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Everything posted by Muddyfunster
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Confirming airships in the current latest build (v201) I'll be posting a new test rom in a few days
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Looks like Breakout (CX2622) but the uncommon orange label version. There was also a "blue" version of Defender too with a similar style of label.
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I really like it, nice work
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Thanks sramirez!
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There are a couple suppliers in the UK that I know (my wife does all kinds of crafting and textiles stuff). Probably looking at a run of 50 to go with the physical release for folks to earn by hitting the Gold Cups. Logistics are TBD. I can't have a game that is basically a tribute to Activision's style without a patch! (probably do one for Dare Devil too).
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I think i'll add both and have a switch to toggle it (keep the duck lovers happy!)
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Kev, I'm not 100% sure what you are trying to do in the code (I'll spend some more time looking at it later), but what I did with Dare Devil when I had a "pickup" active, is I set a bit to on to indicate in my code it was active. It made managing it easier. I used a similar method for determining whether a cloud or a balloon that the player can pop was present.
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changed the "passing sound".
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Here is a mock up of the planned patches for Tyre Trax, based off of AtariBoys superb artwork. Probably going to get tweaked etc, but you get the idea Now to prod Al.. [edit] updated the vid in the first post with the slight slowing of the music and the new "obstacle" sound effect. It no longer, in RT's words, sounds like someone doing something unthinkable to a duck
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Great! looking forward to trying this out.
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The music sounds like something from an Atari ST era game, very very good.
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That's really good!
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the player animation is really nice, great work so far. Nice concept too from the older Tolkien works.
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Work continues, a little sneak peak of the desert island levels.
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Been a while since I updated DareDevil on the forum, I'm continuing to work on it and it's coming along nicely. I'll leave this little sneak peak of the work in progress desert island level.(one of the harder levels). Just putting the finishing touches to the moving landing zones and moving ground obstacles for the next public update.
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I don't think so, but I'll defer to the more knowledgable minikernal folks.
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TIATracker module for batari Basic and 7800basic
Muddyfunster replied to mksmith's topic in batari Basic
I was comparing NTSC to NTSC so it wasn't that. the init file and the variables are all correct as are the variables in the bB program. I managed to reproduce the effect with 2 different tunes (both with their own settings). The only common factor is both tunes have variable pattern speeds not a global speed. On global speed tunes its not an issue and the tunes play the same as when run outside of bB -
TIATracker module for batari Basic and 7800basic
Muddyfunster replied to mksmith's topic in batari Basic
I've noticed what could be a problem / nuance with the bB playback. If the TIA tracker track has speed set per pattern rather than globally, the playback speeds get a bit screwed up and it plays too fast compared to a regular compiled BIN of the TIA music. I noticed the music that Rushjet1 provided for Tyre Trax was too fast compared to the compiled bin he sent. I was using the exact same tracker files but in bB it was playing too fast so I had to fiddle with with pattern speeds at the bottom of the trackdata file to slow things down a bit. Ill post up a comparison later tonight -
I agree with the previous posters regarding the music, Airwolf is Airwolf, the title screen should have an original tune.
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got it, so like forced perspective. interesting..
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Thanks Lila, so each "row" has a different speed? but rows can move faster than the row above (seeing the first run idea in your example). That could be done in the game engine as it stands I think, but I'd have to find some extra trigger bits and variables to control it. Also I'd need to think about the gameplay because basically you are riding towards stationary obstacles so different speeds for each row might not work. If we consider the obstacles are also moving, then it does I guess. I had a similar thought for TT2 with a slightly slower pace to the game, but with variable speed obstacles and jumps / ramps and scoring instead of timing. I need to shush or I'll not finish DareDevil I've also replaced the abused duck and the bag of pipe wrenches sound with a gentle "woosh". Will post a video up later. Currently finalising the instruction manual.
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Thanks and appreciate the offer, I'm back home from my travels now and will be pushing on with DD this weekend with a new feature build. MF.
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This is really nice KarlG, looking forward / hoping for a DPC+ version! I was working on a project that I shelved (a recut of the BBC Micro game "Yellow River Kingdom") as text in bB without something like this was just too problematic. going to watch this with interest!
