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Found 17 results

  1. LIVE every Tuesday & Friday Streaming the very best of Atari 2600 HOMEBREW games, LIVE on Twitch! SUBSCRIBE & WATCH: Twitch Livestream | YouTube Archive WATCH THE NEWEST STREAM (Click on Date to Watch): 20201027 Let's Play: Danger Zone (Exclusive WIP Update | 7800), Aquarium, Lost Cat, Chopper Command (PATCH EARNED! 17000/10000 Points) UPCOMING LIVESTREAMS on TWITCH (Click Time Listing for Your Local Time): 20201030 Let's Play: Halloween Homebrew Special: Pumpkin Muncher (Exclusive Final Release | Fast Food Hack), Halloweenvaders (Exclusive Final Release | Space Invaders Hack), Bone Bros (Mario Bros. Hack), Spiderz (Crackpots Hack), Ghost Manor, Helloween (Pitfall Hack), Nitemare Pinball (Pinball Hack), Pumpkinhead (Frankenstein's Monster Hack), Nitemare (Megamania Hack), Castle of Doom (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20201103 Let's Play: TBD, Rally Racer (Patch Attempt #2: ?/240) (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20201106 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20201110 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20201113 Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 7PM GMT) 20201117 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20201120 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20201124 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20201127 Interview: Developer Spotlight: John Champeau (Champ Games) (Live Video Interview) + Gorf Arcade (Exclusive WIP Premiere) (LIVE @ 12PM PT | 3PM ET | 7PM GMT) ... 202012xx Let's Play: Holiday Homebrew Special: Mean Santa, VCS Dreidel, Byte Before Christmas, Cold War, TBD ... 2020xxxx Event: Special Unannounced Event 2020xxxx Let's Play: Dan Kitchen's Gold Rush (Exclusive WIP Premiere) 202101xx Let's Play: 3rd Annual Atari Homebrew Awards Nominee REVEAL and Playthrough Part 1: 2600 WIP 202101xx Let's Play: 3rd Annual Atari Homebrew Awards Nominee Playthrough Part 2: Atari 2600 ≤ 4K 202101xx Let's Play: 3rd Annual Atari Homebrew Awards Nominee Playthrough Part 3: Atari 2600 Completed 202101xx Let's Play: 3rd Annual Atari Homebrew Awards Nominee Playthrough Part 4: Atari 8-Bit/5200 & 7800 20210206 Event: 3rd Annual Atari Homebrew Awards Presentation ARCHIVED STREAMS (YouTube): 20201023 Let's Play: Low Res Car, Alfred Challenge, Catch A Coin, Minesweeper, Rally Racer (Patch Attempt #1: 238/240) 20201020 Let's Play: Unholy (Exclusive Final Release), A Roach in Space II: Cosmic Bugaloo (WIP | 7800), Don't Go! (Exclusive WIP), Shattered Earth (WIP Update) 20201016 Let's Play: Pitkat (Exclusive Final Release), Shadow Reflex (WIP), Chalk & Duster, Astronomer (Homebrew PATCH EARNED! 22/20) 20200911 Let's Play: Railslider (Exclusive WIP Update), R.C. Sumo Bots (WIP), Ms Galactopus (High Score Club), City Defence (High Score Club), Doggone It! (High Score Club) 20200908 Let's Play: PlusCart(+) Wifi Multicart Special, Internet Combat (Exclusive WIP Premiere) 20200904 Let's Play: Stratovox 2600 (Exclusive WIP Premiere), Demo Platformer (WIP), Zombie Crisis (WIP), Headkicker 2.0, H.E.R.O. (Patch Attempt #2: 57755/75000) 20200901 Let's Play: BBlocks (WIP Update), Knight Guy in Low Res World: Castle Days (WIP Update | 7800), Beamrider (PATCH EARNED! 46582/40000) 20200828 Let's Play: Popeye 7800 (WIP | 7800), Robotron: 2084 (Exclusive WIP Update), Spire of the Ancients (WIP Update | 7800) 20200825 Let's Play: Omegamatrix Menus for Classic 2600 Games (Asteroids, Championship Soccer, Combat, Hangman, Indy 500, Space Invaders, Super Breakout, Video Olympics, Warlords, Outlaw (Exclusive WIP Premiere) 20200821 Let's Play: Deep Space (Exclusive WIP Premiere), Cave Run, Bert (WIP), Barnstorming (PATCH EARNED! 33.02/33.3s on Game 1) 20200818 Let's Play: Zeviouz (Exclusive WIP Premiere), Frantic (Exclusive WIP Update), Oink! (PATCH EARNED! 32,168/25,000) 20200814 Interview: Developer Spotlight: Darrell Spice Jr. (Spiceware) (Live Video Interview!) MORE ARCHIVED STREAMS (2018-2020) 2020 List of Completed & WIP Games: Atari 2600, Atari 8-Bit/5200, Atari 7800 Future Episodes & Games: HOMEBREW, IMAGIC & ACTIVISION PATCH CHALLENGES
  2. UPDATED .bin 8/26/2020! Fixed issue with minigames. Fixed issue with obstacles when exiting Bonus screen. GAME: Crossdock Play the sensational supply chain simulation, where you are Dock Boy, the dedicated depot worker who diligently disperses delivered product from the designated area onto pallets, piled perfectly and primed to be packed into waiting trucks. There is no rest for Dock Boy. The conveyor belt never shuts down so you must keep loading those pallets into the open bays before the time runs out so no dillydallying! GAMEPLAY: The game has 5 gameplay options that you can select from the title screen by having Dock Boy use a jack to grab a pallet and put it into one of the five bays above. They are in the following order, from left to right: 1. Throw boxes - This allows you to toss a box that is in your possession onto the ground. If it touches the ground the box becomes damaged and cannot be put onto the pallet. 2. Random jack - This randomizes the pallet jack placement after each time a pallet is loaded into a bay. 3. Smaller pallets - This reduces the maximum size of pallets from 10 boxes to 5 boxes. 4. No obstacles - This eliminates the spawning of the obstacles. 5. Bays in order - This requires the bays to be loaded in order, from left to right. The switches can only be accessed from the title screen (except the reset switch). Reset - Resets the game back to the title screen. Game Select - This allows you to increase the number of starting lives. Color/BW - This does... something... 🐰 Left Difficulty - A: Faster conveyor belt speed. B: Regular conveyor belt speed. Right Difficulty - A:Faster Dock Boy speed. B: Regular Dock Boy speed. These options can be chosen in any particular order in any particular combination. As the game progresses there are 3 different obstacles that will appear during a stage. These are as follows - Swipe - A bar will move from left to right and then back again. If it hits dock boy or the pallet it will push it in the direction it is going. Following Swipe - Just like above but now as you head to the bay doors it will move up or down with Dock Boy. Bouncing Ball - This will ricochet off of walls and boxes. If it touches a box in your hands the box will disappear. If it hits the pallet it will start reducing the number of boxes on the pallet. There is a way to destroy the bouncing ball though... The conveyor belt and Dock Boy's speed will eventually get faster. Right now those two things will occur at 500 and 1000 points. Also, after an interval of time you will get an extra life. Have Dock Boy pick up one of the boxes that come off of the conveyor belt and put it on the pallet. When the pallet is full (as indicated by a change in the jack color), push the pallet into one of the open bays up top. Each time a bay door is closed you will get a little time added onto the timer and some bonus points. Close all the bays and you get even more bonus points. The faster you go the quicker you build the timer back up. Attached is the latest .bin file. Enjoy! CROSSDOCK_16k_07_04_20.bas.bin CROSSDOCK_16k_07_06_20_a.bas.bin CROSSDOCK_16k_08_26_20_a.bas.bin
  3. 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):
  4. I started learning batari Basic in June and have been playing around with it on my free time when available. Here is my first Atari 2600 work in progress. It's an action/adventure game based around trying to escape a zombie outbreak. The game is currently a 32k ROM but at least half is unused as I went for a larger ROM file so I could include more screens later. The current game only includes the first section of the game. The goal of each area is to get the gas can to fuel the car enough to keep going to the next location. The very rough "story" I have for this game: You finally took the long road trip up to Cranberry Lake, NY to pay your respects to your parents who passed years prior in an accident. You haven't visited their graves in many years and the guilt of never having the time to go finally caught up to you. While walking to the graveyard, you meet up with an old man who was your parent's friend and neighbor. He is happy to see you and lets you know he's going fishing at the lake just north of the cemetery and that you should come seem him after your done with your folks to catch up. While at the grave site you notice that the ground at another grave appears to break apart as a hand reaches through the soil.... Controls: Joystick moves Button fires (once you find a gun) Color/BW switch pauses game Left Difficulty in A Position: Lose all items and progress on game over. Left Difficulty in B Position: Items and progress is saved on game over. (Until a reset) Right Difficulty in A Position: Full Speed Monsters and Full Damage (v02) Right Difficulty in B Position: Half Speed Monsters and Half Damage (v02) On title screen, button starts the game. On "car" screen, button drives off. Tips: Colored barriers require keys to unlock them. Treat the gun as a machine gun. Hold the button down when firing otherwise some enemies will take forever. Boss of area one is vulnerable on the right side. The forest is a maze and not all screens will make sense. Don't be surprised if you're turned around there. "Thin" ghosts are only easily hit from the the left or right side. Screen shots: ROM attached to post. Please let me know any issues you may have. I've played it on my 4 switch and 6 switch using the harmony cart and haven't noticed any flickering or issues but if you see anything, please let me know. Thanks! Update 2020-09-13: Added PAL60 version of v0.2 zombie_crisis_v01.bin zombie_crisis_v02.bin zombie_crisis_v02_PAL60.bin
  5. Updates Playfield is now 1/3 wider (24x16) and the maximum snake length is more than double at 200+ segments, all thanks to @Andrew Davie's very cleaver storage optimisation idea (I am now using just 2 bits for each segment by storing movement values instead of locations). Known issues / bugs Random number generator does not yet cover the extra screen area (it still works with a 16x16 grid). The score will now wrap around if you exceed 99 🙂 Hi, I'd like to share my first Atari project which is a little snakes game. I'm sure this has been done before, but as I wrote one years ago for Windows it seemed like a good place to start. The major challenges were finding enough memory to maintain a long (ish) snake and having to manipulate the playfield registers on every scanline whilst also drawing a couple of sprites. I originally started using a linked list to maintain the snakes body (requiring two bytes per segment), but quickly started running out of RAM. This is the most obvious algorithm for a computer, but clearly not for the 2600. I now just use an ordered list (one byte per segment) which is reshuffled whenever the snake moves to maintain the order. This is very inefficient, but the CPU has nothing else to do at the end of a frame so actually makes sense. I'm starting to get into the mindset of programming this thing! The playfield is limited to a 16x16 grid for obvious reasons (4-bits for X and 4-bits for Y allow any position to be represented by 1 byte). The maximum size of the snake is around 75 segments long which makes things reasonably challenging I hope. I've not added a proper "Game Over" or "You Win" sequence yet, but it will re-start if you die and stop moving if you win (by scoring 70 points). Just push the joystick to start the game! ROM file attached and also available on my github page with the source: https://github.com/RobinSergeant/2600-Snakes Comments and suggestions welcome. It's been a fun learning exercise for me and I've really enjoyed doing some retro coding. snakes.bin
  6. 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!
  7. Hi All, It's been over a year since my last post about the development of this game, and just thought I'd update you, development is still going strong. Over Christmas I took the decision to completely overhaul the engine after running out of Sprite ROM, which put the whole project at risk! Luckily, rewriting the engine after proving the concept of an actual, working, turn-based JRPG on the 2600 has freed up enough space to bring it to completion. I'm hoping this will be the first of a trilogy about the land of Gaia, dpending on how successful the first one is. We are being published by AtariAge, who demoed the proof-of-concept build at PRGE, and the new engine should hopefully be unveiled in alpha demo form on ZeroPage this week (or next). The game should be a decent number of hours long. You will have multiple dungeons, over-world, shops, itinerary, inns, turn-based battles with a large selection of baddies, a story, text, cut-scenes, environmental music, player leveling, Armour and Weapon leveling, elemental spells, animations and save feature. All these features have been built and work! The engine works, it's smooth, it's easy to use.... its just a case of filling up with content now. Finally, genuine JRPG is 100% coming to Atari 2600 on a physical release, very soon!! Please get involved on our Facebook Page, http://facebook.com/generation2games or http://www.generation2games.com This will be released AFTER Panic! Rooms (April), I am aiming for PRGE for this one, but we shall see, it's a rather large game! Could take some time.
  8. From the album: Lynx Graphics

    WIP for Snawcild Stage Screen, made in Tiny Sprite Editor.
  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. 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
  12. From the album: Lynx Graphics

    Snawcild sprite construction. If there are any proportion mistakes, I would like to know.
  13. 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:
  14. 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
  15. 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.
  16. 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.
  17. 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???)
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