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Everything posted by pseudografx
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That's a good news I hope we can expect another alpha (or beta) soon
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Some stickers for inspiration:
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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!
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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).
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Wow! Some very nice entries! It's a pity that I didn't have time to contribute, I have a few PMG-related ideas in my head :-)
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Nice! What's on your to-do list?
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Thanks a lot, Albert!
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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
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Oh, what a pearl in the Atari game library!
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Back in the days I liked Speed Ace from Zeppelin Games, which is a motorbike racing game. It is a little bit slow, but IIRC it also has a two-player split-screen mode. http://atari.fandal.cz/detail.php?files_id=3036
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Well, if games like Claim Jumper count, then Archon should definitely fall into this category as well!
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Oh, if only this had been implemented! It would kick SID's ass
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Well, not unless he has a helmet :-) Tomorrow I will try something.
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Well, this could be based on your hero's class/level or perhaps finding some magical item or fulfilling a quest.
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I use ConTEXT as a source code editor, which supports calling external apps (XASM in my case) with the file (including command line flags). 6502 syntax highlighting is also supported.
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Yes, I did. We could discuss that on skype if you can come there.
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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.
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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.
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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!
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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.
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looking for a coder for a new atari 8bit game
pseudografx replied to Kjmann's topic in Atari 8-Bit Computers
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 -
It would still look good, just some rules have to be obeyed.
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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.
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And how about the hero himself? Will it be a software sprite? Btw. the hit indicator is quite poorly visible on my LCD (though this could be because of a slow response time, it's 3 years old now!). Moreover, because of the limitations you cannot display hits over 99 damage. Will this be enough in the later levels? Btw. the above screenshot shows the hero barehanded. When he holds a weapon, the player shape would be different.
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Ok, here is the armor concept. I don't think it's too useful, because in order to make the sprite detailed, you have to change more pixels than just add a new layer. It would be probably better to redraw the whole sprite for each armor class. Reagarding weapons, you have to keep in mind that different weapons are held in a different way. You cannot hold a staff the same way as an axe.
