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MemberAtarian

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Posts posted by MemberAtarian


  1.  

    The 5 short phrases in Draconian took 4.5K to store the data, about 9000 samples packed 2 samples per byte. The Wizard is way too chatty (phrase list below the header TRIVIA) to store them as samples in ROM.

     

     

    It supports a new version of Nathan's slick multiplexer which allows 2 joysticks to be plugged into a single port. Nathan demoed his original version at PRGE last year, Joe Decuir was quite impressed with it.

    If it supports Nat's quadjoust-thing, then I take back my worries and... Hail to the King, baby. :D

    • Like 5

  2. Haha nothing wrong with that, my personal style was initially influenced by Demon City Shinjuku when I started to add bits of anime. However in recent years, it has come full circle back to more Western style.

     

    I had come up with the name before Jin-Roh the Wolf Brigade, because I wanted a cool sounding word for Werewolf, that was neither from my Slovak or English, so I went with Jinroh.

     

    Totally you are doing great! You have made a great and fun game with such great skill. :)

     

    I watched anime for 10 years, I think, I have 250+ titles on my list, but I got totally burn out 3 years ago. I always preferred the odd ones, but nowadays, fanservice got too much attention, but I'm still interested in how the japanese society will turn with so much handicaps.

     

     

    I'm going to school for programming now and have to help with a house renovation, but I have a new plan again, my childhood favorite. ;)

    • Like 1

  3.  

    Thanks so much for taking the time to play! We really appreciate it.

     

    I don't want to promise anything, but I do have a bit of ROM left on Squeeze. Is there a particular Simon mode you have in mind or are you thinking of a more basic change?

    I just thought, that if there are boobs, maybe the girl, with her legs up, covering her magic place with her hand, using her butt would add two extra possibilities. :D

    • Like 1

  4. Love the game! Very dark and unique. The graphical style between the light and dark is so striking. :)

     

    I love the girl too, so cute, the manual, box, etc. art is very nice! :) It is definitely on my list. :D

    With your name, I was expecting an ava like this. :) :D

    0393f910252283.560e1d9b19a62.jpg

     

    I had a strong anime/manga time in my youth and of course, as most fans, tried to make my own manga series, sometimes those skill looks useful. :) It's a bit hard for me to draw a "cute girl", I loved the style of Kuuchuu Buranko, Kaiba or Tobaku Mokushiroku Kaiji over the typical kawaii drawnings.:)

     

    This was the first time that during the coding I felt like "I know what I'm doing" from the beginning to the ending", even changing the batari basic kernel a bit, so that makes me really motivated to recreate my favorite childhood game on the C64 to the VCS. :)

    • Like 2

  5. I really like the backgrounds, so detailed and rapid! In your case, I would make the stones (what those are :D ) maching the colors of the background at the beginning, and making it more and more darkes as you get close, so it would be like a fog of war. :) A wall would be great so you wouldn't fall into the water and I think you should die as you run into the stones too fast, with a fall animation. Jumping would be great, as mentioned above. :)

     

    +Add reset after you finished the lap. :)

     

    Uno cart won't work with DPC+, but it can handle 64K.


  6. So detailed, I really love it! Keep up with the work! :)

    Thank you so much! I am really working hard to get all the new stuff finished. ^^

    I am right now restructuring as in my 32K I can get rid of a lot of redundant code. Its exciting as I should be able to add music and all the other polish ^^ quite easy.

    Here is a sneak peek of Chocolat I work hard on making her very well animated and it was fun to code her big state machine ^^

    attachicon.gif57F64FA4-CF4D-4276-8079-5084F91607A7.gif

    • Like 1

  7. Just saying it would be easy to praise Sprybug without comparison to batari BASIC developers in general. We're a pretty diverse lot with different experience levels and tastes.

    Yeah, he has experience and skills, but you know, I'm not a programmer either originally. I work as a social worker with homeless people and have a degree in minority politics, so I can say it's so far from programming as it can get, but as I wanted to do a video about oldschool programming, I thought I should give it a try, and after the 4th game, Fear of the Dark I thought I should go further, so I will attend programmer's school from the second part of September.

     

    Biggest problem is the lack of patient. You can't figure out programming in a few weeks and also you cannot make a complex, worth of playing (buying?) game in a few weeks either.

    • Like 1

  8.  

    1. Try making a 4k game where everything has 3 frames of animation. Being frugal with storage space is not a lack of skill - quite the opposite!

    2. Not every 2600 game must ape the scrolling capabilities of an NES. Doesn't make bB developer who choose pre-NES gameplay worse.

     

    I agree with your points in general and greatly appreciate Sprybugs work. Just don't appreciate everyone else's work being judged.

    Yeah, working with 4K is a great challenge, I call this view of Atari programming "the 4K-ers", but even at golden time of Atari, there was 16K available for more exclusive games. And to be fair, most of homebrews have characters with really small, un-detailed sprites, so they reseble the very-very early days or the Taiwan pirate games. We all know that the VCS is capable more.

     

    My view is that you should push the VCS to it's limits (optimize a lot, so the code won't be too long and you won't go over 262 scanlines). Of course it doesn't mean that you have to make chaotic flicker wars, I have seen a Mortal Kombat and a Golden Axe demake and it just turned to a great mass because the creator just was not able to compress it well. I'm in the middle, I don't like the idea of DPC+ and extra RAM, it was really injoyable to find it how to use 128 bytes for all the things I need, I'm not a programmer myself and even I could compress music data to the 2/3 of the original size, and have more ideas for next games to write a new script to compress it more, but I think 16-32K of RAM is the optimal amount for a game that can contain good looking sprites (I often use silhouettes, so you can imagine the details), variety and some music as well. I have now ideas to start my Distopia project again, so I can make maybe the first TBS for the console.

     

    I talked yesterday to a book writer who collect information about homebrew and this year was a huge "success", due the 40th anniversary and the fairly easy use of Batari Basic, there are just too many homebrews those are created in days. There are simple games those are really cool even in their simple way, like Spies in the Night, but most of them are really rough-and-ready games with lack of creativity. The best example is Baby that was even gave to the Retron77 homebrews, instead of Anguna.

    • Like 1

  9. So here is my opinion:

    1. You are one of the few programmers who realised there should be at least 3 frames to make a fluent animation of movement. (I used 6 for the girl in Fear of the Dark, but 3 only for the enemies to save up space). This is nothing new, but I really love they way you do it.

    2. The fact that you can do a playfield in Batari Basic that can be scrolled backwards makes you the BB programmer right now. (I know that with sdata you can read not just music, but level data as well, but I don't know how to do it backwards :D )

    3. The animation during level change is fascinating.

     

    So keep up with the work! :)


  10. The game is nearly finished, I'm waiting for some brave gamers who could search for bugs. ;)

    So basically, there are two modes, one is called campaign and one is survival. The campaign has fixed, more detailed levels and has a specific goal. In this case, the game counts the number of death, so at the end you will see how many lives you wasted for getting the treasure. :)

    After you beat the campaign, the game changes to survival mode automatically. In that mode, you have to wait a lot before you can play, because the CPU generates the stage, simulates if it is beatable and then, it places the bat. Yeah, I wanted to put there more possibilities, but I just ran out of space. And I mean, I rewrote most part of the code and the music is compressed to the limits, but I don't have any place left for calculations. In this mode, the game counts the rooms you completed without dying.

     

     

    You can see the footage here, but it's really spoiling the fun of the campaign mode, because most of the rooms have specific rules those take time to figure out.

    FearoftheDark0.64_NTSC.bas.bin

    • Like 1

  11. I never thought I'd hear Iron Maiden on the Atari 2600. Now I have. I love that the 2600 always sounds out of tune, I find it very charming. Also that's a very cool visual effect. Do you do it by making the playfield black, light sprite yellow, then making the sprites go behind the background? (I'm new to 2600 programming, but have been doing NES for 10 years so I know 6502 and have a passing familiarity with 2600, but have not made anything significant yet)

    Hi! :) p1 sprite is yellow, everyhing else is black. p1 always go behind p0 and sprites are behind the playfield. :)


  12. I was playing that, I like the single idea. :) I really love how the bullet rotates around you if you are turning constantly, it can protect you from monsters. :)

     

    For most people, it's just a hobby. You really have to be clever and you also have to make your own cartridges if you want to have profit.

    Fear of the Dark is a pretty cool game, I remember playing Plague as well. Not a bad platformer. Making games has always just been a hobby for me. I actually like working around the limitations of the 2600. I'll be working on Apshai more on Sunday, will have a new beta version on Monday.

     

    My first 2600 game is called Phantoms (or Flicker of light). Kind of the same concept of my Apshai game but your stuck in a dark room and Phantoms come at you but they turn on and off so you don't know where they come from sometimes. If you move they move faster and if you shoot to many times they reset there position. Kind of a cat and mouse game. I got the idea when I was standing in my laundry room and the light started to flicker on and off. My girlfriend said there is a ghost in there, so I made a game of it.

     

    you can get it here if you want to check it out

    http://bit.ly/Phantoms2600

    you don't have to sign up for dropbox and hit the download in the upper right corner.

     

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