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Sporadic

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Everything posted by Sporadic

  1. I'm still busy hacking away at this game on my downtime. See attached some screenshots of the current version
  2. Been wanting to try this for a while and had time today - made for a good side project distraction. Changes; - Have changed all math to fixed point and added more precalcs. - (Offline) randomly generated maze. - Shaded Walls - A or C to Strafe - 0 to disable floor The upshot of the fixed point math? I think the FPS is now in double figures! Not bad for BASIC There's other things i'd like to try with this, but i'd best get back to finishing other stuff first. Binary attached for your consumption.... Sporadic FP Raycaster 031116.abs
  3. Don't forget that it's "hand numbered" too
  4. Had them both on my St and they were great. Both similar games but felt and played completely differently. Just google some vids
  5. Supercars 1 and 2 were both excellent.... I can hope
  6. I didn't. Will check that out later
  7. Small update; I've changed my mind on that release. Aside from being busy in that thing called life, I have decided to add more into the game before releasing the next version. Completed: - Changed the road to 4 lanes (keeping the scale the same as it is now). - Cars of different speeds+colours to overtake + collide with. All cars travel in the same direction as you. I might look at oncoming vehicles in the future. - Confirmed the AI hasn't killed frame rate on real hardware. Currently working on: - Basic menus (including game states) - Game modes - Defining separate track(s) in addition to the existing big continuous branching track. I could upload what I have, but i'd rather get more in first to keep it more interesting play.
  8. This kind of stuff is beyond my knowledge. So I'll just follow the path given to me. I wouldn't be able to comment which is the correct way to go about it. The main thing is that its documented now. If all it takes is a switch in rapapp.s then so be it. Also, thanks for investigating and looking into it
  9. Had him as a "friend" for some reason... I've fixed that
  10. Cheers, I'll keep it in mind
  11. As excellent as that would be, its not near enough to a final state yet to warrant any work in that area. Sizes etc will change as will the 20 mipmaps to go with each sprite. I dont want anyone wasting time. This could perhaps be a topic for the (hopefully) near future though
  12. Just had a play of the new version. The extra features you've added really improve the already superb experience. Even being able to pause now means a long play session doesn't have to be cut short cause life happens One thing I noticed was the level number in the bottom right corner is cut off. I can only see the first digit and a slither of the second. This is whilst running on Pal with a pal tv. Thanks for sharing the latest build
  13. Thought i'd post a screenshot update today. I'm getting pretty close to releasing the next WIP binary. I'm just tweaking collision detection etc.
  14. You must have the cart in the slot for it to power on. Also try cleaning the cart and slot with Isopropyl alcohol because it might not be making the power connection through the cart. Theres guides around on how to do that.
  15. Ooo yeah, got to level 2 and a few addons.... Really enjoying playing this again after so many years.
  16. It's arrived! ! The postie just turned up. Looks great quality and I'm looking forward to playing later. Thanks to all involved
  17. Thanks for the comments. I haven't decided exactly which way it's going yet. Obviously I need to change the GFX etc. I might make the bad guys a bit smaller so I can put more onscreen, but we'll see. My perfect ultimate goal would be to have a few levels, some dodgy back story and loads of bad guys to punch. Pretty much like any classic beat 'em up. As I said at the beginning, it's always been on my list as a game to make. The current 'gameplay' is just to make testing/playing it more fun - keeping it as a mini game for now to make it more interesting for people to try. This should gradually evolve into the final game over time though. 2 Player would be a great addition, but don't hold me to it
  18. Excellent, thank you for doing that. You got better with each go I noticed some slowdown happening at busy moments, I'm thinking I added 1 too many bad guys which is causing it to lag occasionally. I'll sort that out. Thanks again
  19. Thanks for the info. Yes, the performance does vary from what i've seen. I just added a switch in the code so I can build a VJ version (with slightly dodgy audio) at will. It makes it easier to dev at lunch when the game is running full speed for me. Also handy if anyone else has the slow issues, then at least they can try it out
  20. As promised, here's a VJ version; I haven't tested it with the sound on (i'm at work) so it might play the incorrect sounds for all I know, or even static, lol. The main thing is, it's a lot faster in VJ. But the sounds won't be consistent and some won't play. Therefore, if running on real hardware then please stick to the previous release. Sporadic WIP BeatEmUp 310516 VJ.abs
  21. I'm all paid up too Looking forward to a new crisp box to open
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