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Everything posted by pseudografx
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RGB - a game for the ABBUC Software Contest 2014
pseudografx replied to pseudografx's topic in Atari 8-Bit Computers
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. -
Ransack game for ABBUC Software Contest 2014
pseudografx replied to José Pereira's topic in Atari 8-Bit Computers
Not to mention your Diablo-like RPG project... -
RGB - a game for the ABBUC Software Contest 2014
pseudografx posted a topic in Atari 8-Bit Computers
Hi everyone, Let me introduce our game for the annual ABBUC Software Contest 2014. Objective Your task is to eliminate all robots in a level by deactivating their RGB components. To deactivate a component, shoot at the robot with a missile that has the colour you want to deactivate. For example, to deactivate a red robot, shoot at him with a red missile; to deactivate a cyan robot, shoot at him with a blue missile and than a green missile (or vice versa); to deactivate a white robot, shoot at him with red, green and blue missiles consecutively in any order. You can change your missiles' colour at the recalibrators or by picking up certain bonuses. There are 8 levels in the game with increasing width and complexity, including the single-screen introductory level 0. When you run out of energy, the game is over. Requirements A stock Atari 8-bit computer with 64 KBytes of RAM and a joystick. Tested on PAL 800XL/XE models. Not fully tested on NTSC. Authors Code and game concept by MaPa Ingame visuals, level design, music, sound effects and documentation by PG Additional graphics (title screen, etc.) and font by Ooz Betatesting by Fandal, Matosimi and therealbountybob. Thank you! Youtube: -
Unfortunately, Radek is not here any more to help you with this issue. If you can make use of RMT's source code, there may be a way to get it from Fandal, who has much of Raster's stuff at his disposal.
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I had the honour to try the game yesterday at Fujiyama party and it is really nice and plays well. Good luck to the author who is present here in person.
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I don't know of any such tool, but maybe the .TXT export feature of RMT might be helpful?
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Today I was thinking about a name for your OS and came up with the title "Antix" or "AntiX". The initial part refers to the well-known graphics chip in the Atari while the -X reminds of various modern OSes ending with X. Does anyone else have any other suggestions?
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Would it be possible to set the default key repeat parameter in Altirra Basic to a faster setting, like e.g. 3?
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I may be wrong, but isn't the Off-topic section intended for off-topic discussions?
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Since my actual system (800 XE) is not listed, I voted for 65XE, which is quite the same. Using it together with an SDrive (self-soldered!) and a RAM320XE prototype cart from Ctirad. However, it leaves the storage in my bed only about once a year.
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We are currently busy with another project so production of the carts is now in sleep state. We may eventually return to that by the end of August. Our current project in development, as announced in the Atari 8-bit Computers subforum: http://atariage.com/forums/topic/226953-abbuc-software-contest-2014/?p=3024686
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See this thread.
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Centron 3D Official web page completed. Info + Pics
pseudografx replied to rpc_games's topic in Atari 8-Bit Computers
Well, actually Atari PMG corresponds to "hardware sprites" quite well (an independent layer of movable graphics objects); the only problem is that the method had been developed before it became known under the name "sprites" :-) -
Can you take a picture to see what went wrong?
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PRO ( C ) ATARI Magazine - Issue 2
pseudografx replied to powersoft's topic in Atari 8-Bit Computers
Seems like there is no new homebrew coverage, but otherwise looks like an interesting read. Looking forward to get my English copy. -
Just like TMR said, the enemy robots are software sprites with overlay extra colour using player 2&3 objects.
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It's about 25-30 colours depending on where you are in the level and what colours are the robots displayed. Actually just simple DLI changes, only a lot of them :-)
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I am afraid you won't catch the last contest's deadline :-)
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Let us present the latest project by MPG Productions for the upcomming ABBUC Software Contest. The game is still in very early stage (started just last week) but some essential functionality is already in place. Code and game concept: MaPa Visuals: PG
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Maybe I am wrong but as far as I remember, Numen's Rubik cube uses shuffles the colours on every run so it is actually not precalculated. What I am finding challenging on this potential game is the controls, especially when joystick is concerned.
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Project update: We are now considering the possibility to put both Thetris and Rolltris in a single 64KB cart. According to Albert, this should be easy enough to produce so it seems that this might be our final decision if we opt for making the cart. Moreover, the price for a single 64K cart would be much lower than the price for two 32K carts.
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Does anyone know why the intermediate sizes (32K, 128K, etc.) were not available? It would make sense to have the DRAM chip sizes in multiples of two.
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If you are not familiar with the games, here are videos from the XL/XE versions of the game. The 5200 versions are identical. Rolltris: Thetris:
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Hi, We (PG and MaPa) are considering selling our latest games Rolltris and Thetris on carts (with stickers and short manuals) for the Atari 5200. The carts would be available through AtariAge Store and while we are not certain about the prices, they should be on par with the existing offerings. We are also considering making boxes for one or both of the games. Please let us know if you are interested and what would you expect to obtain for your money (box, collector items, poster, etc.) and what price are you willing to pay for either of the games.
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It's from the game. Just POKEY versions of Amiga modules made using RMT MOD import.
