Jump to content

eddhell

Members
  • Posts

    237
  • Joined

  • Last visited

Posts posted by eddhell

  1. This is the 'spin' screen, the big wheel has simple color animations when spun.  I decided dice rolls are overused, so I went with a spinner like the big wheel on "Price is Right!"

    This was the first section I started on, it's waaaay overblown and could have been done much easier with less code, but I liked it too much to scrap it....

    gamescreen01.jpg

    • Like 1
  2. 1 hour ago, DZ-Jay said:

    Nice!  Thanks for sharing those.

     

    Let us know if you need any help, or if you need some testers. :)

     

       dZ.

    I would eventually like it tested by others, but it's not near that point yet.  It's somewhat playable, but my main movement algorithm is large and complicated, making debugging a bitch.  I couldn't figure out an easy way to 'control' the player pieces to force them to conform to movement along a non-linear game board, so each possible move from the player's position is checked and compared against arrays of each 'square' on the game board to prevent any unwanted results....the player merely controls decisions on menus and which direction to move, then the program forces the sprite into the proper spaces.  None of it was done using any type of on screen location/collision detection, but using comparison statements.  (But it works...)

  3. 3 hours ago, DZ-Jay said:

    P.S. What is your game about?  Can you share some screenshots?

    It's just a project I have to get out of my head.  It's a board game with elements inspired from all kinds of other games I grew up with - Monopoly, M.U.L.E., Risk, old DOS text games like Rockstar, Druglord, Cartels & Cutthroats, stock market sims, etc. and the Fabulous Freak Bros. paper games that were printed or sold in 1980's adult magazines.  It's mostly a trading/smuggling game, with some twists to try to add more replay value.  I made it 1 to 4 players - solo mode is player vs. the environment, while 2 or more players have a basic PVP mode if you land on an occupied square.

     

    A couple of warnings:  My graphics are minimal - I'm no pixel artist.  I made very basic sprites, just enough to run and test function with the intent to improve them later.

    Also this was 'pieced' together as I worked my way learning Intybasic through Mr. Nanochess' book. I know there are lots of things that could be more condensed and menus that could be reused, etc.  My programming probably has some redundancy, but it's 'almost' failsafe!

     

     

     

    gamemapXX.jpg

    • Like 6
  4. 1) What was the largest cartridge ROM size available during the original Inty run?  I'm guessing the INTV later releases would use the most space.

     

    2) What's the largest file size that a developer's flash cart can safely execute?  (LTO or whatever else is out there)

     

    I got a game I'm working on and holy shit....you don't realize how long code gets just looking at it on screen, but I had it printed out and it churned up a couple of hundred pages...the compiled ROM is around 45Kb - works (almost) fine with emulator.

     

    BTW- is there ANY thing else available out there besides waiting on an overpriced LTO cart?  I would really like to test some homemade roms....

  5. Speaking of SID sounds, does anyone remember the AXEL F theme song demo where two C64's were synchronized to play full left and right channels?  Or the "Flesh for Fantasy" sample demo that sounded like real guitars?  Or how about S.A.M. speech synthesis?  And I think there was some MIDI control capabilities also....for what we had back then I thought the SID was great.  Maybe not geared so much for sound effects, but I felt a lot of the music was amazing for that era.  

  6. Maybe I can finally figure out Desert Falcon - thought the damn cartridge was messed up for years until I read a copy of the manual and realized each button on 7800 could have separate functions...and then it was impossible to use second side button effectively due to the Pain-Line controller...(although only seems a few utilize this feature)

  7. this has probably been discussed before, but were there ANY Activision titles on the 2600 that suffer from too much sprite flicker?  I think this is one thing that pushed their games above competitors, they deliberately designed games to either work around or avoid too many sprites on a line (ala Pac-man ghosts), yet were able to maintain the fun/competitive/replay factors....

     

    I can't think of a single one right off hand, but I've never had the later black label games - Double Dragon, Rampage, etc., I don't really count them because they weren't activision originals.

  8. 20+ years on ebay, back when i had to use money orders....

    My first internet rip-off was from a scammer watching what others were bidding on, pm'ed me and offered the same item for $25 (outside of ebay), and I fell for it.

    I was trying to obtain an original V.I.N.C.E.N.T. from "The Black Hole" action figure line from the 80's...never got one now they are damn near impossible to find for a reasonable price, if at all.

  9. 10 hours ago, DrVenkman said:

    In the Atari version you just load the game and leave it alone. It will go into a demo mode where the spies go after each other. 

    ahhh ok...not actually a mode to choose but a lengthy demo mode (which is cool)

    I think the C64 does that too, now that I think about it.

×
×
  • Create New...