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Found 13 results

  1. ZeroPage Homebrew LIVE every Wednesday & Friday Streaming the very best of Atari 2600 HOMEBREW games, LIVE on Twitch! Twitch Livestream Channel: https://twitch.tv/zeropagehomebrew YouTube Archive Channel: https://youtube.com/zeropagehomebrew NEWEST EPISODE: 20200122 Let's Play: 2019 Atari Homebrew Awards Nominees Playthrough Part 2: Atari 2600 ≤ 4K UPCOMING EPISODES on TWITCH (Click Time Listing for Your Local Time): 20200124 Let's Play: 2019 Atari Homebrew Awards Nominees Playthrough Part 3: Atari 2600 Completed (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 20200127 Let's Play: 2019 Atari Homebrew Awards Nominees Playthrough Part 4: Atari 2600 Completed (LIVE @ 11AM PT | 2PM ET | 7PM GMT) -- SHORT BREAK -- 20200201 Event: 2019 Atari Homebrew Awards Presentation! (LIVE @ 12AM PT | 3PM ET | 8PM GMT) -- SHORT BREAK -- 20200207 Let's Play: Save Gaia: The Cy-Mage (WIP Exclusive Premiere), Street Rod 2600 (WIP Update), HotTBD (LIVE @ 12AM PT | 3PM ET | 8PM GMT) 20200212 Let's Play: Z1B, Cisney, Corrirama, Labimento, La Cabrita (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 20200214 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 20200219 Let's Play: Penult (WIP Demo Playthrough Part 1) (LIVE @ 11AM PT | 2PM ET | 7PM GMT) 20200221 Let's Play: TBD (LIVE @ 12AM PT | 3PM ET | 8PM GMT) 20200226 Let's Play: Penult (WIP Demo Playthrough Part 2) (LIVE @ 11AM PT | 2PM ET | 7PM GMT) 2019xxxx Interview: Dion Olsthoorn aka Dionoid at PRGE2019 2020xxxx Let's Play: Dan Kitchen's Gold Rush (WIP Exclusive Premiere) 2020xxxx Let's Play: QuadTari Hardware: QuadGames (WIP Exclusive Premiere). Galagon, Wizard of Wor Arcade 2020xxxx Let's Play: Daniel Kitchen's Bon Voyage (WIP Exclusive Premiere) 2020xxxx Let's Play: First 12 Homebrews 2020xxxx Let's Play: Chat's Choice 2020xxxx Let's Play: MultiPlayer Marathon: Medieval Mayhem (4P Paddle), Beer Pong (2P Joystick), Pressure Gauge II (4P Paddle), 2020xxxx Let's Play: INV+, Space Instigators, Rainbow Invaders (Invaded by the 2600 Show Theme) 202012xx Let's Play: HOLIDAY HOMEBREW SPECIAL! Mean Santa, VCS Dreidel, TBD Upcoming Games: Complete Games: Ultra SCSIcide, RAMless Pong, Arctic Landtran, Sea Wolf, Conjoined, R.P.S., Skee-ball, Space Game 2K, Pitch'n Catch, Stell-A-Sketch, Asteroid Rescue, Super Pong 2600, Dark Mage, Joust Pong, Seawolf (2004) WIP Games: RetroVenture (WIP), [email protected] of Chaos 2: Treasure of Minos (WIP), Grand Chalice Cinci (WIP), Panic! Rooms (WIP), Dystopia (WIP), Drive! (WIP), Apollyon (WIP), Blackjack Theta VIII (WIP), Star Crusade (WIP), Shifty Lifty (WIP), Matchie (WIP), Mondo Pong! (WIP), Rip Off (Early WIP), Street Fight World (WIP) WIP Updates: Gyvolver (WIP Update), Temple Runner aka Escape from Kukuku Temple (WIP Update Next Ver) Boxed Copies: Amoeba Jump (Boxed Copy) + More 2019 PRGE Releases 100% PLAYTHROUGH: Ninjish Guy in Low Res World, Caverns, Blinky Goes Up, The Stacks (WIP), Reindeer Rescue, Stay Frosty 2 Activision Patch Challenge: H.E.R.O. (75,000), Barnstorming (Game 1/33.3s or 2/51.0s or 3/54s), Enduro (5 Days), Crackpots (75,000), Pressure Cooker (45,000), Beamrider (60,000 & Sector 20), Chopper Command, Decathalon (Bronze @ 8,600), Decathalon (Silver @ 9000) Decathalon (Gold @ 10000), Dolphin (Friends of the Dolphin @ 80000), Dolphin (Secret Society of the Dolphins @ 300000), Dragster (6 sec), Grand Prix (Game 1 @ <30s, 2 @ <1m, 3 @ <1m30s, 4 @ <2m30s), Ice Hockey (Beat Computer), Kaboom! (3000), Laser Blast (100000), Laser Blast (Stripe @ 1000000), Oink! (25000), Pitfall II (99000), Plaque Attack (35000), Private Eye (Solve Case 3), Robot Tank (Cross @ 5 Squadrons/60 Tanks ), Robot Tank (Star @ 6 Squadrons/72 Tanks), Skiing (28.2 seconds/game 3), Space Shuttle (Pilot @ 4 or 5 missions with 4500), Space Shuttle (Commander @ 6 missions with 7500), Starmaster (Order of the Supreme Starmaster @ 3800/game 1), Starmaster (Leader @ 5700/game 2), Starmaster (Wing Commander @ 7600/game 3), Starmaster (Starmaster @ 9000/game 4) Archived Shows (YouTube): 20200117 Let's Play: 2019 Atari Homebrew Awards Nominees REVEAL and Playthrough Part 1/3: 2600 WIP 20200115 Let's Play: Steam Tunnel Bob (WIP), Pressure Gauge, Pressure Gauge II, Tumble Temple (WIP Update), Ninjish Guy in Low Res World (WIP) 20200110 Let's Play: Mr. Yo-Yo, Beer Pong, George 2007 (WIP), George 2019 (WIP), 1 vs 1 Baseball 20200108 Let's Play: Peril (WIP Exclusive Update), Penult (WIP Update) 20200103 Let's Play: Ninjish Guy in Low Res World (WIP Update), Pilot X, Snow Flakes 2019, HugoHunt 20191218 Let's Play: Zoo Keeper (WIP Exclusive Premiere) 20191204 Let's Play: HOLIDAY HOMEBREW SPECIAL! Frosty (Berzerk Hack), 2019 XMas Invaders (Pepsi Invaders Hack), Reindeer Rescue, Stay Frosty 2 20191129 Let's Play: Robot City (WIP Update), Street Rod 2600 (WIP), The End 2600 (WIP Update) 20191127 Let's Play: Fat Albert (Hack), Defender Arcade (Hack), Galaxian Arcade (Hack), Dr. Vs. Daleks (Hack) 20191122 Let's Play: Water Diver (WIP), Primate Plunge, Seaquest (PATCH EARNED! @ 92360/50000) 20191120 Let's Play: The End 2600 (WIP Exclusive Premiere), Heist (Updated Final Release), Marble Madness (WIP John K Harvey), Kelly Kangaroo (WIP) CLICK [Reveal Hidden Contents] FOR MORE YOUTUBE ARCHIVED SHOWS
  2. From the album: Lynx Graphics

    Snawcild sprite construction. If there are any proportion mistakes, I would like to know.
  3. From the album: Lynx Graphics

    An original Snawcild sprite since edited sprites are a no-no in homebrews. I have the .pdn file for those who want to edit it.
  4. From the album: Lynx Graphics

    WIP for Snawcild Stage Screen, made in Tiny Sprite Editor.
  5. Project Z is a mix of Zelda Diablo. The project is at an early stage of development. Demo ROMs: http://romhacking.ru/Tim/ZDATest_201219.zip Video:
  6. Hi, My new project. Puzzle with a ball. Work in progress - ~10 % complete. First game (2015) - https://megacatstudios.com/products/mega-marble-world-pal-mega-drive ($25 cart or $35 CIB) Russian language page: http://romhacking.ru/forum/14-522-1 Sequel (game engine demo):
  7. In honor of the 23 anniversary of the japanese n64, I made a joy-con grip in the style of the n64. (Why did I waste my time on this???)
  8. SIO2

    Cyb Ur WIP

    A version of the Royal Game of Ur played by Vorticon rules. Currently requires a 7800 proline or compatible two button controller. Start is the right button. The left button selects the piece you wish to move. Move the stick left to move the pointer box counter clockwise, and right to move the pointer box clockwise. Press the left button to select the piece you want to move the rolled number of spaces. Object is to get all your pieces around the board before your opponent. The cells with 4 dots in corners are rosettes. Landing on a rosette grants player another turn. If your opponent occupies the 8th cell (center rosette) you can not capture it there. Otherwise you may capture opponent pieces in the center lane by landing on them with the exact number roll. The number of pieces on a cell is indicated by the digit contained in the cell. An exact roll is required to move pieces home. If you have no move the computer will tell you. Good luck. Hope you enjoy the game as much as I do. cybur0712.a78 cybur0712.bin
  9. This is something I've been working on. It's not much. It's very basic, but the motion took way too long to get working the way I like. It's my 2nd game, so I'm still figuring things out: mostly audio and sprite positioning. It's coded in assembly. It started out as a background scrolling experiment. Then it became a kick ball game. Then I added motion acceleration. Then the player became a space ship. I suppose now it's going to be a shoot 'em up. The ground detail was supposed to be 1 line resolution, but that didn't leave enough cycles left, so it's a 2 line kernel now. The ground pattern is generated by an algorithm at compile time and repeats on a 64 byte cycle. I was thinking about doing horizontal scrolling too, but I'm not sure yet. I'm going to add some alien ships and some ground bases. It'll be about defending an exoplanet colony called Proton. It's also using my code for table driven vertical positioning. It's an algorithm that uses a generic table of offsets, which is referenced by pointers. It shaves off a couple cycles at the expense of ROM (2 x 192 bytes + SpriteHeight). All sprites share the same table, so it's not duplicated. I'll put code samples in a blog post later on. proton.bin
  10. Something from my vault of unreleased shovelware for your independence day enjoyment. shootshit.bin
  11. Hey everyone! It's been a while since I've worked on anything atari, but I've started up a new homebrew project that I hope to finish, tentatively called "Taxi Panic!". It's a top-down city arcade taxi game, I'm aiming for a city that's maybe 7x5 screens or so in size. You'll be picking up fares and delivering them to their destinations while the clock ticks down. Sort of a 2600 homage to Crazy Taxi. So far I've got a first pass at the driving physics and car sprites implemented, and now I'm working on designing the city layout. I'm trying hard to make the car physics feel as smooth and "analog" as possible, right now the movement works in 11.25 degree increments (32 directions), and the visual sprite has 16 increments (22.5 degree precision). movement values are based on a lookup table for sin/cos values times an acceleration curve for speeding up and slowing down. The city will be created entirely with the playfield, and I need each screen to line up properly, so in order to make designing it easier, I've decided to make myself a little tool: It's an app (made in Unity, since I'm familiar with it) that actually runs on my iPad, and lets me design the city easily. Eventually this data will be exported out of the app into playfield data for the game. Anyway, I'm starting this thread because getting feedback tends to keep me motivated. Let me know what you think!
  12. After about a year-and-a-half of work, I decided it was time to get some feedback on my my first Atari game, a work-in-progress adventure game, Anguna. The goal is a 2600 version of my Gameboy Advance homebrew game of the same name. I've still got quite a bit of work to do, but it's at least playable right now. My goal is to it in 16K, without any extra ram or DPC or anything like that. (despite having a lot of content, I still want to feel at least some of the constraints of Atari programming!) (The video here doesn't do well with the sprite flicker I use with multiple enemies) The goal is a fairly large-world action-adventure game, with powerups, items, multiple keys, etc. Currently, I just have the first starting dungeon finished, as well as a tiny bit of the overworld around the first dungeon. The inventory/map screen (which can be accessed via the color/bw switch) shows the player's inventory and stats, as well as your position on the world map. (the inventory isn't working yet, it currently shows all sorts of items and keys that you haven't collected). If you manage to find the bow and arrow in the first dungeon, you can use it by holding the attack button for more than half a second. I still have a lot to do, but thought I'd post what I have, to brave everyone's feedback. Some next steps I hope to do are: Improve the player animation (actually have an animation for attacking) Add more enemies (and fix enemy spawn locations in the overworld) Introduce "checkpoint" screens, and handle game-over better Get a password system working The source is all up under a pretty free license at Bitbucket. Some questions for anyone that tries it: Is the Color/BW switch an acceptable way to view the subscreen? Would the controller 2 button be better? Is the difficulty level ok? If anyone happens to try on a TV, how are the colors? I know they may not match, but I want to make sure they at least contrast enough to be playable and look ok. Did you hit any showstopper issues (crashing, getting stuck in a wall, etc?) anguna.bin
  13. Hello everybody, I know that most of you, even those that play more than collect, steer away from the Intellivision Programming Forum because it's just full of nerds. However, as you may have heard, we are running an IntyBASIC Programming Contest to showcase the work of some burgeoning and veteran Intellivision programmers and everybody is invited to take a look at their work. I would like to invite you all to take a stroll down the contest thread (just ignore the nerds, and keep your hands and personal items out of reach) and see what's cooking. With two weeks to go till the end of the contest, the pressure is on to polish and clean up all entries, and I'm sure that any feedback from you will be much appreciated. After all, who knows where the next Intellivision classic gem will come from -- it may as well be from one of these works in progress, and your feedback can contribute to its success. So how about it? Want to join us and play some games? All of them are in various stages of completion, but they are all playable, very interesting, and (mostly) original. Look at the screenshots, download the ROMs, give them a spin, and let the programmer know what you think. Any feedback is welcomed (those nerds love the attention! )! IntyBASIC Programming Contest 2018 -dZ.
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