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pseudografx

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Posts posted by pseudografx


  1. What I haven't understood (or find strange) is the "charging of the weapon" it makes it (for me) almost impossible to destroy robots without getting hit. But I will give it another try surely the next days.

     

    But then again I am not much of a gamer and more inclined to use my A8-time for my own game development :)

    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 :-D

    • Like 3

  2. Strange that there a no posts anymore in this topic. I am a huge fan of this excellent new a8 game.

    I only have on feature request.

     

    Could you add some kind of 'passwords' to the completed levels? Now I have to start to level 0 every time I restart the game.

     

    Besides that, I love this game.

    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 ;-)

    • Like 2

  3. Small request: Could you change the controls so that the trigger is responsible for jumping and pushing up is shoot? ATM jumping is IMHO quite tedious and other moves during fire seems to be prohibited anyway(?). (Maybe it's only me, but I don't like jumping by directional input - I had/have the same problems with 'Ridiculous Reality'.)

    I'll check this with MaPa. Perhaps some hidden option could be implemented. Though the current behaviour will be default.

    • Like 1

  4. Menulets are added to the third node in the menu bar list (System menu being the first node, App menu being the second), so the most recently added menulet is always immediately after the application menu bar. The application menu bar container gets resized every time a new menulet is registered, or if one is de-registered. It's just a lot of list manipulation. In any case - we won't have room for too many menulets. :D (Although menulets will usually be 8x8 icons rather than textual items.)

    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 :-) ).

    • Like 1

  5. 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.


  6. Moreover. MPT has editable frequency tables (well, at least 8-bit ones - 4 of them in total). And all of them are saves together with music. Here's old example of my experiments with triangle waves (still not supported by SAP players!):

     

    On real stuff it sounds even better! :)

    That's indeed very cool. Perhaps you should ask Fox if he could improve ASAP emulation :)


  7. It wont be released. There are many people negatively talking about the method (but probably wishing inside that they can use it to their advantage) So no, no sources or executables :-| Its not a complex process anyhow

    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.

    • Like 1

  8. I'm curious, by the sounds of it, once or twice per frame seems ample enough for a program as good as RMT to use to create numerous instruments, but knowing that DIGI sounds & synthesized sounds require much quicker updating, could (or does) RMT or any music program in general (if created) allow DIGI instruments, as, if you combine your regular instruments in the same package as creating DIGI instruments to run faster than the rest of the music piece, ie. all usual instruments run once or twice per frame, but when DIGI instruments are detected update them more often, perhaps, about 5 times or more per frame.

    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.


  9. PG and MaPa... well... done... :)

     

    PG you did some animations? ;)

    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!).


  10. Great C64 screenshot - when's the Atari version out ;)

     

    seriously though - that's some mighty fine use of colour. It looks like you got the C64s freedom of colour placement with the subtleties of the Atari palette and it works out really nicely.

     

    Like the music too

    Then you might be surprised that the ingame tunes (there is a 4ch title tune, four 2ch ingame tunes, one 4ch congratulations tune and two short 4ch jingles) actually only use 2 channels. The other 2 are used for sfx. A side effect is that the tunes have a lower memory footprint - all the tunes and sfx occupy just a little over 6 KB.

    • Like 1
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