Jump to content

Sporadic

+AtariAge Subscriber
  • Content Count

    614
  • Joined

  • Last visited

Posts posted by Sporadic


  1. Only if they're a wuss!

     

    Been watching the videos of this again and got all happy and stuff :)

     

    It looks pretty much done as it is.

    Just some sound options would be nice.

     

    Can you press down to immediately about-face and run in the opposite direction?

     

    Also, scoreboards and EEPROM score saving are a must for this one.

    Cheers.

     

    Yeah, I tried to mimic various things from the original. You can about--face at any time but only left/right at junctions. Also, if you hold left/right before you get to the junction then it turns faster. That is to try and emulate the "corner cutting" mechanic of Pacman and aid in escaping Ghosts.

    • Like 2

  2. I tried out Not Outrun at PRGE, too! It was fast and smooth, but I had some trouble controlling the car... maybe a bit too slippy? Couldn't hear sound, but I think it was just turned down and there was a lot of background noise. I didn't spend long on it, though, so much to see there. Didn't realize this thread was here until today. Good work!

    The handling of the car isn't final, that's for sure. It needs more tweaking. Thanks for the feedback.

    • Like 2

  3. Hi, long time, no bug!

     

    I recently tried swapping back to the u235 sound engine (from zeros player) as i'm considering using MODs instead of uLaw for music due to space constraints etc.

     

    I've found when playing samples using u235 it tends to only play about 1 in 4 of them, the rest are just not played. This is in VJ and on actual hardware.

     

    Thinking it might have been my code, i ran the Doger example and the same occurs, the death sound only plays occasionally.

     

    I've also noticed that it wont play anything unless you specifically call SNDPLAY with a SNDFREQ directly after it.

    eg.

    SNDPLAY(1,5)
    SNDFREQ(5,11025)
    Is the non-playing sound likely to be an rB+ issue? I would have thought if the problem lay in u235 itself then someone would have mentioned it by now. Any help/pointers appreciated!
    Thanks

    Is this likely to be an rB+ issue? Any help/pointers appreciated.


  4. I had an issue with my memory track cart. Wierdly, there was a blob of solder bridging 2 of the carts contacts. I scraped that off with my nail and then it worked flawlessly.

    Before removing it, some games would lock up when loading and also when browsing the storage, some of the saves would show corrupted/random text and characters.

    • Like 1

  5. Hey Sporadic, is this all rb+ ? cos it's moving pretty well.

     

    It may be my eyesight, but is the road a little narrow re the perspective to the horizon ?

     

    Yep, still all rb+ :D

     

    The road does narrow quicker than it should, you are correct. However, i am having to strike a balance between the overall looks and performance. This can be adjusted though so depending on how things go I may tweak it further.

    • Like 1

  6. Thanks for the kind words guys :)

     

    Still lots of things on the list to add in but it's getting there!

     

    It's at the point now where the gameplay itself is taking shape, which is really exciting having been focused on the engine for so long (rewriting core parts of it on multiple occasions).

    • Like 8

  7. Here's an update;


    New additions in this version are;

    - Car Collisions.

    - Roadworks/Cutouts to dodge. (Other vehicles try and avoid them too).

    - Trucks/Lorries.

    - Overtake sound pitch varies.

    - Player crash animation (WIP) and restart cycle.

    - Moved around storage to create more ram space for future scenery.

    - Timer causes game over at 0.


    This is the version that will be available to try at PRGE thanks to Albert.




    • Like 18

  8. Stop reacting to all the posts in here Jeff and try to take in what's being said to you. Then think 'why' is all this happening.

     

    I wanted to raise a few points below in blue.

     

    As for why the game went up for sale I felt it was ready as it is playable from begining to end. Before you sought help here, someone else at least told you all these same problems. Why put yourself through the extra cost and loss of money by sending out multiple copies?

    I don't know about most folks but 2 1/2 years is far too much time to invest in a project especially when you have a family and a full time job so that additional year and a half that he suggested is just NOT going to happen. Why the rush? Are you not doing this for a hobby? I'm still working on multiple projects but havent even entertained the idea of production yet. They are done when they are done, enjoy the creation process.

    As for the allegations that I am somehow commiting a crime by selling the game in that state here is what I said: Not sure anyone has said "crime".

    I have never encountered this "invincible" zombie that cj has pointed out. But rest assured I am searching for it everyday. This is the zombie that the sights are clearly over, but are not red (and hence can't be killed).

    The collision boxes are set slightly too high which explains why the sky above the zombies head can count as a kill and they have invincible trousers.
    This is an easy fix and is just something I overlooked. Haven't people been mentioning this for a year now?


    I did get some very helpful advice from a few folks on here regarding the game and I thank them for that. People on this forum genuinely want to help and give critisism or feedback. Some are more blunt and to the point than others, don't take it to heart. How you react to these posts governs peoples responses here. As I've said elsewhere, gamers are passionate people and anyone supporting their beloved retro systems, even more so. Everyone wants the best things for their little Jags and probably hate to see wasted opportunities (there's been plenty already).

    I actually do have customer feedback from the few customers that weren't affraid to open the box because cj says so, and guess what? Its positive feedback. I will upload the screen caps after I photoshop their identities out. Think what the feedback would have been if you fully polished the game. They'd be ecstatic!

    A game I am NOT even selling anymore because it's under revision.... REVISION to address the issues you folks here (most who have never played the game) are pointing out. Don't say that like you're doing us a favour. It shouldn't get this far for you to notice these things or be told about them.

     

    • Like 6

  9. If the blanks are solid colour (well they don't have to be and it's 50px (for example), set it at ypos=0 and height=0 and then just height+1 each frame until it fills the top 50px.

     

    This would look wierd with an image (like it's unrolling) unless you want that. But solid colour, you won't tell.

     

    For the bottom one, you can set it 50 px from the bottom and do the same

    • Like 2
×
×
  • Create New...