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Dragnerok X

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Everything posted by Dragnerok X

  1. Thanks for the level, Bomberpunk. I'll add this as soon as I can.
  2. Here's a much better sound demo using only one player (the red tank). This fixes most of the problems I last posted, and so I'll probably have to somehow "incorperate" the two tanks into a sound channel. I also used the stella debugger to get a bit of information on Combat's original sounds (both players, 2 channel), but any comments on what I have now would most certainly be helpful. Thanks in advance. ---------------------------------------------------------------------------------- My Attempt at a few New "movement" Sounds for Combat DX: Combat_DX.bas Combat_DX.bas.bin ---------------------------------------------------------------------------------- My Conversion of the original "movement" sounds to Combat DX: Combat_DX.bas Combat_DX.bas.bin Sidenote: Each of these includes an attempt at a "reverse" sound, which is one pitch lower. Comments on that would also be nice.
  3. If you check the even newer revision (same place as the "new" one you found) you will find that even the top has been fixed; so good news there, news which should allow you to further expand your designs. Though yes Espire8, I'd be glad if could do these last levels for me. I still would like anyone else with ideas to come foward, but if all else fails; this will do fine too. Any luck with what was mentioned above? How are the levels coming Espire8?
  4. This is just my opinion, but I think this topic is quite heavliy based on perspective. I mean, the "retro" community goes through its highs and lows, as new things (such as the Flashback 2 and the soon-to-come Flashback 2 Portable) are released to the public, and as other things become popular; but it really never just "dies" and loses every bit of interest ever aquired. I'm just saying, even the most un-heard of things have communities these days. Take Classical music for example, it's been hundreds of years since Mozart's death and people still listen to his music; why can't the same be applied to Classic Gaming? There are other examples too; Analog audio (Turntables), BBS-es, and even vintage automobiles still have (somewhat) thriving communities. Even if these communities may not have quite the following they had when the topic was "new", they still exist, and continue operation (for the most part) behind the public eye. What's to say Atariage (though probably not by Albert) won't be running 50 years from now?
  5. I agree; here is some additional material on the matter. http://www.atariage.com/forums/index.php?showtopic=62988
  6. Believe it or not, for the most part, it already is! Going back as far as about 3 demos ago, I set aside the difficulty switches to get ready for the AI, as one would notice that when a difficulty switch is set to "A", a corresponding tank couldn't move. This is due to the tank being in "AI mode" in that it stops reading from the controllers and turns to the cartridge itself, basically waiting for movement directions controlled by a "virtual joystick", which is, in short, joystick "latches" in the game being triggered by an AI in place of a hardware joystick. The beauty of this design is that it can't "bug out", like some AI's and do crazy things the player can't do, because it's basically controlling the same interface, just by a computer. The bad news, irronically, is that it CAN'T do things the player can't do, like have a special "boss missile" or other special weapon set aside for an AI, it couldn't (well, easily at least) use that, because it can only access controls set aside for all players. This isn't too much of a disadvantage though, because most of what information the AI needs has little to do with joysticks, more specifically player locations, which are readilly accessable with existing variables/routines. Back to implementation of all of this, my latest source code gives instructions (though somewhat vague) on where to place all this and how to get an AI up and and running. So really, all I need is a good AI to "plug in" to the spot for which it will exist. Sorry, hope I didn't confuse anyone. I'm still trying to get enough this down myself. Oh, almost forgot, I seem to be having some difficulty with sounds. Could anyone make sense of this? Combat_DX.bas
  7. If you check the even newer revision (same place as the "new" one you found) you will find that even the top has been fixed; so good news there, news which should allow you to further expand your designs. Though yes Espire8, I'd be glad if could do these last levels for me. I still would like anyone else with ideas to come foward, but if all else fails; this will do fine too.
  8. Thanks. I just need some more levels for it.
  9. I think I've found a *better* engine idle than what Combat uses; it's still pretty close, though. What do you think? Combat_DX.bas Combat_DX.bas.bin
  10. Thank you for the file, it looks great! Combat_DX.bas.bin
  11. I like it! Though space constraints probably wouldn't make this design realistic there is one feature you pointed out in this which I might be able to add in. Where did you get the custom score counter? I would gladly add that into the game if some code could be provided.
  12. Thank you. I'll try that out and see if I can get something from it. By the way, I would also like to better show you (and everyone else) what i have planned for the AI. Here's how it will work. Difficulty switch 1: Red Tank AI On/Off --------------------------Difficulty switch 2: Blue Tank AI On/Off What I especially like about this setup is the flexibity of it. You could play against the AI as a red tank OR as a blue tank. You could also set both switches to "on" and watch the two duke it out or play with a friend. I think it's pretty revolutionary myself.
  13. I was hoping so, due to the fact that a few of my current "homebrews" rely on those switches, and the FB2P would make a nice unit to play them on. From the pictures you put up, this looks like a great unit, and as long as it stays under the PSP's $200 price-tag I'll look foward to buying it (hopefully) this Christmas.
  14. Just an update to this rediculously outdated topic: The level design contest is nearly over, however, there is still room for additional levels (6, if I remember correctly). You can get to the topic by clicking on this link. So, to get ready for post-level design contest, I have a question I would like to ask. After levels, I'm moving on to sounds, so does anyone here have any experiance with sounds in bB; particularily "importing" them from existing games? I'm just wondering, because I plan on (somehow) "importing" Combat's sound-track into my game.
  15. Just an FYI though, this release marks 30 levels (well... 29) with ~600 bytes left. Going with my original math, 4096 (4k) - 660 (current free space with 29 levels) /29 = ~118.5 bytes per level, which, by the way, is remarkably close to my original prediction of 114.5 bytes per level, considering the color-scheme setup added a bit of "weight" to the bank. So, by that standard, I will finish this calculation. 4096 / 118.5 = 34.56 level capacity. I will round up to 35 however, because, again, the bank is "weighted" and what weight was added by the color schemes is already there and there probably won't be any more color-schemes, anyway. So, on that note; 29 levels down, 6 to go! If you have a level design you want to submit, bring it up now. Once the bank is filled, that's it, the other 3 are dedicated to code for up-and-coming features (sound synthesization, AI, etc.). Also, for these last levels, I will be open to literally anything, just as long as it's a reasonably good idea. Again, Good luck!
  16. Maybe not, with the advent of this newest release. Combat_DX.bas Combat_DX.bas.bin (This fixes both top and bottom movement, BTW) (see below)
  17. This should stir up some new ideas (latest build, still WIP). Combat_DX.bas Combat_DX.bas.bin
  18. Great game; it has inspired most of my recent homebrew efforts, at that.
  19. Technically, nothing matching your "exact" wording has been developed, but here are a few similar solutions you might be interested in... ---------------------------------------------------------------------------------- Solutions: (idea #1) http://www.atariage.com/forums/index.php?showtopic=52772 Solutions: (idea #2) Krokodile Cartridge Cuttle Cart (1) A26 Maxicart Starpath/Arcadia Supercharger ---------------------------------------------------------------------------------- ...the later is a pre-modern solution (1980's) which can only use rom images up to 4k in size, and most likely can only be found on e-Bay. All else are fairly new, however, some are easier to aquire than others.
  20. Nice work; I'll add them as soon as I can. Yes, I definetly agree with your statement, Espire8. I mean, this is sad. Whatever happened to all of the people who submitted levels for Combat Redux? Well... I guess this will make it easier for me to write the credits. But seriously people, the fun of game's like this heavily relies on a variety of levels and how am I supposed to get said variation with a limited team of designers? I guess this post has been up long enough for people to notice and those who wanted to submit something to submit it, so here's a suggestion towards all of you who are reading this, yet not contributing. I've spent months of pain-staking work on this and thus far, have seen little result; if you want to help, yet can't contribute levels for one reason or another, show this topic to somebody, a co-worker, friend, whatever, just spread the word. To design a level, one most likely doesn't need to know much of the atari at all, just how to use a computer and a simple text editing program. Just know, I'm open, and have been waiting over a month for a follow-up here... [/rant]
  21. These tanks do look pretty good, and I am interested (in this current design). If it means changing the resolution to account for the tank graphics, maybe not. I'm stuck at 8x8 right now, so I can't really do that. Either way, tank treads or not, this seems likely addable. It's hard to get at exactly what I'm looking for... just try something new, who knows? Oh, and I'm also looking foward to your levels. Can't wait!
  22. I guess, it's up to you, I was just looking into this to see what could be done to "spruce up" the tank... I still have quite a bit of room (2460 bytes) left in bank 4 (where the tank graphics by themselves are stored), so space shouldn't be too much of a problem, just as long as the graphics are managed correctly. Finally, there shouldn't be a problem with playfield collision. BTW: I'm still in dire need of some new maps, feel free to post. EDIT: I guess that's a decent sample, mind slowing the treads down a bit and posting a few frames?
  23. Yes, that looks pretty good. I'm beginning to see what you're saying. Could you possibly add some animated tank treads to it?
  24. Just looking back, it was all the way back on post #32, second page, but this isn't a court room, is it? On topic, I still stand firm about my decision. If at one point (before your comments) I liked a level, for one reason or another, why not keep it? It couldn't be that bad, but yes... believe it or not I was somewhat "filtering" submissions, but I chose what I liked and I liked most everything and I have a 30+ level bank (4k) to fill so I could have been considered somewhat lenient. So really I guess let's just stop talking and fill this niche you reference. I still have over a half of a bank open for use and I have been dying (...and patiently waiting ) to see what people can come up with. If you have yet to submit something, here's your chance. Let's fill this bank! ...and as always, I can provide more examples if necessary Good; I can't wait.
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