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Cybernoid

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Posts posted by Cybernoid


  1. post-4398-1160016564_thumb.png

     

    Hey, all!

     

    I am not sure if I will have time to finish my Blackbox Game in the near future, so here is a playable demo...

     

    The controls are simple. Move the cursor around with the joystick, press fire to either place a gem, turn it RED, GREEN or BLUE, or fire a white lasor into the field.

     

    When a lasor hits a gem, it adds its color to the output lasor. The lasor output can be red, green, blue, yellow, cyan, purple or white.

     

    All, the lasors turn green, when all the gems with all the correct colors have been placed. The next level then starts!

     

    The music is stereo!

     

    Enjoy!!! bb2.zip

    C


  2.  

    Anyway... Not to totally derail the thread, but does anyone know of a way to hook the 8-bit to a sc1224 or 1435 monitor?

     

    Slight derailment...

     

    I thought about doing this. I think it is possible to get a black and white picture to an sc1224 monitor if you take the LUMA signal from the GTIA (pins 22,23 or 24) and connect these to the Red, Green and Blue pins of the ST monitor (pins 7,6 and 10). Then you could use a sync separator chip to create the horizontal and vertical syncs... maybe this one: http://www.national.com/images/pf/LM1881/00915001.pdf. Connect the composite video output from the atari to the LM881 or maybe even use the CSYNC signal from the GTIA....

     

    Just an idea...


  3. as far as i understood diablo the item generator considers monster level (mlevel), dungeon level, player level for item dropping...

     

     

    Okay. This makes sense. Then you could use the monster level stack for items dropped on screen. It might not correspond to exactly the item dropped by a monster, but does it matter?


  4. Can you make the multi-monster item drop work by the following:

     

    1. Each monster can drop an item. It can be a potion, armor, food, weapon, or any class of item. At this time there are no stats associated with the item.
    2. When placing the item on the floor, check if there is an item there, if so, check the 8 locations around it, if no room for the item in these 9 locations, then do not drop an item.
    3. When an item class is picked up, you select its stats from a minimum and maximum range based on the dungeon level, and level of the player.

    Thus, as the level gets higher and as the player become stronger the items dropped become more substantial.

     

    The problem with this would be that if your player is stonger and on a high level, and he attacks a low level creature/monster, like a rat, then he may actually be able to pick up a large weapon dropped from the rat.

     

    Why was that level 0 rat carrying a level 25 magical-grand-steal-two-handed-axe with +20 modifiers? ;)

     

    It would make sense to tie the item dropped with the level of the monster, but you would need to drop different items for this. Or, store the monster level for each dropped item on screen.

     

    You could as each item is dropped, store all the monster levels into a stack buffer. When the player picks up an item, look at the item class, the dungeon level, then pop a monster level off of the stack... use this information to set the min and max range for item statistics... hmmm... could work okay...


  5.  

    emkay, could you try to create effects that sound like weapons? e.g. sounds of clanking metal swords, stone axes or released bowstrings? Also sounds of offensive spells like fireballs or ice bolts.

     

    Yeah, those sounds would be cool. Could use a down sound, too, for descending into the next dungeon level...


  6. I noticed that you are using player 0 and player 1 for the color. The character set is designed to work with priority zero very well... but you must use player 2 and player 3 for the colors. This way it will interact with two of the colors of the characters instead of just one... the characters will be two shades of a color with a white highlight and black background...

     

    As long as you did not change the character set that I gave you...

     

    Included is an example

     

    merged.zip


  7. The atari800Win current only supports the R: device in server mode. That is to say that it only supports "accepting connections in" not making connections out.

     

    However, I do have a perl script that will pipe the data from a BBS telnet server to the emulators telnet server. All you have to do is start the atari800Win emulator, load your favorite BBS program (Bobterm, ICE-T, etc)...

     

    Then, in a dos window type something like:

     

    "perl sock_pipe.pl bbs.darkforce.org 23" or "perl sock_pipe.pl cth.dtdns.net 23"

     

    Included is my perl script, and my color ANSI terminal prototype (keys are CTRL-SHFT-{T,E,F,H,W,?}

     

    sock_pipe.zip

    ansiterm0_9_9.zip


  8. Great progress this week. Here are the left characters. I think to move right you should just flip this char data....

     

    You have done a lot of work beyond where I was for Dungeons of Arkon.... but I will be sure to steal... I mean borrow your ideas. ;)Thanks for sharing in the development and research phase!

     

    chars.zip

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