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MayDay

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Everything posted by MayDay

  1. Maybe introduce other "pests" as the game goes- such as round one black ants only, then round two add the red ants, then the bees, and whatever else to increase the difficulty as you go. Spiders and mosquitos also come to mind. The spiders could jump at the hand if it is too close, and the mosquitos could be faster than the bees.
  2. They're the same animation- second one just moves the body up a pixel on the downward swing.
  3. Couple of quick options.
  4. Size/color restrictions? Your ant animation looks good, but it also looks like maybe 32x32 instead of 16x16?
  5. I would like two cased carts. I dont happen to have PayPal- is there a second option for payment? To add to everyone's sentiment, thanks for developing!! Going back to read through the thread, but wanted to go ahead and get on the list now. Edit- I see the price in the first post.
  6. Hard to get in only two frames, see what you think. Image is 64x64 for visibility, but at 16x16 pixel resolution.
  7. By 2-walk, do you mean 2 frame animation?
  8. Man, CJ is rapidly approaching the number of "official" Jaguar releases. Only 450 or so ST games to go! I'm not a Jaguar or ST fan (which is mostly to say I'm not that familiar with them), but it's really cool to have any vintage system get new releases, let alone dozens of them. Kudos.
  9. I kept playing around, it actually ran through three races and crashed out as I ended the third race. I was watching frame rate a lot more carefully and it was running in 40s-50s for the most part.
  10. Mine seems to run fine- about 62 fps. However, it always crashes out about lap 3-4 in a race.
  11. Once you have created your composition, you can export that to code. That code can be assembled into a binary which can then be played back on an emulator or harmony cart. You can also use the playback feature within the app to hear what it would sound like.
  12. Someone was asking about Pole Position recently, but I figure this is a good place to discuss it since that thread is locked. First- a bit of backstory. I got a second-hand Atari as a kid, but the left joystick button never worked. Later figured out the input needed resoldered a bit and got it working. But as a kid, there are only so many games you can play without the button on controller one, and Pole Position was one such game. Because of that, my Dad, brother and I play it constantly without using the brake and basically could play through perfectly nearly ever time. The mystery of the extra car isn't that much of a mystery really. On certain playthroughs, you will pass a car right at the end of the lap one. At the end of the game, you have an extra 50 points if you have a perfect playthough. What is a mystery to me is why it plays differently in emulation than it does on hardware. Specifically, late lane changes and double lane changes are rather rare on hardware, maybe one or two each per game. On emulation, I just had a double change happen on 7 of 8 consecutive cars. It also appears to send cars through slightly faster in emulation- I think it might be possible to score slightly higher in emulation than on hardware, although I can't seem to play a perfect game because of the increased difficulty. Another difference is controls- it seems harder to move right than it does left in emulation, and makes squelching the tires far more likely. This was never an issue on hardware. The imperfect 0 for speed is a known emulation error, but I've never heard anyone speak to the rest of this. Does anyone have further insight?
  13. Can you elaborate a bit on how you would add speech samples without utilizing the AtariVox?
  14. My 4 switch displayed everything correctly once I got it working. My Jr. did not. Images of the Jr. running each .bin attached.
  15. For those interested in home 3D printers- I recently bought the cheapest one I could find, an XYZ Jr. for $250. It comes pretty much plug and play, though there is a slight learning curve too. It does not have a heated bed, but double sided tape works very well for me. The exception is prints like this where there is a large flat side. Still, I was able to get a couple printed that worked, although they do have a bit of warpage. Anyway, just wanted to say thanks to Norm. I really like this design with the four screws instead of one through the label.
  16. Didn't mean to imply that work on bus stuffing should stop, only that the end result should work on "stock" hardware including the Jr. I would help test as I have a Jr. (and a 4-switch), but I don't happen to have a Harmony cart. I don't see them in the AA store, are they still available somewhere? I do have a Krokodile Cartridge, but I'm guessing it doesn't have the correct hardware inside to run this? Also I haven't used it in several years, so I'm not even sure offhand that it still works.
  17. I agree with this sentiment- the stereo mod isn't required so it still plays on a stock Atari. Since the Jr. was readily available, I would also consider it a stock 2600 and would think releases should work with that system. The 2/4K guys I think of as purists, but I don't think they would begrudge a 16K game release either- it's just not what they might choose to do themselves. Just my two cents.
  18. Wasn't aware of that, thanks for the heads up. More into the 2600 scene, just thought it was worth posting because of the hard to find games.
  19. This is not my listing, but I ran across it on Craigslist, and thought I would post it here for a collector who might appreciate the somewhat rare CIB games it includes. I have no idea of actual value and whether this is a good, fair, or bad price.
  20. Since it's became a point of debate, I feel like I should clarify that I'm not suggesting Tecmo Bowl be ported/demade and the name kept. Rather, I thought that the Tecmo style of play was the one probably best suited to have a (good playable) football game for VCS. While it could look very similar to Super Challenge Football, the controls for that game are not any good (in my opinion). I kind of like the idea of telling each player what to do in theory, but it's near impossible for me to complete a pass and you can't throw over other players. Tecmo got the gameplay right (as did NFL Blitz) which is why everyone still plays those games today even though they are long out of date. In short, I don't disagree with you guys and should have probably given the topic a different title. I like the SNES version as well, but NES STB will always be the best.
  21. I know it's an oldie, but I've never really played this game before- 12,025 for first attempt. Not sure if I'll have much time to play, but it would be fun to compete! Edit- Got a few more games in tonight, 27,425. I feel like this would be a lot better with a joystick, kind of an addictive game.
  22. Pretty nifty little tool. Being that I don't know much about programming or music really, I was still able to put together a short little loop based on this. TTT file - tried to upload, says that I'm not allowed to add that file type. Loopable MP3 version - attached. It took me a while to figure out kind of what I was doing. I still don't really understand how to set up percussion instruments either. I'm afraid adding it to the same track as the other instruments is above my head as well, although the guide did a good job of explaining how to make that work. Code of Honor Loop.mp3
  23. I had not seen that, thanks. I have it installed, and am playing around with it, will see what I can come up with.
  24. I've been looking for info on music- can you please elaborate? I've found the sound maker webpage that plays sound and generates code snippets. I also tried to get VBB running, but havent figured out how to make something and then be able to play it back. Basically, looking for code that had two channels where I can do the (4) pure sounds in one and the (12) Lower Pure in the other. I can then experiment, but would like to be able to change values for note, length, volume, and how to leave spaces. If I could figure out the code part, I could assemble it and play back in an emulator.
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