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Everything posted by Simon
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Hi, we have got two separate problems: 1) Even if I tested every RasterFahndung cartridge on my systems, there seem to be some problems with fitting the cart into some models of the VCS and 7800. It always seems to fit and work into a 2600junior. So please use these consoles for playing. I used standard Atari cartridges (Big Bird's Egg Catch), so I wonder why these don't fit into all models. I'm not selling more cartridges at the moment, so only the people who ordered a copy by now, have or get a copy. 2) The website http://www.quernhorst.de/atari/ is currently not available due to problems at the hosting company. We try to get it up soon again. Best regards, Simon
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Hi, thanks for your interest in the Limited Edition of RasterFahndung so far. I added the first buyers to the list of owners: http://www.quernhorst.de/atari/rf.html Thanks, Simon
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Hi, the sales site for "RasterFahndung Limited Edition" is open since a few minutes now. http://www.quernhorst.de/atari/rf.html Thanks, Simon
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Would be great to see a video of the game, first to get an idea about gameplay and second to have a peek at the intro... Your cursor has to point at the top left corner of the search pattern, not anywhere in the 6 x 6 square. The game competed in the 2006 Mini game compo and is downloadable in PAL format here: http://minigamecomp.org.uk/minigamecomp/20...terFahndung.zip The sales cart contains both PAL and NTSC versions. Later, Simon
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Hi, the sale of the limited edition of my new VCS game RasterFahndung starts on Sunday, 11th of march 2007 at about 0:00 o'clock CET. You can get more information and watch pictures of the produced items here: http://www.quernhorst.de/atari/rf.html Thanks and best regards, Simon
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Please contact Albert (assuming you bought it here at AtariAge) and ask him for a replacement copy as your individual cart seens to be faulty somehow. Simon
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Hi, Well - it's just a matter of defining the word "demo". For me a "demo" is a demonstration program showing graphical and acoustical effects. It's what sites like http://www.pouet.net/ and http://www.scene.org/ are about. Demos are mainly popular on machines like C64, Amiga, PC, etc. An unfinished game is a "preview" or "work in progress" for me, not a demo. Therefore the current version of this demo is final and it will be released on cart. Thanks, Simon
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@ Nathan Strum: Thanks for your feedback. Well, this topic is called "new demo", so it is not intended to be a perfect slotmachine with authentic rules of play. Otherwise I would have called it "new game". It's a demonstration program of new graphic effects and is dedicated to the "RetroGames" club in Karlsruhe, Germany. http://www.retrogames.info While developing the demo, I decided to have the slotmachine part playable. As the logo of the club consists of the three symbols "arcade", "arrow" and "player" only these were used for the slotmachine. Therefore the gameplay is intentionally limited to a small bonus option within this demonstration cart. I hope that you can understand my intention of this program better now and hope that you still like this demo a bit. Thanks, Simon
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Hi, please find attached the final version of the "RetroGames" demo/game. Please note that this file is PAL format. We're planning a cartridge release soon (PAL cart with labels and manual). Thanks, Simon RetroGames_SQ_16.bin
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Hi, please follow the following link to my latest 4kb demo. It contains two separate parts. The second being a playable slotmachine. http://www.atariage.com/forums/index.php?showtopic=95347 The demo/game is final now and I'll post the final binary in the above topic soon. It'll be released on cartridge, too. I hope that you like the design and look forward to any feedback Thanks, Simon
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Hi, please find attached the updated development version of this game. I worked on the following things: - Soundeffects (rotor blade, explosion, missile deactivation frequency) - A lot of game logic (scrolling all objects out when destination is reached, level init, no movement at explosion, etc.) - Explosion animation I'm looking forward to any feedback. Thanks, Simon 010_igame_sq.bin
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Some additions... Complete: Mental Kombat, Simon, http://www.atariage.com/forums/index.php?showtopic=6900 A-VCS-tec Challenge, Simon, http://www.atariage.com/forums/index.php?showtopic=39105 RasterFahndung, Simon, http://www.atariage.com/forums/index.php?showtopic=90934 (currently in cart production for limited release) Encaved, Simon, http://www.atariage.com/forums/index.php?showtopic=94235 (finished, but not released on cartridge so far) Demos: Graz2004, Simon, http://www.atariage.com/forums/index.php?showtopic=60336 Eurocon2005, Simon, http://www.atariage.com/forums/index.php?showtopic=77831
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Thank you very much for your kind words and good to hear that you enjoy all parts of the game... Best regards, Simon
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Hi, I tested A-VCS-tec Challenge on all my consoles (VCS, 2600jr and 7800) and have other people (Albert, gambler172, ...) check and test out the game, too. It's the first time that I heard that it's not working properly on any machine. So please verify, that the game works fine on a VCS - maybe your specific cart is corrupt. Nevertheless, the game is designed for the VCS and I can't guarantee that it'll work on all versions of the 7800 or any VCS clones. Please try the game on your other machines... Thanks, Simon
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Hi, @Rom Hunter - what do you think of this solution: additional to the radar bar on top of the screen, the game creates a frequency tone. According to the bar on top, the tone will change when it is in the "disable range". This means that you could just concentrate eyewise on the playfield while you listen to the frequecy earwise. And to learn about the frequency you can always have a fast look at the radar bar above. I'll try that out soon. Have a nice day, Simon
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Yes. Great memories are connected to that tune... Please let me know if you want to support one of my next game developments (for example: this one) with a tune. Keep up the good work. Simon
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Thanks for your feedback, Yes. As written before this level is hard (about difficulty 4 of 5). It will be one of the last levels (maybe level 14 of 16 or something like that), but as it's not impossible I'll keep it as it is... The learning curve of every game should bring you to a point which is "tough to play". The possible solutions are not that simple, because: - Your "timed shooting" isn't possible, because there is no object left which could be used as a rocket to shoot down the missile. All objects are used already on one scanline. - as the missile is always on your height, "normal shooting (without timing)" would be too easy as you could simply use rapid fire. That would be far too easy and completely useless. I'll have to think about this topic again. Colors are not final in this version. BTW: the homing missile is technically limited to the same colors as the helicopter. Later, Simon
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Hi, attached is the new version (Collision scanline bug removed; GameOver screen added) of this game project. Three levels are playable now (1. two bars; 2. missile only; 3. all objects). The next level is reached when the distance counter reaches 00. Later, Simon 07p_igame.bin
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Thanks for your feedback! The current version is just a "proof of concept" that all objects can move individually on screen, that all collision and height detections work, that the display is fine, that the counters work, etc. I did not design the levels and the difficulty curve so far. This means that the difficulty is not final yet. I imagine the current level of difficulty being at about 4 of 5 (with 1 being the easiest adnd 5 being the hardest). The current level is playable if you take some time for practise. The missile thing is not that hard if you find yourself the rhythm when to look where... Thanks, Simon
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Hi everybody, please find attached the current version of "I-Projekt". The game logic (counting distance, levels, lives) is mainly included now... I hope that you'll like it so far and am looking forward to your feedback. Thanks, Simon 06p_igame_sq.bin
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Hi, great musics! My first hope was that it was the music of "Druid II", because that one always reminds me of my old days being a member of the C64 group FAIRLIGHT. Maybe someone remembers that old intro with the classic music... I'm always searching for additional music for my new 2600 games... but I'd prefer original and dedicated music instead of conversions of copyrighted tunes. Thanks and keep up the good work, Simon
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not even a 3 cycle NOP? No, thanks. I prefer keeping programming limited to the "official" set of instructions. BIT works fine for 3 cycles...
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No interest in illegal opcodes on my side... never used, never will. :-)
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Hi, I had some thoughts about eliminating the homing missile which is aiming at you. I didn't prefer the simple "shooting it down" option... The attached version contains a small frequency scanner bar now. Every time you press the fire button now, the white scanner position is reset to the left of the bar. If you press fire while the white scanner touches the aim at the right side of the bar, then the missile is destroyed. Storywise it would be told like this: "Use the frequency scanner to disarm the missile. You have to press the fire button when your scanner reaches the correct frequency!". What do you think? Later, Simon 04_igame_sq.bin
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Hi and thanks for the feedback so far! Please find attached the updated version of this new game deveopment (the work in progress name is "I-Projekt")... I improved the display routine and we now have four individual enemy objects on screen: - The cross braces which have to be avoided by going above or below them. - The fence which is only dangerous to your heli when flying at the lowest height. - The rows of round columns which have to be sidestepped through their holes as you can't fly above/below them. - The homing missile which is always aiming at you and will follow your movements immediately. They can all move individually without flicker and I plan to have them moving faster and closer to increase the game's difficulty level. There is no chance of escaping the homing missile at the moment. I envision avoiding their hits by deactivating them with your joystick button somehow (disarming, shooting, hacking, or sth. like that). Later, Simon 03_igame_sq.bin
