Operation Wolf, but I just couldn't get into Friction and a lot of the more modern games kinda seemed newfangled to me.


  5. No Zombie game? :skull: :woozy: :_(

     

    I shall make a Zombie game for the VCS. It will not be the awesome sauce of this project, but I will do my best and dedicate it to Pacmanplus, one of the BEST Atari programmers that ever was or will be!!

     

    Please get that stuff locked down and come back! I've been bashed here too and have considered leaving and just sticking to programming in my corner.

    Please remember, most of the complainers DON'T KNOW or DO jack CRAAAAP! (they know how to attack with words from the safety of a keyboard, but that's about it!)

     

    You're the best and we need more like you here!! :thumbsup:

    • Like 1

  6. **UPDATE**

     

    I have made it an option to turn off the background music (*noise) and it's default volume, should one choose to endure it, is lower.

     

    A note on the 'hit indicating' background flash..

     

    ..Some backgrounds in this game use the PF screen extenders and many do not. This is to allow for backgrounds that cover the whole screen. When the hero is struck and there is an extension then the outside of the screen flashes black between the updates of the background and the character hit animation. The yellow indicator flash is partly to cover up this unintentional effect and also to indicate damage.

     

    It is twofold in that it covers an artifact and is a graphical representation of damage. I would compare it to a flash onomatopoeia in a comic book and find that it doesn't really distract me any more than common distractions in other video games (muzzle flash, color cycling, rocking lighting, etc..)!

     

    The music is now optional!! :thumbsup: (the right difficulty switch sets it off or on)

     

    PM me to play-test Titan Axe!! 8)

     

    The play-test version will have a couple of differences from the complete final version..

     

     

    The real final version has:

     

    Slightly slower undead

    Certain backgrounds don't clash with Thurian

    The magic prize has a defined color in the final version

    The 'game over' screen doesn't clash with certain backgrounds

    ..and a couple of little differences here and there..

     

    I'm jamming in as much as I can here in the last few minutes up until it gets sent! I CAN'T WAIT!!

    • Like 1

  7. The final version is extremely different. I took some of the flashing out of the game (although to replace an entire sprite with a single color to flash would take a LOT of memory that I don't even have left). Using a brief color change as a hit indicator uses next to nothing as far as memory goes. Here are the changes on the final game..

     

    No warp flashing

    Boss uses magic (wicked awesome scary) :skull:

    more prizes all over the place (meat and apples)

    Enemy movements are all different. They can be outran and attacked more easily from both sides of the screen. (undead are still very hard)

    There is now a row of health indicator icons!! (totally awesome little jar-like graphics)

    Title has a demo that helps along the story (faeries seeking help)

    There is a lot more background animation (hear no evil, see no evil, speak no evil..and much more)

    There are now two different colors of dragon magic (red and green and maybe more!?!)

    The game is more challenging now and has much greater replay value. Continues are a must!! (easy sets you back a little, hard sets you waaaay back)

    Background music can be selected from the end scenes, both on easy and hard. (and the title or select 'other' places..)

    There is now an easy mode ending (different than on hard). (not as rewarding as hard..much like "Our princess is in another castle")

    Health and damage are different now, requiring food prizes. (It's so much funner to play now..believe me)

    Prizes give different amounts of health. (being a vegetarian, I made the apples give more health than the meat.. :P )

    New warp zones and traps (difficulty has a say in whether certain things happen or not..)

    Titan bosses come in two different armor colors! (chocolate and strawberry!! :dunce: )

     

    The demo of this game is basically obsolete now as this 'final' version is much more playable and has reached a level where it is ready for production.

    If anyone really wants to try the new finished version before I get it published just PM me and I may give you a download that way. The beta and it's slightly altered version have had well over a hundred and twenty downloads (I removed the first fifty-three downloads when I replaced one beta with another) and I would like the new game to have a great appeal to possible buyers. I will, however, be posting pictures and a video of the final game!!

     

    I am greatly entertained by this version and would like everyone to consider purchasing it when it's published as a 2600 game! My next work will be a racing game that is becoming quite special to me! It has excellent graphics already and will be much different than any other racer for this system!!

     

    Thanks to everyone who has downloaded the Beta!! :thumbsup:

     

    PM me if you want to play-test Titan Axe in its final form!! ;) (or if you just want to pass PM stuff back and forth..I have TONS of demos I've made..)

    • Like 2

  8. This version will be available for purchase soon!! (hopefully) :D

     

    After it's had a chance to sell I will put up the source and the download!

     

    I really hope everyone enjoys Titan Axe!

     

    I will be working on my next game now and putting up the beta for it. It's already got most of the graphics done and some of the initial programming. Fleshing it out and filling up the 32K will be the next steps. It's a racing game. :thumbsup:

    • Like 1

  9. Titan Axe is READY!! The past couple of days have been filled up with programming and testing!

     

    The final version has the following changes:

     

    Enemies have different speeds and no longer 'hug' the hero.

    The Titan boss has his own magic attack (this will freak you out!).

    All glitches have been fixed!!

    All jittering has been eliminated!!

    A new ending has been added for the easy level.

    A demo has been added to the title screen (helping to explain the story)!

    Thurian has a second magic attack!

    Graphics are improved for Thurian's lightning attack and effects!

    Walkuria has a second dragon (a red one!)!

    Enemy knockback has been improved to use both sides of the screen.

    The full ending can now only be seen in hard mode!

    Also, much more background animation has been added!

     

    The download here is still the old beta version without these upgrades, but the final game is 99.9% ready to be made!

    • Like 2

  10. We finally got to it!

    With six kids to deal with I should be happy it gone done at all!!

     

    This old Lynx screen is what this mod was made for!!

    DSCF4605.jpg

     

    As you can see, there are lines, ghosting, fading, and missing pixels..

    DSCF4607.jpg

     

    At this angle one can clearly see a wad of mixing pixels in the top left portion of the screen. BLEH!!

    DSCF4610.jpg

     

    So I asked my wife (Super Kitty) to help with this!

    DSCF4611.jpg

     

    DSCF4617.jpg

     

    DSCF4618.jpg

     

    ALL DONE!!

    DSCF4619.jpg

     

    DSCF4627.jpg

     

    DSCF4629.jpg

     

    DSCF4630.jpg

     

     

    Here is the VGA out and some LCD/VGA comparisons..

    DSCF4633.jpg

     

    LCD

    DSCF4647.jpg

     

    VGA

    DSCF4639.jpg

     

    LCD

    DSCF4649.jpg

     

    VGA

    DSCF4641.jpg

     

    LCD

    DSCF4655.jpg

     

    VGA

    DSCF4653.jpg

     

    LCD close ups..

    DSCF4646.jpg

     

    It's hard to take pictures of the first screen..

    DSCF4644.jpg

     

    ..without getting critter butt-ridden and groped.

    DSCF4645.jpg

     

    DSCF4651.jpg

     

    DSCF4632.jpg

     

     

    This is the BEST THING you can do to the Lynx!!

     

    Are you a Mod or a Rocker?

     

     

    • Like 4

  11.  

    I do not know exactly what you bought, but if the 161-in-1 is the MVS edition you do need to buy an MVS-to-AES converter like the MagicKey

    http://www.neostore.com/MVS-MagicKey-MVS-to-AES-Neo-Geo-converter-p/1381.htm

     

    But the MagicKey comes with "UniBios on board" and the way it bootstras it does not play nice with the multi 161-in-1. The MagicKey has a switch to bypass the Uni at powerup and that way it works but unfortunately it's a push switch so every time you have to actually push it on power cycle ... I modded my MagicKey with a slider so it is always off.

    The fun part is that once you disable to onboard Uni in the MagicKey if you actually equip your AES with the real UniBIOS it all works with the 161-in-1 and converter (onboard Uni disabled obviously), so it is really the way the MagicKey loads the Uni before loading the cart and the way the 161-in-1 loads itself that do not play nice. Most other MVS carts play nice with the "on board" Uni of the MagicKey.

     

     

    Do these setups have the scaling issues?


  12. This game looks very fun. I am still waiting for a chance to catch my wife long enough to play it together. I wonder how many people here play the majority of games alone, or have a friend to play a game with. This is a very interesting concept! Flashing doesn't bother me unless it's whole screen flashing and is a clear distraction. If you play any modern FPS (or most games for that matter) and don't see flashing all over the place (lights, guns, car lights, lightning) tell me. Some people aren't that nit-picky. Color cycling is widely used in old school arcade games and shouldn't be avoided as an effect, in my opinion.

     

    Good game! Can't wait to try it my wife!!

    • Like 1

  13. Who here every saw/played a Neo Geo AES in a hotel? This was where the idea that it was popular enough to sell to consumers came from. I wonder if the AES kits in hotels were any different (appearance, etc..) than the product. I would have to agree that they may have been a financial success if they stayed in the arcades, casinos, and hotels. They may not have had such an insane fanboy crowd reaping it up today, though.

     

    What are the most expensive Jaguar, CDi, or 3DO games people bid their livers over? I know that there are at least a couple of AES carts that are just crazy expensive, especially if you can just get the MVS of the same game and throw down for a converter card and a bios upgrade and get the continue modes or region selections.

     

    Can we all agree that the Neo Geo has hijacked this thread?

     

    I was just playing Last Resort and comparing it to Lords of Thunder. It made me realize that the CD as a medium may have had a lot to do with Neo Geo's degradation in the mind of the consumer. Following the newer thing that just came out, so to speak, even though it may not be better. I usually like MIDI and chip sound better than CD tracks. Even though the NeoGeo doesn't really have a game that rocks (musically) as hard as the soundtrack on Lords of Thunder, the game itself may not fit the music as well as some of the Neo Geo titles.


  14. I wish I could play said fighting games on my Neo Geo stuff, but that would require ripping at least one daughter off of Puzzle de Pon or Neo Bomberman. I will just play Samurai Showdown on my 3DO, or Ultra Vortek on my Jaguar. I would think that part of the reason for all those fighting games was their competitive stance alongside Capcom. Does Playmore count in their success category? I really just love the SNK art and style of games. It's so different than the three systems in question that it's kinda hard to compare them. The Neo Geo AES/MVS is not CD based (unless you waited and got their CD systems, and waited and waited..) whereas the 3DO (FMV and 3rd party lure), CDi (VCD FMV hokey game VCR), and Jaguar CD (toilet) all had a feeling of bringing you things all new and better than ever before (not that the Neo Geo didn't sport this idea a little as well). The Neo Geo was all about taking your card to the arcade and saving, competing with friends, and having a near identical arcade experience at home. If your into hardware, it looked like the Sega Mega Drives big brother.


  15. Got ours today! The old lady will be home in an hour and half and we'll prolly post pics of the process and some before and after stuff. I heard that it draws less power due to the lack of a backlight.

     

    She may offer to help folks by doing this mod for a couple others if she doesn't find it too frustrating. She takes college classes and works, so I can't answer for her on this, but it seems like a pretty easy mod. I've learned a lot about it from YouTube and this topic, so I will be sure to inform her of the in's and out's specified herein. Things like thoroughly avoiding the screen and deciding where to put the VGA mod to allow for adapter usage are things we may not have considered until reading about mishaps here!

     

    For the cabinet idea! I may do something like that, too with another one. I wouldn't go so far as to make a screen that spins, but I have considered using a big VGA screen and Happ controls. Setting up the joysticks would be cake on this big pcb.


  16. I was disappointed to discover that this has nothing to do with pooping diamonds. :D

     

    Well, that depends on how tight you are with Uranus!

     

    post-40395-0-71166200-1426465114_thumb.jpg

    • Like 1

  17. This is my code actually working, as certain names I used are weird..

    I would say that ZackAttacks way is really great, too, and I would recommend using DIM stuff, as it is really fun.

     

     

    set kernel_options player1colors playercolors pfcolors
    set tv ntsc

    beginning

    player1x=133:player1y=70
    player0x=20:player0y=70
    end
    goto Goleft

    Controls
    if joy0left then player0x=player0x-1:gosub Mirror
    if joy0right then player0x=player0x+1
    if player0x>133 then player0x=133
    if player0x<20 then player0x=20
    return

    Mirror
    REFP0=8
    return

    Goleft

    player1x=player1x-1

    COLUBK=$AE
    scorecolor=$AE

    pfcolors:
    $BC
    $BC
    $BC
    $BC
    $BA
    $F2
    $F6
    $B8
    $CA
    $CA
    $CC
    $CC
    end

    playfield:
    ................................
    ......................XXX...XXX.
    .....................XXXXX.XXXXX
    .....................XXXXX.XXXXX
    ......................XXX...XXX.
    .......................X.....X..
    .......................X.....X..
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    end

    player0color:
    $1C
    $1C
    $1E
    $1E
    $1E
    $1E
    $1E
    $1E
    $1E
    $1E
    end

    player0:
    %01010101
    %11111111
    %11111111
    %11100011
    %11011101
    %11111111
    %11011101
    %11101011
    %01111110
    %00111100
    end

    player1color:
    $46
    $44
    $44
    $44
    $44
    $44
    $44
    $42
    end

    player1:
    %00111100
    %01111110
    %10111101
    %11000011
    %11111111
    %10110111
    %01111110
    %00111100
    end
    gosub Controls
    end
    drawscreen
    if player1x=20 then goto Goright
    goto Goleft

    Goright

    REFP1=8
    player1x=player1x+1
    gosub Controls
    end
    drawscreen
    if player1x=133 then goto Goleft
    goto Goright

     

    RovingEnemy.bin

     

     

    *I threw a cute little gosub in there for controls and boxing the player in so it wasn't repeated..

    ..and I just replaced the badguy sprite so it could actually show reflect..DOY! Forgot my coffee this afternoon..

    ..and now the player0 sprite reflects as well!!


  18. One way is to have an identical second background (or just a section) that has REF in the beginning. All the commands could be the same sans sprite and background information. Once you draw the playfield it stays that way until you change it. This goes for the sprites, too. Just have the command go to that instance when the player1 left side (or right side, based on where it starts) has met it's limit.

     

    startup

     

    player1x=120:player1y=40

    player0x=20:player0y=40

    goto characterrightoleft

     

    characterrighttoleft

     

    payer1x=player1x-1

     

    playfield:

    *playfield

     

    player0sprite:

    *sprite

     

    player1sprite:

    *sprite

    end

    drawscreen

    if player1x=20 then goto characterlefttoright

    goto characterrighttoleft

     

    characterlefttoright

    REFP1=8

    player1x=player1x+1

    end

    drawscreen

    if player1x=120 then goto characterrighttoleft

    goto characterlefttoright

     

     

    ..this is an easy way to get the player1 sprite to rove from right to left. Character represents the badguy and there is no control code in this (you add it), but it does display the player1 sprite on the right side and then when they reach the left side they reflect and then start to go back to the right.


  19. This game has got the addiction factor. I like the shifting enemies that make your shot have the feeling of targeting with some chance at missing. Cool little guy animation, too.

    Excellent torpedos. Very good use of the extra background colors of DPC+ and the upped resolution. A promising game. It has the pacifist rout available if you want to try and dodge the enemies and go 'Frogger' style, and also the 'Rambo' method of blasting everything zig-zagging top to bottom. I like that the badguys regenerate when you begin resurfacing although you may consider changing that later!? Maybe make it so when you get the prize the top screen is cleared. Cool game. Good work.


  20. I designed this game with the idea that, rather than button mashing, one could hold the button and use directions to control the action. I often play by holding down the button long enough to start a big jump towards the badguy. I then let go of the button to start a jump attack. After landing I hold the button and swing left and right a few times to hit while avoiding the possible attack. I then finish them off by pressing down, still holding the button, to do a special attack.

     

    This game is almost finished. I've recently added even more background animation, a little more magic effects, changed the Dwarf's magic to more resemble lightning strikes (he stays on the screen now when using this), and have cleaned up some glitches.

    • Like 1
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