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Papa

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Everything posted by Papa

  1. Papa

    Titan Axe Beta

    **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!! (the right difficulty switch sets it off or on) PM me to play-test Titan Axe!! 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!!
  2. Papa

    Titan Axe Beta

    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) 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.. ) 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!! ) 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!! 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..)
  3. Papa

    Titan Axe Beta

    This version will be available for purchase soon!! (hopefully) 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.
  4. Papa

    Titan Axe Beta

    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!
  5. "How can you get a permit to do a damned illegal thing?"
  6. 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!! As you can see, there are lines, ghosting, fading, and missing pixels.. At this angle one can clearly see a wad of mixing pixels in the top left portion of the screen. BLEH!! So I asked my wife (Super Kitty) to help with this! ALL DONE!! Here is the VGA out and some LCD/VGA comparisons.. LCD VGA LCD VGA LCD VGA LCD close ups.. It's hard to take pictures of the first screen.. ..without getting critter butt-ridden and groped. This is the BEST THING you can do to the Lynx!! Are you a Mod or a Rocker?
  7. Do these setups have the scaling issues?
  8. 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!!
  9. 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.
  10. I really dig this game, by the way. This is a very interesting concept. Tetris meets Hole in the Wall! Very well executed. FUN!!
  11. 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.
  12. I like this game. I collected all the pieces and almost made it back to the ol' A-frame, but got hit by a giant spider (I called it a spider!?)! I've played it few times now. I like the Zelda-like screens and the search and find aspects of the game. Good stuff!
  13. 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.
  14. Well, that depends on how tight you are with Uranus!
  15. 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!!
  16. 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.
  17. Papa

    Pacmanplus

    http://atariage.com/store/index.php?l=product_detail&p=849
  18. Papa

    The Deep

    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.
  19. Papa

    Titan Axe Beta

    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.
  20. After we get ours (hopefully soon), my old lady would probably do the mod for ya! She has the most steady hands I've ever seen, and can count cards without looking!!
  21. Papa

    Titan Axe Beta

    Ah.. If you press and hold the action button the character will jump. If you press a direction after doing this you will jump in that direction. By letting go of the button in mid jump you will perform a jump attack. Holding the up direction and action will use magic. Holding down and action will do a special attack. Holding left or right and action will do a normal attack. Thanks for the compliment. If you hold action on the game over screen you will continue.
  22. How do you know I ignored them? They didn't prove that I was mistaken in any way as I haven't said any of the things that you've claimed that I've said. I will defend my knowledge (you obviously haven't seen all the of the work I've done what with my arcade, RGB modded screens, JAMMA-DRIVES, controller mods, and programming to prove that I know what I'm doing) whenever is necessary, but I've been done with your acidic crap from the second I read how bitter and insulting you are to just about anyone who says anything on this forum. What systems do you own and play? Are you here as a fan of Atari or just a supposed know-it-all that attacks people constantly.
  23. I said CHIPSET! It's the Toshiba CHIPSET that is used in the MVS system (most, if not all the chips on the MVS are Toshiba). I also happen to know that the MVS can be modded to have different outputs and work on standard TV's, etc. To say that a television looks the same as an arcade screen is absurd. RF is no where near that of an arcade monitor. RF is the same as RGB?
  24. Actually you can region switch with a replacement bios NOT included in a standard Neo Geo. And, there a so many 68000 games on the Amiga and Atari ST systems that are simply rips of one another that each of the created BS memes is totally irrelevant. What CJ is doing is RIPPING 68000 games from the Atari ST and then tweaking them to work on the 68000 of the Jaguar! They are ripped and then ported, and no, I'm sure it's not simple. Not always anyway.
  25. You're the only one spouting inaccuracies in that I never claimed anything of the sort. There are no AES versions of certain games and so to say that all versions are present on an AES game is not to say that there are multiple games, but to show that all forms of the game are playable! All the versions of the game, I.E. the arcade version, home version, different variances based on region are on the AES cart. There are games that have NO version other than a particular region! AND the Toshiba chipsets are used to display the games on an ARCADE screen which most definitely looks different than a AES system that outputs to a television! Again, I have spouting nothing inaccurate. How can the AES rom be the same on MVS for an MVS game that was never made for a home system? You're just badgering me and attacking everything I say! I may not have worded things clearly enough to begin with, but you are just attacking me and that is obvious! Your the type of, ahem..person, that attacks everything people say and I've certainly seen enough evidence of this.
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