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Mq.

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Everything posted by Mq.

  1. Ok, thanks for this details. I will try to check it. It's interesting why it happens only in exact places or near exact enemies...
  2. @ascrnet Thank you for the details. I thought that a glitch like this would appear and permanently damage the sprite graphics. However, I see that it is only a temporary glitch when the screen is turned off. I know it's a minor detail, but I had a lot of trouble adapting everything to NTSC and I did it as best as I could. I know that sometimes on NTSC there are such glitches when switching screens, but this is probably the only time when it happens, and it only happens sometimes and does not affect the game apart from the blinking effect. Interestingly, on my real 65XE NTSC machine, this effect does not occur. This doesn't happen in my emulator either, so I wonder if it depends on some specific emulator settings. I don't know...
  3. Yeah, what machine? 100000000000x tested by a lot of people, and it is only one case in the world I think:-) Could it be replicated?
  4. To @Dabada79 and @VISIONGAME.CZ : I just sent you a message. @Beeblebrox thanks for translating:-)
  5. Ok, 1.1 version of the game is ready in both languages: Polish and English. Both versions are the same game working in both systems PAL and NTSC. Only difference between PL and EN versions is text translation. I am attaching the xex, atr and cas files, you can choose whatever you like. I attach below list of changes compared to previous version. The 1.1 version should have no bugs, and should be final, complete version. Dude Story - version 1.1 Ready changes: Finished and corrected graphics: - pile of stones, frog, skeleton, waterfall, treasure chests - underwater world Fixes and improvements: - fixed bug when collecting items while jumping (sometimes there was a glitch left over the hero's sprites) - bug fix when the joystick was moved up and down at the same time (this caused damage to sprites) - fixed bug of playing incorrect music in some maps after losing a life - improved handling of pickaxe use - fix for a bug that allowed shortcuts to collect the oar - fix for accidental oar throwing bug - "jump" inscription moved - better visible - fixed score calculation errors and incorrect dialogues in the Tic-Tac-Toe game - shortening the game of tic-tac-toe to 6 points + changing the text of the game hints - improved second castle map, missing enemies added - another music added to the maps behind the boat - for the loss of life we get a consolation apple (does not apply to the spider cave) - added cheatmode (9 lives and full apples at the start) - added dialogues at the end of the game and drawings of treasures in the vault - proofreaded English translation in the game Thanks: marduk, Koala, Bocianu, zbyti, Borsuk, larek, KrzysztofK, stRing, Vidol, salmax, JAC! DudeStoryEN (2023)(v1.1).atr DudeStoryEN (2023)(v1.1).cas DudeStoryEN (2023)(v1.1).xex DudeStoryPL (2023)(v1.1).atr DudeStoryPL (2023)(v1.1).cas DudeStoryPL (2023)(v1.1).xex
  6. @SledgeHammerD Yes, it is available. I just sent you a message.
  7. The idea of releasing games on cartridges came from the fact that I am an electronics engineer and I designed the cartridge while writing the game Dude Story just for this game. Although the cartridge is universal and you can release various games on it, of course. Since Dude Story was in development for a very long time, and in the meantime I met Bocianu, who was just finishing work on the FloB game, we decided to publish his game together on my cartridge. That's how it all started. We became friends with Bocianu, who later helped create stickers, covers and instructions for all subsequent games. Bocianu also drew the cover and the rest of the printing for Tensor and Scorch. I think he will also create graphics for the physical edition of Dude Story (if he agrees). But I will create a separate thread about the physical edition of Dude Story in due course. This still requires some work on expansions for the cartridge version of the game and various preparations for release.
  8. I didn't realize that: I thought there were separate versions for each. I guess I didn't read the fine print. It may be a matter of lack of marketing... I was focusing on writing the game, and I forgot to tell people what the game actually is, what it can do, what it is for and what you need to do to beat it🙂
  9. It's somewhat common for an NTSC version of a PAL game to be released later. So, I don't think people mind; they're used to it. But these are not separate PAL and NTSC versions. The game supports both systems automatically. The Polish and English versions are identical, the only difference is the translation of the text into English. Glad you feel that way. I look at things similarly, and supporting PAL, etc. First of all, I think that the Atari community is already very small around the world, so because I want to help maintain and grow it, all the games I create (and will create in the future) are and will be available for free. If possible, I want these games to be run by every Atari owner in the world and to run on every machine. The same applies to all games that we publish physically with other authors under the Mq-Workshop brand. We are developing the Mq-Workshop brand and plan to release further physical games on cartridges, but there is no obligation to buy them, and you can play the full versions we publish for free. Physical versions are for friends, fans, collectors, authors, and anyone interested. This is my worldview on Atari. Besides, I like challenges and writing for NTSC is a nice challenge for me🙂
  10. Yes, I know, but I don't want you to think that I treat players in Poland better than in the rest of the world 🙂 The game is free, but the game itself is of little use if it doesn't have players, so you are all important as part of the game too🙂 Yes, I knew from the very beginning that I had to write the game so that it would run on both PAL and NTSC. From my observations, a large part of the Atari community has an NTSC system. Therefore, although in Poland we used the PAL system, I also have a real Atari NTSC for testing the games I write. By the way, I really like playing Dude Story on NTSC because the game is faster, more dynamic and smoother on NTSC. The game itself is customized in such a way that it detects the system and selects the appropriate colors for the entire game. Music plays the same on both versions, when PAL/NTSC is detected it adjusts the playback speed. And of course, you had to work hard to fit everything into NTSC frames, but it's not a problem if you pay attention to it from the beginning of programming.
  11. First I publicated version 1.1 on Polish forums only, because I have ready English version too, but I'm waiting for proofreading English translation from two persons which declared to check it before publication. I will publicate English version here maybe tomorrow or something like that. I'm sorry for delay of English version. Version 1.1 contains all bug fixes, and missing graphics, and a nice ending of the game. I hope this version 1.1 is final version.
  12. I'm finishing 1.1 version of Dude Story with a lot of fixes and improvements. This 1.1 version have a true cheatmode, and I will publish this game version in a few days.
  13. @Carlooser Yes, but I don't know when.
  14. Ok, thanks, no problem, the trainer already exists, so we must live with it:-) By the way, you do the work with this trainers, thanks for every others of them:-)
  15. @TGB1718 It works ok on real hardware in both PAL and NTSC. You will not run it from DOS. You must use some small loader, because the game loads from $0D00 and on the 6th page too.
  16. You didn't give people time to try and play through the game normally. The number of apples is related to the plot and in some places the game will not make sense with such a trainer. You also didn't give time to share the proprietary cheat codes hidden in the game.
  17. You could have waited a few weeks or months to make the Dude Story trainer. This is a new game, published just a moment ago. It would be good taste to let people enjoy the game.
  18. Actually it is 2023 released game. I published the game on atarionline.pl on 31 december 2023 You don't think that I prepared such a game in one day in 2024 🙂
  19. Ok, I prepared English version of the game. This is exactly the same game as I published yesterday 2023-12-31 on Polish forum. This is not a demo, this is a full game which you can play till the end and see congratulations there. I attach here both versions Polish and English. In the near future I will work yet a little on improvements the missing graphics elements and enemies in second part of the castle and in the water, but first I must refactor the code to achieve some free memory space for it. So for now the game is as is, but stay tuned for future version 1.1 with improvements, and then for version 2.0 on cartridge. DudeStoryEN.xex DudeStoryPL.xex
  20. Wait few days. I will publish English version of Dude Story too.
  21. There was a time that you didn't know this either Sometimes we forget how much unique information there is to know about our A8 computers, with a lot of it being dependent upon an individual's personal involvement in a given area of interest. @mytek yes, I know it, but in this particular case I know Piotr from Polish forums. I know he is electronic engineer which is fixing Atari, and he designs electronic devices for Atari, extensions, etc. That's why I wrote what I wrote
  22. Every cartridges are 1.6mm like a standard edge connectors. I can't believe you don't know it.
  23. I know that atr files are used with restrictions, but actually the cartridge can already emulate a floppy drive and a mounted atr file. I wonder if it would be possible to add an external cable to the SIO socket and fully emulate the atr like the AVG cartridge does?
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