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pseudografx

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Posts posted by pseudografx


  1. and the winner is....

     

    8 ) Crownland / Piotr Wisniewski / Game - Jump'n Run

     

    I bet for this game with high quality level.

     

     

    But you don't know the other programs, except your own ;-)

    Also programs of very high quality!

    Could we, ABBUC non-members, look forward to some teasers before October? Screenshots, videos? :) Pleeeease! ;-)


  2. Can someone explain exactly what needs to be done to a text file to make it A8 compatible?? For instance, typing or OCR'ing a BASIC program on the PC and converting it to an A8 loadable file. Also, is there a PC based A8 character set/font for generating the proper A8 graphic/control characters?

    I suggest trying this tool:

    http://raster.infos.cz/atari/forpc/dratex.htm

    The description is in Czech, but the program itself is in English and should be easy to use (just drag&drop).


  3. Hi to all lovers of POKEY beeps,

     

    The newest release of Atari SAP Music Archive, version 3.2, was just uploaded!

    News:

    360 new songs (that almost doubles the last record), which is more than the whole 1.0 release had!

    119 credits fixes

    20 better rips

    12 duplicates removed

    TIME tag added to all songs (supported by ASAP player)

    2540 songs total

    Now THAT is an update! We hope that you will like our archive and wish you a pleasant listening experience :-)

    Download at http://asma.atari.org


  4. Besides poor gameplay is doesnt keep your score - so if you were playing this to achieve a new record or such take a picture quickly since when you lose your last life it quickly goes to the home screen never to show your score again...............

    Oh, what a pearl in the Atari game library! ;-)


  5. Oh, if only this had been implemented! It would kick SID's ass :)

     

    There were 5 Amy development disks posted by John Hardie some time ago. These had programs and data for a Amy development system on a board with an 8051 connected to a PC parallel port. There wasn't any 8051 code I found. There didn't seem to be any Amy instrument data for the 8051 when I first looked. I only found Atari music composer files.

     

    I looked again a few days ago and I found one file called MERGE.OLD which contains an instrument called "rhodes2." There is some Fortran code that converts data from PCPLOT to a binary format which is loaded into the 8051. Since Curt Vendel posted the Amy docs I could figure it out and make an attempt at reconstructing the sound.

     

    I am not sure of how fast the harmonics should be played back so I will give two example speeds.

     

    This may be the only sound that survives from the Atari Amy project.


  6. thanks uborg...

     

    re: 1.

     

    i personally found it challenging enough. as you must be careful with your potions... would it be a good solution to gain little bit health every few seconds?

    Well, this could be based on your hero's class/level or perhaps finding some magical item or fulfilling a quest.


  7. Ok, here is the fixed version of the graphics. The old version had sometimes problem with white colour, which actually can't be in the same char as the red or blue color (not the one within health/mana bars but the one in the diamonds and flasks). Now the major glitches should be solved.

    post-6830-1183982797_thumb.png


  8. ok. small update... implemented facing...so player gfx with left/right plus monster facing implemented...

     

    next will be weapon gfx plus attack animation to implement... then we have a small but important step made.

     

    PG...any chance to get a static "bar gfx" for the mana/health bar? ;) before you jump into outrun...

    Ok,

    Here you are :-)

    I hope you like it but of course I can do any changes you wish :) Btw. I am not very good at drawing faces, but the result turned out acceptable. Anyway, if espire8 thinks he could draw a better face, he can feel free to do so.

    By the way, this is the first draft and there are probably some misplaced pixels that make the actual image undisplayable on a real atari or emulator. I will fix these later.

     

    post-6830-1183980942_thumb.png


  9. oh...this damned skeleton... but i am close to hit him... ;)

    Hah, cool :-)

    The walls are fine now (well, maybe there except for the corner tiles that have to be slightly improved, but that's not a top priority).

    Also the gates on the side walls look a bit different than on my fake screenshots.

    Anyway, great job, Heaven!


  10. ok. small update... implemented facing...so player gfx with left/right plus monster facing implemented...

     

    next will be weapon gfx plus attack animation to implement... then we have a small but important step made.

    Hi,

     

    The walls are still constructed in a wrong way - the lower part of the wall should be shifted one char to the left or right so that the upper part ties together.


  11. Well I can help with snippets of code but there's stuff I have on the backburner that I've been meaning to get onto.

     

    However, some of the work I want to do is sprite-engine related so might be helpful anyway.

     

     

    That would be excellent rybags. any help would be appreciated. anyone involved will get an even share of the royalties from the sales.

    I could help with some graphics, too, if coder is not the only thing you need. I know espire8 will do the gfx, but perhaps I could assist. I'm quite successfull at converting existing graphics to atari acceptable form ;-)


  12. here will be software sprite like the monsters... i wanted to have the PMs free for fx etc...

    There will be some trouble with different colours of armor and helm. We have 3 colours for this, third of which is ORed from the two base colours. Therefore we cannot just make the armor blue with red decorations and the helmet white. We have to respect the limitations (unless you want to add DLIs to make the hero more colourful), which will be quite tricky.

    We will have to use colour combinations that can always be displayed correctly.

    The screenshot below does not respect the limits, it's just for illustration.

    post-6830-1183022349.png

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