Jump to content

Avram

Members
  • Content Count

    298
  • Joined

  • Last visited

Community Reputation

33 Excellent

About Avram

  • Rank
    Moonsweeper

Profile Information

  • Gender
    Male

Recent Profile Visitors

9,877 profile views
  1. Thanks, _The_Doctor_. Many of the levels have the potential to work on the Atari but there are a couple with some giant objects moving, and a couple of other levels with about 50 moving objects. When I had begun the project on the 8-bit I had planned on using two sprites for the main character and three sprites for enemies. While I regret not being skilled enough to write for the Atari, it has been really nice to not worry too much about limitations with color and moving objects. Thanks for the comment, MrFish!
  2. Many years ago I began a programming project for the Atari 8-bit that was inspired by the unique way player-missile graphics are designed. The character I planned on creating could not jump but could instead telescopically raise their neck to reach higher platforms. That’s where the tall, narrow Atari sprites would have been perfect for this idea and so I began but quickly struggled with assembly language. On these forums I had a lot of encouragement and assistance from Eagle, Bryan, Kylev, Heaven, Sheddy, MaPa, and many others but, even with their advice, I struggled to realize my ideas and so switched to GameMaker. There’s almost no artwork created for the game on the Atari 8-bit version of the because I wanted to get the coding correct first and, because I didn’t code the game, never got onto the artwork. Though my avatar of the yellow robot was a draft of what I intended to make. I know this is the Atari 8-bit forums but if you want to see how the project turned out you can visit https://avram-dumitrescu.itch.io/schmutznik. The game went through many changes. Originally, it was going to be called Acid Reflex (a play on acid reflux which doesn’t actually make sense) where you were cleaning up acidic slime on a giant spaceship. Now you’re a robot cleaning up slime in underground caves. The art style went through so many versions and I ultimately settled on making everything from Play-doh as it gave a fairly unique look to the game. Schmutznik still isn’t complete - I have one more level to make, plus an ending sequence, bug hunting, and testing, but I hope to have it released this year.
  3. Thanks Kevin. I've been binging on your interviews and you manage to locate all kinds of unreleased software, and I'm concerned that it'll fall by the wayside. But it looks like you're on top of it so I'm excited to see what gets released when it's ready!
  4. Kevin - did Robert Jaeger ever send you his disks? The skiing game sounds interesting.
  5. Thanks so much for doing this interview, Kevin! I really appreciate hearing the stories behind Timeslip and Jet Boot Jack. Jon - if you read this, I can assure you that your source code to your games will much enjoyed by the Atari community. Regardless, as you have bolstered your original code with expanded comments it would be wonderful to see the documents uploaded to here and/or archive.org. Finally, I cant wait to see what you do with updated versions of Timeslip and Jetbook Jack. Thanks for exploring these titles again!
  6. Jet Boot Jack was one of my favorite Atari games, as was Timeslip! The gameplay, audio, and visuals on both are great! By the way, did Jet Boot Jack have an ending?
  7. An updated Jet Boot Jack would be incredible, especially if youre the original author!
  8. Look at modern game design books. Or level design articles at gamasutra.com. Or videos on the GDC vault: http://www.gdcvault.com/play/1023282/Empowering-the-Player-Level-Design
  9. Sorry, Steve. Barbarian is what I meant. Combination of late night and advancing years. Still, looking forward to seeing what you unearth when you go through all your stuff.
  10. Steve - are you able to release the Russell Knight version of Pysnosis or the demo of TRAP?
  11. I wasn't sure whether to post this or not, as this is the 8-bit forum, so moderators, please move it it's not relevant. A couple of years ago I got into email conversation with Ivan Mackintosh (if you haven't played any of his and Richard Munns' games, try Cavernia and Black Lamp), and we decided to collaborate on a game for the iPhone. Unfortunately, due to work commitments, we had to cancel the game. Here's a link to a post on my blog with a little more information, screenshots, and videos: http://avramdesert.blogspot.com/2015/09/rooster-wanted.html
  12. Slightly off topic, but here's a short clip about Tim Huntington and the music for his first two games:
  13. Thanks everyone for all the game ideas. Looking forward to exploring these.
  14. Regarding non-Atari games, here's a Batman game I'd like to include in my talk - http://en.wikipedia.org/wiki/Batman_%281986_video_game%29
  15. I'm putting together a talk on how comic book super heroes (Spiderman, Superman, Batman, etc.) have been represented in 8-bit games. So far I have the following: Superman III - http://www.atarimania.com/game-atari-400-800-xl-xe-superman-the-game_6795.html And Adventure International's games: Spiderman - http://www.atarimania.com/game-atari-400-800-xl-xe-questprobe-2-spider-man_4236.html The Hulk - http://www.atarimania.com/game-atari-400-800-xl-xe-questprobe-1-the-hulk_6734.html What else am I missing on the Atari 8-bit? And if anyone's familiar with the ZX Spectrum, Apple II, and C64, would you mind suggesting titles I can look at? Thanks, Avram
×
×
  • Create New...