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pseudografx

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Everything posted by pseudografx

  1. Oh, I didn't notice that issue 3 was already out. Can you show us some of it? :-)
  2. We implemented the charging delay because the game would way too easy if it wasn't there. It is still possible to finish the game on easy difficulty quite comfortably. On the other hand, on hard difficulty even MaPa didn't manage to finish one of the levels so far. So anyone can try and beat him
  3. Thanks for the kind words. We rejected level passwords since we wanted to add some kind of oldschool feel to the game (that is also why there is difficulty option since it is usually omitted in modern homebrews); however, when you die in the game, you can choose whatevel level you have already visited, until you turn off your computer. There is also a cheat to skip levels during the game, but that is yet to be revealed
  4. Just record it and upload to YouTube. The size is not important, unless you have a FUP limit on your connection.
  5. I'll check this with MaPa. Perhaps some hidden option could be implemented. Though the current behaviour will be default.
  6. Thanks for not mentioning me. And sorry for my sarcastic mood today.
  7. I imagine a keyboard layout indicator as another menulet, similar to Windows keyboard switcher (eg. EN/DE for English/German layout or EN/CZ for us Czech users :-) ).
  8. See my signature for a list of productions I have participated in :-) Thanks.
  9. Just FYI, the final after-contest release of RGB is now ready for publication on October 26 and will be compatible with NTSC machines.
  10. Yes. a xex file is just a renamed com file.
  11. I would like to be a betatester of your game. I mostly use emulators (Altirra+Atari800Win Plus), but I also have a PAL Atari 800XE + SDrive for testing on real hardware. I could also try to make some sound effects in RMT as I have some experience with it in our own games.
  12. That's indeed very cool. Perhaps you should ask Fox if he could improve ASAP emulation
  13. Thanks for correcting me. It's been a long time since I last used MPT, so I don't remember the features so well.
  14. That's a pity. I think your approach is a very smart way to do samples on limited hardware. I would like to hear how would POKEY handle it :-) Moreover, this method could be used for digitized ingame sound effects without heavily loading the CPU.
  15. How are you going to implement task switching? I guess there will be a keyboard shortcut such as Ctrl+Tab, and perhaps some task panel or task menu?
  16. That would be me in case of RGB However, we should ask the organisers of the contest in order to avoid infringing the rules.
  17. I have a solution for Paint Shop Pro if you don't need to do it in realtime :-)
  18. There was no tracker involved in the making of this tune. Just honest toil in assembler.
  19. MPT supports samples in music (but IIRC it cannot play them in different pitches, just replays what you throw at it at a default frequency). But it's a native Atari tracker. So far there's no cross-platform POKEY tracker to support samples.
  20. Well, I did not promise that, I just said that we in the ASMA team may discuss that :-)
  21. Well, just a few, and some of the enemy animations were even done by MaPa (especially the tracks of some enemies). I only did the spider and ball/thing animation together with explosions, which were generated by Explogen (btw. if you ever want to do an explosion in your game, use Explogen, it's a nice little tool!).
  22. You can just send it by e-mail to [email protected] Do not forget to attach the document with description as per the contest rules.
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