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Found 14 results

  1. ZeroPage Homebrew LIVE every Wednesday & Friday Streaming the very best of Atari 2600 HOMEBREW games, LIVE on Twitch! SUBSCRIBE & WATCH: Twitch Livestream | YouTube Archive NEWEST EPISODE: 20200221 Let's Play: Kheops, Spider, R.P.S., Game Catcher 2600, Seawolf UPCOMING EPISODES on TWITCH (Click Time Listing for Your Local Time): 20200226 Let's Play: The Stacks (WIP) (LIVE @ 11AM PT | 2PM ET | 7PM GMT) 20200228 Let's Play: Matchie (WIP), Melbourne Tatty, Isolate (WIP), 21 Blue (WIP) (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 20200304 Let's Play: Charge! (WIP), Star Crusade (WIP), Armageddon Complex (WIP), Circus Galacticus (WIP) (LIVE @ 11AM PT | 2PM ET | 7PM GMT) 20200306 Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 8PM GMT) 20200311 Let's Play: TBD (LIVE @ 11AM PT | 2PM ET | 7PM GMT) 20200313 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 2AM GMT) 20200318 Let's Play: TBD (LIVE @ 11AM PT | 2PM ET | 7PM GMT) 20200320 Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 8PM GMT) Completed & WIP Games in 2020: Atari 2600, Atari 8-Bit/5200, Atari 7800 Unscheduled Episodes & Games: Archived Shows (YouTube): 20200219 Let's Play: Peril (WIP), Evil Magician Returns, Evil Magician Returns II 20200214 Let's Play: Missile Defender (WIP), Z1B, Cisney, Corrirama, Labimento, La Cabrita, KITE! 20200212 Let's Play: Penult (WIP Demo Full Playthrough) 20200207 Let's Play: Save Gaia: The Cy-Mage (WIP Exclusive Premiere), Street Rod 2600 (WIP Update), 1 vs 1 Pro Tennis (WIP) 20200201 Event: 2019 Atari Homebrew Awards Presentation! 20200127 Let's Play: 2019 Atari Homebrew Awards Nominees Playthrough Part 4: Atari 8-Bit/5200 & 7800 20200124 Let's Play: 2019 Atari Homebrew Awards Nominees Playthrough Part 3: Atari 2600 Completed 20200122 Let's Play: 2019 Atari Homebrew Awards Nominees Playthrough Part 2: Atari 2600 ≤ 4K 20200117 Let's Play: 2019 Atari Homebrew Awards Nominees REVEAL and Playthrough Part 1: 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 CLICK [Reveal Hidden Contents] FOR MORE YOUTUBE ARCHIVED SHOWS
  2. 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.
  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. From the album: Lynx Graphics

    Snawcild sprite construction. If there are any proportion mistakes, I would like to know.
  5. 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.
  6. From the album: Lynx Graphics

    WIP for Snawcild Stage Screen, made in Tiny Sprite Editor.
  7. 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:
  8. 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
  9. Something from my vault of unreleased shovelware for your independence day enjoyment. shootshit.bin
  10. 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!
  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. 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.
  14. 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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