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KevKelley

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About KevKelley

  • Birthday 08/18/1982

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  • 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. So just a little update. I have been working on a new prototype. While the original worked with my pads and triggers, it did not work with the sequencer. I had not considered the differences between a gate and a trigger. I have been working on a new circuit that would convert a gate into a trigger but I also want this to remain compatible with triggers, pads, and drum machines without any additional things from a user standpoint. Just plug and play. I think I have the design ready and with minimal parts or pieces. I have yet to test my breadboard prototype but will soon. Unfortunately it has been insanely busy at my work and after a couple years of waiting from hurricane damage, I am finally getting a new roof, which means it will be soon that I can make my studio and workshop. I have also been toying with possible alternative designs for the controller. I had looked at making streamlined versions with no buttons, smaller versions with 1/8” jacks, Eurorack designs, dual controllers, etc., but this will all be determined later once I get a working prototype and idea for initial program. I want something that captures that retro video game feel while also feeling like an instrument. I had even considered gutting a Flashback to get that Atari look.
  2. That frog is what elevates this game. I was watching on @ZeroPage Homebrew and was amazed. This is one of those games that are just so frustratingly simple and executed well.
  3. When I sit down I will. I didn’t realize I could edit it.
  4. I was playing around with a steamboat platformer. Not sure where to go with it.
  5. I thought that was more of a multi cart using a Pi Pico for the method. I’ll reread the thread. I just didn’t know if the 2600+ was reading and just looking for a .bin and if it would be easy enough to just set up a sd card port and the tiny sd card to house a single .bin. I did a brief search the other day on lunch but couldn’t quite find what I was looking for.
  6. PAL - Surfers Paradise - Pass z-Tack - Pass Wall Defender - Pass Great Escape - Pass Homebrew NTSC - Jamloopy - Pass Mardis Gras - Pass Dragon Chalice - Pass Slicks Racing - Mixed (System reboots and stays on black screen on title screen after a couple seconds but works if and starts)
  7. I was curious. Is there a pinout for the cartridge port of the 2600+? I have read where some have found that the 2600+ can load a game off a SD card in a Harmony if there is just one game loaded on it but I was wondering if there is a way to make a non-Harmony or non-Uno SD card cart (pardon my highly advanced technical speak 😂) I was just curious if I can try and make a simple card with a sd card slot and save the .bin on it so the 2600+ would read as if it was a regular cartridge. Not looking to make a multi cart or anything and I imagine something like this wouldn’t be compatible with original hardware. I had thought this could be an inexpensive way for me to make copies of my games I make for testing or distribution but didn’t know if it was as simple as seeing which pins send or receive data and just connecting the corresponding parts.
  8. One thing I love doing is trying to plan my sprites, missiles, and balls. I love the idea of using as many as possible and in different ways. I don’t mind some flicker but I know some do so I try to keep that in mind.
  9. I think the only flicker you would see is an occasional balloon and if the balloons cross the path of the bird or electricity then they may flicker too but I found it to be minimal and not significant, like the Pac Man ghosts. Originally I had planned for more, like a car, dog, robber, etc. or more complex mechanics like having to repair things in addition to catching the balloons but in the end I thought that would be too distracting and might make the game unplayable. This is pretty straightforward. Last I left off I had experienced some scanline issues with the bird punching so I was trying to make that code work as I thought that kept the game moving at a good pace and varied gameplay a bit, especially since I planned on making this a single screen game.
  10. Thank you! I tried to go for a bit of that Activision look with the skyline. I’m almost done with this game. Just hammering out some minor scanline issues still.
  11. Not hijack this thread, but I had been working on a version of this game (loosely based on the Squid Games). I do want to say this game looks amazing and I had searched this before I made mine which helped me decide to go in a different direction. The graphics are different than this version, where I use blocks but have multiple opponents or the option to play up to 5 players, where 4 players can run and 1 the person turning their head, using the QuadTari and the console switches. I also have various gameplay options for 1-,2-,3-, and 4-player modes. I also add AtariVox support so the game will say “Red Light” or “Green Light” or taunt you. Basically you race to collect as many points as possible before the timer runs out. After the timer runs out I have a moment where an AI comes out and walks around where they might shoot you if you do not time your button presses. Also options to change player color. Here is a video of gameplay. I am almost done. Just need to tighten a couple things. Haven’t posted a public binary yet.
  12. I’ll have to add the code later (I forgot my tablet at home) but I modified the DPC+ code a little further to allow for platforming to exist on the top and then have an area on the bottom where you can walk around. I have a game idea I was exploring and thought having a combination of gameplay elements might be desired. This modification also goes to my goal of such a code. A simple platform code that can be altered relatively easily for any game idea.
  13. I find your example programs very clean and organized and easy to understand. When I first tried making a platformer I kind of cheated and just made the sprites move on certain planes. I was playing around with some other code either relying more on collision statements or on pfread statements. I thought these two versions worked nicely. I did have a hard time trying to get multi sprite platformer working. I thought that would be a nice challenge. I wanted to have a variety of options in the future.
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