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KevKelley

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About KevKelley

  • Rank
    Moonsweeper
  • Birthday 08/18/1982

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Profile Information

  • Custom Status
    Lots of hobbies, little time, loads of fun.
  • Gender
    Male
  • Location
    Orlando
  • Interests
    Music recording and production (using vintage and obscure instruments), classic video games, board games

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  1. Cool. I've been reading about this stuff trying to learn more. When it comes to doing sound on the 2600 in bB, I have a hard time and I need to add sound effects to my game so I am toying with this idea as a simple way to learn while making something new in the process. It's all a learning experience
  2. I'm not too familiar with those but I was thinking of converting a single controller, with each directional being replaced with a 1/4" Jack. I would leave the button and try to convert it into a pedal. I was playing around with possible designs but looking for something simple. I think using a microcontroller might exceed my level of expertise.
  3. I was looking at the pin outs for the controller ports and was wondering if my understanding into how it works is correct. To make the controller work you are basically bridging the gap between the ground and the direction/button pressed causing a voltage drop to occur and an action to take place. . I was wondering then if it would be feasible to create a connector that connects to a piezoelectric trigger to essentially use the VCS as a drum brain. My thoughts were basically since the trigger can go up to 5v when hit, each direction or button can be associated with an individual trigger. I would think that the 5v pin would not be connected and instead each trigger would deliver the voltage when hit. This may be an oversimplification of how it all works but this was a thought I had since I was working on a drum trigger recently. I have been trying to get a better understanding of the audio output of the Atari so that I can better program the sound effects for my game. I was thinking of the great SynthCart or CVDrum but if there was a way to play with real instruments. Ideally one port would be associated with the triggers while the other a joystick where the controller can change te ADSR of the two audio channels and make either both channels associated with one trigger or separated to allow for limited polyphony.
  4. Really awesome sprites and animation. The concept is very original twist.
  5. I like how the levels are introduced. Very whimsical but practical.
  6. Just a quick update: I haven't had too much free time these last couple months due to a variety of issues but I am indeed still working on this game! Previously, one of the big issues I was approaching was that I wanted various "stages" where after a certain goal was achieved, such as collecting a number of carts, you would go to a stage with different gameplay. So far I was programming the "rain stage," which changed the color of the parking lot to a blue to give the appearance of being wet, as well as added lightning on the top of the screen. The wall I hit at the time was how to change back to a regular stage afterwards. Well, I had figured that part out by using a variable that is attached to the collision detection between the cart sprite and the manager sprite. Collect a number of carts and it will change the level. Collect x amount more and it will change back. There are other things that I would want to implement, like maybe a quick stage change screen, but I figured that would be much easier to make once I get the meat and potatoes done. So far I want the following: various stages (regular, rain, snow) and one bonus stage. Now my brain is stumped on how exactly to change the levels. Should I use a pattern? Should I use a data table somehow to run through a set number of stages and use that number to also alter gameplay in the various stage? Should I randomize the weather? Not sure how to use data tables but from my understanding of reading it I was thinking that it sounds like something I might be able to utilize for a variety of things, like having the various stage selected and the conditions of each stage (# of cars, speed, physics, etc.) and that this may be the way to go. I will update the first post (link below) with my newest working files. Don't expect much difference! I only have a some minor changes, with I think the biggest being the way the lightning stays on the screen and follows Bag Boy when he grabs a cart.
  7. Not too long ago I came across an eBay auction of a bunch of rare colecovision games. The lot was of pretty much all the Xonox games. Some were in rough shape (but those were the ones I already had). I just finished a huge round of buying so I was debating what was a ridiculously low price (I think around 60-70 for 8 or so games). In the time it took me to debate buying it someone else snagged it.
  8. I have read that the Supercharger can play non-supercharger games converted to wave files if they are 2k or 4k games. I have found lists of 2k games (but not 4k ones) but was wondering if anyone had a list of compatible converted files known to work on the supercharger.
  9. I was trying to find a binary to wave program that works with Atari binaries so I can try an experiment with a Supercharger. When I had looked through the forums, I couldn't seem to find a link that worked and was not sure if I can use any program or if there is one in particular that is preferred.
  10. In addition to all the ones mentioned, I always found Bee Ball neat. I thought it was a fun concept that had nice gameplay and reminded me of something that could have been programmed back in the day.
  11. I was wondering if this homebrew was either available for physical release or was permitted to have one made for personal uses (like for getting an autograph)? I just wanted to add that I had looked everywhere, from the AVGN website to the forums and saw nothing that explicitly mentions physical reproduction but I would assume permission is implied from release of the files, manuals, and label art, but I do not want to violate anything.
  12. I'm assuming the Sprite disappearing is just a result of the video capture. My game did that where it showed all the cars disappearing but in reality you can see them fine, even with the flicker management.
  13. I was curious. I was wondering if this homebrew was either available for physical release or was permitted to have one made for personal uses (like for getting an autograph)?
  14. I was curious if anyone had ever considered programming the graphics to take into consideration the ability to change aspect ratios on modern televisions? Or would this probably not be worth it, due to time or effort involved?
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