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PkK

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Posts posted by PkK


  1.  

    The colors in this picture look much much better than the ones in the first post.

     

    Both pictures were taken in the same place, in the middle of the same table. The first with natural light from the sides on a cloudy day only. The second with additional artificial light from the top (i.e. I switched on the light in the room). When I get the gray cases, I'll update http://www.colecovision.eu/ColecoVision/development/Homebrew%20kit.shtml with a picture including all colors.

     

    Philipp


  2. Just curious: Are these the only colors you could get? I'm wondering if dark blue is available...

     

    Nice colors, anyway. :)

     

    Diffrent colors could have been chosen. I did choose black, since it is mostly okay for any game, and is by far the most popular among buyers of the Homebrew kits. I did choose the other colors since they match well with games that I intend to release in the future.

    The cases I ordered now will last a long time, so there probably will be no additional colors in the next few years.

     

    Philipp


  3. Besides the colors shown here, there will also be gray. I might take another picture when I get the first gray ones.

     

    There are very few red ones left. I did not order more.

     

    Philipp

     

    P.S.: On my notebook screen, the picture looks a bit less colorfull than the cartridges, especially for the green ones. Maybe I'll take another photo one under different light conditions.

    The real colors are close to:

     

    RAL 9005 Jet black
    RAL 5021 Water blue
    RAL 8002 Signal brown
    RAL 6029 Mint green
    RAL 1016 Sulfur yellow
    RAL 4009 Pastel violet

     

    and for the ones I don't have yet:

    RAL 7047 Telegrey 4


  4. Those colors are looking awesome! I have been a bit out of the loop lately. Are you planning on any new game releases soon? I am a huge fan of your games. Either way, thank you for your contributions to the scene.

     

    Currently the only game project that is likely to result in a release in 2017 is Io. It would get yellow cartridges. I also have game ideas for the black, brown, green, blue and purple cases, but those are still further from completion.

     

    Philipp

    • Like 1

  5. This will probably the last update for a while. I don't know yet when I'll find time for Io again.

     

    Changes in this version over the previous one:

     

    * Prevent tapping into other players sulphur storage

    * Fix tool text for second player

    * Per-player construction site limit to prevent blocking in two-player mode

    * Tornados

    * Fix demolition of nodes on sulphur vents

     

    Planned features not yet implemented:

     

    * Saboteurs (destroying infrastructure)

    * Earthquakes (destroying infrastructure, opening new sulphur vents, closing old ones)

    * Different levels (with later levels possibly in a futuristic setting on Io instead of Earth)

    * Performance optimization

    * Fix HQ update sprite graphics bug

    * Eruptions

    * Roller controller support

     

    Philipp

    Io-0.8.rom


  6. Basic two-player support is there now.

     

    List of planned features not yet implemented:

    * Saboteurs (destroying infrastructure)

    * Earthquakes (destroying infrastructure, opening new sulphur vents, closing old ones)

    * Different levels (with later levels possibly in a futuristic setting on Io instead of Earth)

    * Performance optimization

    * Per-player construction site limit to prevent blocking in two-player mode

    * Prevent tapping into other players sulphur storage (currently all paths/rails/nodes form one big network,no matter who built what)

     

    Philipp

    Io-0.7.rom


  7. Hmm, the two-player mode isn't that easy to do. How to strike a good point on the cooperation / competition scale?

     

    * If both players just work as one mine with one HQ that might not be that interesting

    * If each player has their own HQ and they are competing, demolishing the other players infrastructure should not be allowed (unless maybe through some special features like hiring saboteuers). But then one player could easily block the other by building paths.

    * But maybe if the number of construction sites per player is severly limited, the blocking path problem won't really happen: The blocking path can't be build in one go, so the player about to be blocked has sufficient time to react, and build their own path bypassing the block.

    * When should the level be won? One player achieves a level 10 HQ (same criteria as for single-player)? The sum of the HQ levels is 10 (might be a bit more interesting but also easier to achieve)?

    * When should the level be lost? When both players are bankrupt? When one player is bankrupt?

     

    Philipp

    • Like 1

  8. The sulphur vents are finally animated.

     

    List of planned features not yet implemented:

    * Two-player mode

    * Saboteurs (destroying infrastructure)

    * Earthquakes (destroying infrastructure, opening new sulphur vents, closing old ones)

    * Different levels (with later levels possibly in a futuristic setting on Io instead of Earth)

    * Performance optimization

     

    Philipp

    Io-0.6.rom

    • Like 1

  9. simcity? cool. Can't quite understand how to play yet but it seems promising

    If you want to build more than just a sulphur mine, there are also other games, such as Fortune Builder and Bankruptcy Builder. But those also are complex enough that one should read the manual and use the overlays.

     

    Philipp


  10. Here comes the status bar redesign.

    I hope this makes the game easier to understand.

    Whenever the player changes the active tool, a short tool description is briefly shown in the upper right corner.

     

    Philipp

    Io-0.5.rom


  11. Construction sites can now be demolished, and there is basic support for difficulty levels (currently the difficulty only affects the storage space in teh HQ and the starting amount of sulphur; later it will affect saboteurs and earthquakes, too).

     

    List of planned features not yet implemented:

    * Two-player mode

    * Saboteurs (destroying infrastructure)

    * Earthquakes (destroying infrastructure, opening new sulphur vents, closing old ones)

    * Different levels (with later levels possibly in a futuristic setting on Io instead of Earth)

    * Animated sulphur sources

    * Status bar redesign

     

    Philipp

    Io-0.4.rom


  12. HQ upgrades, multiple workers and demolition are now implemented. Also, curved rail now works porperly.

    The number of workers increases with some HQ upgrades (the ones that don't change the HQ graphics).

     

    List of planned features not yet implemented:

    * Two-player mode

    * Saboteurs (destroying infrastructure)

    * Earthquakes (destroying infrastructure, opening new sulphur vents, closing old ones)

    * Difficulty settings

    * Different levels (with later levels possibly in a futuristic setting on Io instead of Earth)

    * Demolition of construction sites

    * Animated sulphur sources

     

    Philipp

    Io-0.3.rom


  13. Rail and upgrades for depots are now implemented:

     

    Rail has 3x the transport capacity of paths.

    Upgraded depots on sulphur sources have higher production.

    Depot storage capacity is increased with upgrades (and depots that are not on sulphur sources have higher storage capacity).

     

    Philipp

    Io-0.2.rom

    • Like 1

  14. Years ago while in Tokyo, when I wrote the Qix-like Ȼi̅x̅, I also had an idea for another game, Io.

    It is inspired by the game 20,000 Light Years Into Space, and a visit to a vulcano with an abandoned sulphur mine.

     

    Now I finally have a very early, but somewhat playable prototype:

    In the game you manage a sulphur mine. You need sulphur to pay the workers. Sulphur comes from sulphur vents, where it can be captured and then moved to the headquarters.

     

    The upper left corner always shows how much sulphur you have at the HQ, when it reaches 0, you loose (the game currently just restarts).

    With the left fire button, you can build sulphur depots and paths for sulphur transportation. When a sulphur depot is built on a sulphur vent (those things with the white steam), it captures the sulphur from there. Otherwise it just sevres to store and distribute sulphur. Sulphur is transported along paths that connect depots.

    With the right fire button you change the currently selected construction tool (which can alternatively also be done with the toolbar on the upper right of the screen). When the cursor is over a depot, the amount of sulphur there is displayed instead of the toolbar.

     

    Currently at the beginning you see the HQ (with the blue building), a sulphur depot on a sulphur vent to the right of it (but not yet connected), and two other sulphur vents further up.

     

    You should start by connecting the depot on the sulphur vent to your HQ with a path, so you don't run out of sulphur soon.

     

    If I ever complete the game, it will come in sulphur-yellow cartridges.

     

    Philipp

     

    P.S.: This is a very early demo. Many features are not yet implemented:

    * Rail (has higher transport capacity than paths; you can build it already, but it doesn't work yet)

    * Upgrades of depots and HQ (higher capacity)

    * Multiple workers for faster construction

    * Two-player mode

    * Saboteurs (destroying infrastructure)

    * Earthquakes (destroying infrastructure, opening new sulphur vents, closing old ones)

    * Difficulty settings

    * Different levels (with later levels possibly in a futuristic setting on Io instead of Earth)

    * Demolishing

    Io.rom

    • Like 3

  15. You could also use --allow-unsafe-read (current name, AFAIK it used to be --lospre-usafe-read in older versions), to enable some extra optimizations, but it won't make a big difference either.

    I never used --vc, I guess it is a matter of preference.

    For --max-allocs-per-node you might want to choose higher or lower values depending on compilation speed vs. code quality trade-off desired.

     

    Philipp

    • Like 1

  16. I don't know, but I assume they did it the same as I did for my games in the Search for the Stolen Crown Jewels series:

     

    Only a few rows are scrolled (for me, depending on the game uo to 4). Nova Blast only needs to scroll the cliffs at the bottom row, and 2 or 3 rows for the islands. SCJ games have two rows on the bottom and up to 2 rows of clouds in the sky. All other movement is done via sprites.

    For those rows, you stole each tile multiple times, depending on how smooth the scrolling will be, you have 4 or 8 shifted versions shifted by 2 or 1 pixels each. Then you quickly overwrite the VRAM data for the 3 or 4 rows in your game main loop. You only need to write 32 bytes of VRAM per row.

     

    Philipp

    • Like 1
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