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Found 8 results

  1. This is my entry for the LynXmas 2020 Game Jam organized by Atari Gamer, in conjunction with AtariAge, ejagfest and Sillyventure. The game can be downloaded here for free. Full sources will be on my Github page in few days (I'll post about it when they will be uploaded). Santa Factory is the legendary workshop where Santa Claus is said to make the toys and presents given out at Christmas. December is a busy month in this factory, elves have to pack all the presents before the eve night. In this game you play as an elf controlling a packing line. You have a list of wishes and you have to combine the desired toys according to it. You are allowed to make some wrong packs (after all "do not look a gift horse in the mouth"), but too many mistakes and Xmas could be ruined. In the Puzzle mode you have a list of presents for every day of December from 8th to 24th and you have to pack them in a limited amount of time. In the Arcade mode you play in the last minutes before the eve night and have to pack as many gifts as you can without mistakes. There is a time limit, but at every good pack you make Santa gives you some more time with his magic. Musics are derived from some free (Cretive Commons Licence) tunes on the Mod archive and converted to the ABC Music format. CONTROLS Direction PAD: move A: Pack selected gifts B: Change gift selector orientation (horizontal/vertical) Pause: Pause the game Pause+ALT1: Reset the game and back to menu Music can't be stopped. That annoying music during the game is itended to stress you and make you fail. Flipping the screen is disabled because this game will be part of a phisical release with the other games of the Jam and there wans't specifications about it's use. It could be added on request. For the same reason there is no Eeprom save. You have to finish the game in a single time, like in the oldies goldies Lynx game. Now some screenshots:
  2. First of all, for those who are waiting Philia, don't worry, it's close to the release, I should receive the CDs from the factory very soon. But in the meantime, I'm still working hard on the JagCD to port another game: Yopaz IceStar, a puzzle game that you can see as the sequel to DiamJag You play as a little character named Yopaz and you must collect all the stars in the universe, but the vacuum of space forces you to slide indefinitely when you run in one direction. Only an ice wall will stop you in your tracks! With this unusual constraint, you will need to collect all stars on each level. This puzzle game features 40 levels in 3 worlds Local highscore to beat the best time with your friends and Infinite levels possibility using the built in Level Editor ! In comparison to DiamJag, Yopaz adds the world "Advanced", providing additional features for seasoned players. You will be able to change your color and collect stars of the corresponding color! Your color will also allow you to go through teleporters, direction changers, or even protect you from enemies! You can watch a video of the game here (ps1 version, but the jaguar version will look the same, except that the PocketStation minigame is not available) http://vimeo.com/73975208 Screenshot of the Jaguar version: It will be available as a professionally pressed CD in a DVD case with a manual (just like Philia) Please answer the poll if you are interested, Thank you
  3. Hi Atari fans, my name is Mirek. :-) Me and my brother Sebastian, like many of you, were raised on the 8 bit Atari and now we're working together on our first game - Box Kid Adventures. It's a top-down puzzle game, with action elements, where you play as Box Kid - a toy made out of carboard - going through various levels, full of nasty enemies and brain challenging puzzles. It offers simple but deep gameplay, that refers to classic games like: Robbo, Boulder Dash, Sokoban or Chip's Challenge. Short story: "In the age of electronics, the toy-robots became kids favorite playthings. However, young, ambitious designer, created a new toy. A Kid. A Box Kid! A toy made out of cardboard. A toy that should breathe life into the world of imagination. But company's CEO wasn't impressed by that idea and he threw Box Kid into the garbage chute... But was that the real reason? Unveil the truth, as you help Box Kid discover his destiny!" We submitted Box Kid to the Steam Greenlight, so if you like it, please consider voting: http://steamcommunity.com/sharedfiles/filedetails/?id=509854181 We'll appreciate your help and feedback. :-) http://boxkidadventures.com/ http://trexinteractive.com/ https://twitter.com/trexinteractive https://www.facebook.com/BoxKidAdventures https://www.facebook.com/TRexInteractive http://www.indiedb.com/games/box-kid-adventures Cheers, Mirek
  4. chesterbr

    2048 2600

    Hi! I just released 2048 2600, a port of the 2048 game to the Atari 2600. It is a very simple program, with lots of to-dos, but I had to release it while 2048 is still a thing . Its source code is freely available, and since I could not have done it without the many useful tips and tricks I've learned on this forum, I wanted to share it here first. The ROM is attached, but the source code and more information can be found from here. Cheers, Chester 2048.bin
  5. A few months ago I became aware of a game (by a small company that a friend & past co-worker of mine works for now) for iPhone and Android called "LEX". It's a fast-action word puzzle that's a lot of fun to play. So... I've cloned it for the Atari 8-bit, of course! You can learn more about it, and download it from http://newbreedsoftware.com/iverba/ (or see attachment). The objective is to get as high a score as you can, by entering words. You get a stack of random letters, and create words by using some of those letters (they'll get replaced by more random letters). Similar to games like Scrabble, each letter is given a point value -- common letters have low scores, uncommon letters have high scores. The catch is, you need to use letters before they run out of time -- in LEX, the letter's color changes (as though it's filling up) from bottom to top; in Invenis Verba, I draw a little vertical line next to each letter -- if any letter "fills up", the game ends! Different letters' meters fill up at different rates -- common letters fill up fast, uncommon letters fill up more slowly. The current release of the game (1.0, my first beta release) contains two dictionaries: English (4800 3- to 8-letter words), and German (2000 3- to 8-letter words). Others can be made, which I'll get into a little below. (It's late, so in the end, I'll probably wait for people to ask for help before I try to explain everything in too much detail.) Due to how I've constructed the dictionaries, only 15 ASCII characters (A-Z) from each language's alphabet are used. (I pick the most frequently-used letters, then grab all of the 3- to N-letter words that contain just those letters. In English, based on the /usr/share/dict/american-english file on my Ubuntu laptop, it uses A, C, D, E, G, I, L, M, N, O, P, R, S, T, and U.) I've also had success generating French, Italian and Spanish dictionaries. I've been developing this game on my Linux laptop, entering TurboBASIC XL code as plain ASCII into a text editor, and then using a tool I made during the NOMAM 2014 contest to convert that to ATASCII, and fire up Atari800 emulator to actually load and run the code. I made another simple tool (in PHP of all things; it's because I use it all day at my day job!) to come up with, and store/pack the dictionary files. I use a binary search to find words in the dictionary -- you can't just enter random junk and get points, it has to be a word -- and it's playable but kind of slow in straight TubroBASIC XL. Therefore, the ATR disk image I released (at the site above, or also attached to this post) contains the compiled TBXL, which runs much faster. (Note: I'll be tweaking the meter speed, since now that goes a little too fast.) I've also posted the source code & tools & instructions I use to build the game, so if you have a Linux box handy, you should be able to play with the code. (Maybe I need to post it to github? ) Anyway, tell me what you think! And be sure to check out LEX, which is a lot of fun to play. (Oh, and they recently open-sourced their code!) iverba-1.0.atr
  6. Hi to all ATARI ST Fans out there! I just found this Forum! I have written a “new” game for the ST and it is ready for free download and being played! Perfect for Christmas! J Actually it is based on a game that I have written in 1991, but within the last weeks it has been massively enhanced. It started with bugfixing. And ended up in a much bigger and completer game than it ever was in 1991 (for example: the game engine that was originally designed to run levels of 10x10 squares, can now operate with levels of 200x10 squares). With new graphics by Melanie Schober and a music Soundtrack by xFalcon. And I did not want to stop at the game itself. I have a full Layout being developed for a fictions poster and even a packaging design. Also a full instruction manual exists ready for download. The ATARI community was very helpful and brought in many new Ideas that made the game what it is now. The history of the Update can be found in the Atari-forum.com. http://www.atari-forum.com/viewtopic.php?f=3&t=27083 If you understand German there is even a more complete history on Atari-home.de: http://forum.atari-home.de/index.php?topic=11381.0 (German game review: http://www.jungsi.de/laserball-2014-retro-atari-st/ ) And the development has not stopped yet. xFalcon is just composing new music tracks for the game! Main Features: - Puzzle game with 53 levels in 6 Campaigns - Trainer Mode with 10 training levels - Multi Lingual – at the moment German and English - “Modern” features like “continue last game” - New game elements that did not exist in the 1991 Version like beamsplitters. - High Score list - Multi Player Mode (ok… not really… only one after the other…) - Drag and drop level editor with level and campaign management tool. - PDF manual and concept art. (seem to) run well on original ST´s and in Emulators. Btw: all was written in GFA Basic Hope you enjoy it! And if you do, please share it! And keep me posted if you have any ideas that would enhance this game! Links: Download: http://www.hd-videofilm.com/atari Screenshots and concept art here: https://www.facebook.com/laserball2014 Youtube playlist: https://www.youtube.com/playlist?list=PL3nav120nvDZErnRZZWOYYsd_pLFjGvg0
  7. While pondering the problem of two different programs that would produce the same LIST output over in the Web99 thread, I thought that you may enjoy another programming challenge for a lazy weekend. (Sorry if this has been posted on AA before, as it's no new idea at all, but I couldn't find anything using the search function ...) Goal: Write a TI BASIC program that, when run, prints itself. In other words, LIST and RUN should produce exactly the same result. This kind of program is commonly called a quine. Here's my first entry (try it for yourself first, though): In some sense, it's the easy way out, as I'm using DATA. Can you come up with a different version, in particular one without DATA? BTW, if you want to feel really humbled just have a look at this quine or this quine. This guy is way, way beyond my league. (Coincidentally, his name handle is mame, but it's not related to MAME in any way.)
  8. Hi! Long time member, but first post here. You might recognize the Verdana font often used on Yahoo! Group Bally Alley, where I'm known as "[email protected]" - real name at the bottom. Saw in Marketplace where someone is selling new copies of Kenn Lill's Ulti-Multi Astrocade Multicart - with My "LIFE" & 8 Beatles songs (note: all Arranged by George Moses) on it. Also included was my Prototype "PSEUDOKU 2008" featuring screen-shots attached in-line - Where the Red cursor is can ONLY go a '3' so ... Solved! Notice the fixed numbers are wider, placed numbers narrower. Missing is the Instruction Sheet, as seen here : ; pSeUDOKU for the BALLY/Astrocade (C) 2008 by Richard C Degler ; ; To use: Use clue squares to determine which number to place. ; Position red CURSOR on un-numbered square, pull trigger, then ; turn knob (1) to desired number or blank, and release trigger. ; Also enter the number directly from the keypad (1-9) and/or ; over-ride clue squares with the numeric keypad as follows: ; ; '1' '2' '3' 'x' <-- toggle clues using BPA keypad ; '4' '5' '6' 'x' ; '7' '8' '9' 'x' <-- 'x' is dead key for now [or test] ; ; '1' '2' '3' 'x' <-- set numbers using BPA keypad ; '4' '5' '6' 'x' ; '7' '8' '9' '0' <-- "=" (EQUALS) key clears cell ; ; Incorrect guesses WILL be allowed, but they will prevent you ; from solving the SuDoKu. Note that any changes you made to ; the clues will be obliterated if you change a placed number. ; ; Click on "NEW" for a new (well, a different) puzzle, and on ; "UNDO" if BLACK to restore to the original un-populated state ; or when RED to position cursor on the first incorrect entry. ; To get a "HINT" turn the Knob to select the number to isolate ; and hold the trigger in to show where missing digits might go. ; Nothing there about strategy - play it just like any other Sudoku puzzle. There were to be more than 2 to solve and each can be permutated so even repeats would not be recognized - but having the clues there took away the challenge … you might as well write a spreadsheet to solve it for you. PS Hi, Mario - who turned me on to this site almost 12 years ago!! Richard Degler
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