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Muddyfunster

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Posts posted by Muddyfunster


  1. 2 hours ago, Karl G said:

    I just wanted to report that I did some fiddling with this myself, and it works as RevEng predicted. After switching to 320A mode and turning off doublewide via CTRL in a bottomscreenroutine, plotchars worked correctly when I added a "singlewide" parameter to plotchars. Setting the displaymode restores doublewide, so it either needs to be disabled after the displaymode statement, or displaymode needs to be bypassed in favor of setting the mode and disabling doublewide in one fell swoop by setting the bits in CTRL directly.

    Thanks Karl, I was getting some odd outputs but was missing some of the steps you noted. I was going to give up on it for now.

     

    Will give it another look.

    • Like 1

  2. 28 minutes ago, Trebor said:

    .Unsure why you believe so many people dislike your graphics.

    I second that, I think the graphics in your game are fantastic. Palette choices are perfect and the proportions (something that can be difficult to blend just right on the 7800) are also spot on. 

     

    Bloody good job old chap :)

     

    • Like 4
    • Thanks 1

  3. 15 hours ago, RevEng said:

    FWIW, if a mouse game for the 7800 does come to pass, ps2->amiga/st adapter kits are like $15 shipped. So it's no big hardship, and as a bonus you can use a modern-DPI LED mouse.

    That's what I use on both my pimped out STE and CD32, better than the old ball variety for sure.

    • Like 2

  4. Just now, miker said:

    Some Cybernoid-variation maybe? ;) 

     

    Yeah, I had a similar idea, but the game has really moved on from it's "Cybernoid" origins. Maybe a remix or something original would be better.

     

    Each world in the game is thematically different anyway, so that adds some opportunity to vary the music up. @Synthpopalooza's tunes never disappoint anyway :)

     

     

    • Like 2

  5. 1 hour ago, Synthpopalooza said:

    Also:  How much memory does that title screen font take up?  just curious.  My double buffer flicker trick can double those greyscales, or let you have 7 level grey at 320, or 14 level using two palletes

    it's about 700 bytes, I've not seen your double buffer trick, sounds interesting.


  6. Thanks @mksmith & @TwentySixHundred.

     

    I was aiming for a bit of an "Aliens" or "2001" vibe, dark, spacey and a little foreboding.

     

    I think this is the third title screen I've done for EXO, but it's by far my favourite.

     

    I've also done a complete redesign of the "start" screen where the player can select their mission / world of choice etc. So instead of the "fly your ship to the icon" and select, which I liked, I have experimented with a Wing Commander / Gunship 2000 style ready room. I think it works much better thematically.

     

    Anyway nearly time for that November update :) 

    • Like 6

  7. 27 minutes ago, x=usr(1536) said:

    If you have the option to edit the poll, you may also want to add Jaguar joypads, 5200 sticks, and trackballs. Admittedly, the Jag and 5200 controllers would need adapters, but trackballs still use a DB-9.

    Trackball is a great shout, I'll leave Jag and 5200 as I think adaptors to the 7800 for those are likely to be pretty uncommon.

    • Like 1

  8. Taking a break from world 2 and 3 level design, I decided to do some work on the other areas that were either placeholders/port graphics or something that needed updating to make it consistent to the rest of the design evolution.

     

    New title screen. Still needs some minor tweakage, but you get the general idea. (and yes the MV logo is slightly off centre, before Trebor notices :P )

     

    image.thumb.png.6f5f7ee2eaa02e6cf4e9e41f266e2ad7.png

    • Like 11
    • Thanks 1

  9. @Karl G This is a really neat idea thanks for sharing it.

     

    I don't understand enough of the assembly to contextualise this in my head yet :) 

     

    Not sure if it would be possible to take this technique and use something similar, for detecting collisions between two irregular sprites, rather than the sprite and the irregular background?

     

    Currently I use multiple hitboxes for irregular sprites and I'd expect that's quite slow and a bit inefficient. Sometimes it's a bit of a brute force rather than a finesse approach for me.

     

    Coming from the 2600 where we have hardware collision, I don't know a better way than multiple hitboxes right now (or lots of if then statements).

     

    Every day is a school day around here, always something new to learn which is great!

     

     


  10.  

    On 11/15/2020 at 6:02 PM, batari said:

     

    Next week they will be available to the general public. So that I don't sell more Concertos than I can produce in a reasonable amount of time, I will be using an inventory-controlled site to sell them and will be making them available in small batches. An announcement on that will come later, after the developer carts are sold.

     

    Just to reiterate the process that Batari posted for those folks that somehow missed it, despite it being on the previous page.

     

    I've helpfully marked the key part of the statement in bold...

     

     

    • Like 8

  11. Is it possible to change the doublewide setting between screens, and by that I mean, really completely different parts of code, like game screen to status screen or instruction screen.

     

    I think the easy answer is no, but I wondered if there was any way to work around or do it at all (kind of like with activating kangaroo mode).

     

    I would like to be able to use doublewide in game, but perhaps on a screen where I need text, to not have it on so I can use a simple 4px font instead of the large 8px fonts.

     

     

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