Jan Hermanns #176 Posted March 3, 2013 Hello, I would like to produce a little booklet with 12 pages. I've done the artwork, but I have no idea how to properly layout this thing. Can anybody provide me a template file for a "classic" Atari2600 manual? I work with CorelDraw but Photoshop or any other format would also be fine... Thanks, Jan Quote Share this post Link to post Share on other sites
Jan Hermanns #177 Posted July 5, 2013 Good things come to those who wait! Yesterday I got a message from Albert I plan on adding Blinky Goes Up and Armor Attack II (for the 7800) to the store in a few days... 4 Quote Share this post Link to post Share on other sites
+cmart604 #179 Posted July 6, 2013 Awesome. I'll be buying one Quote Share this post Link to post Share on other sites
Sprybug #180 Posted July 12, 2013 Hello, I would like to produce a little booklet with 12 pages. I've done the artwork, but I have no idea how to properly layout this thing. Can anybody provide me a template file for a "classic" Atari2600 manual? I work with CorelDraw but Photoshop or any other format would also be fine... Thanks, Jan I can provide you with my Princess Rescue Manual layouts if that'll help. Quote Share this post Link to post Share on other sites
cak #181 Posted July 12, 2013 Don't watch if you don't want the entire game ruined for you. 1 Quote Share this post Link to post Share on other sites
Thomas Jentzsch #182 Posted July 12, 2013 Don't watch if you don't want the entire game ruined for you. Looks almost perfect. How big is the ROM? Quote Share this post Link to post Share on other sites
Nognir #183 Posted July 12, 2013 The official webpage of the game says 4K http://www.lov3machine.com/blinky/ 1 Quote Share this post Link to post Share on other sites
+Propane13 #184 Posted July 12, 2013 So......sequel with more levels? -John Quote Share this post Link to post Share on other sites
Jan Hermanns #185 Posted July 12, 2013 I can provide you with my Princess Rescue Manual layouts if that'll help. Thanks Sprybug, but I don't need it anymore. Quote Share this post Link to post Share on other sites
Jan Hermanns #186 Posted July 12, 2013 Don't watch if you don't want the entire game ruined for you. Wow, that is impressive! I must have played Blinky a million times during development, but I'm not even close to your speed... I hereby grant you the title "Fastes Blinky Player Of The Universe" Quote Share this post Link to post Share on other sites
Jan Hermanns #187 Posted July 12, 2013 Looks almost perfect. How big is the ROM? Thank you - assuming you're referring to the game The ROM images are 4K each (PAL as well as NTSC). Feel free to download them here: http://lov3machine.com/blinky/ A modul version will be released in the next day. Quote Share this post Link to post Share on other sites
Thomas Jentzsch #188 Posted July 12, 2013 So......sequel with more levels? Yes, good idea. I suppose in 8K or more, the number of levels could be increased massively. And maybe some "controlled randomness" could be added to the levels then too. This would increase the replay value quite a lot. Quote Share this post Link to post Share on other sites
Jan Hermanns #189 Posted July 12, 2013 So......sequel with more levels? -John Well, if you guys are willing to help me... I'm thinking about releasing a decent leveleditor, then everybody could design levels and I would just compile them. Big levels like level 3 need aprox. 160 Bytes, so a 32k ROM could easily have 150 big levels... 2 Quote Share this post Link to post Share on other sites
+Propane13 #190 Posted July 12, 2013 Wow, glad to hear you're considering it. This is a game worth working on a sequel for. For a level editor-- you may not even need to go that far. Some folks on these forums are programmers, and some are sprite designers. Lots of them understand pixels, and binary concepts. So, you may be able to make it easier, if you'd rather focus on gameplay. You just may need to say "guys-- I need new level data. Here are the requirements". For example, if you said: 1) Choose your level color (red, blue, green) 2) Level data is on/off per line represented in binary; there are 16 "big pixels" per line. 3) One enemy per line, say what "big pixel" it starts at, and what kind. 4) One key or exit per line, say what "big pixel" it starts at Your level 1 written this way is: Color: brown Level: 1000000000000000 (exit at 2) 1111000000000000 1000000000000000 1000001111000000 1000000000000110 1111000000000000 1000000000000000 (slinky starts at 10), (key at 15) 1000000001111111 1111110000000001 1000000000000001 1000001111000001 1000000000000001 1000000000000001 1111111111111111 Obviously, this is just a quick example (there's more to your game), but if you did something like this, you could just "translate" what people give you. Then you can focus on cool new features (bosses after every 5 levels?), and focus on the important stuff instead of a level editor. And, I'm sure you'd get tons of submissions! Of course, you can do this however you wish-- just a suggestion, since it's a good game. -John Quote Share this post Link to post Share on other sites
Jan Hermanns #191 Posted July 12, 2013 Wow, glad to hear you're considering it. This is a game worth working on a sequel for. For a level editor-- you may not even need to go that far. Some folks on these forums are programmers, and some are sprite designers. Lots of them understand pixels, and binary concepts. So, you may be able to make it easier, if you'd rather focus on gameplay. You just may need to say "guys-- I need new level data. Here are the requirements". For example, if you said: 1) Choose your level color (red, blue, green) 2) Level data is on/off per line represented in binary; there are 16 "big pixels" per line. 3) One enemy per line, say what "big pixel" it starts at, and what kind. 4) One key or exit per line, say what "big pixel" it starts at Your level 1 written this way is: Color: brown Level: 1000000000000000 (exit at 2) 1111000000000000 1000000000000000 1000001111000000 1000000000000110 1111000000000000 1000000000000000 (slinky starts at 10), (key at 15) 1000000001111111 1111110000000001 1000000000000001 1000001111000001 1000000000000001 1000000000000001 1111111111111111 Obviously, this is just a quick example (there's more to your game), but if you did something like this, you could just "translate" what people give you. Then you can focus on cool new features (bosses after every 5 levels?), and focus on the important stuff instead of a level editor. And, I'm sure you'd get tons of submissions! Of course, you can do this however you wish-- just a suggestion, since it's a good game. -John Well, I have a "leveleditor" that does just what you proposed. It's just a small LISP program - but I won't embarrass myself and release it. I rather write a shiny new one, so that anyone -especially non-programmers- can contribute. That shouldn't be too much work. As I said, I just would compile new levels from the "community" - kind of like an extended version. There would be *no* new features like bosses or moving platforms or what have you; because I don't have enough time (at least not in the near future) to implement them. Quote Share this post Link to post Share on other sites
atarifanjay #192 Posted July 13, 2013 This game is really tough, but great job on it. The jumping physics feel kinda weird though. Haven't even made it past the first level. Quote Share this post Link to post Share on other sites
+bennybingo #193 Posted July 13, 2013 I still don't see this in the store...is there a pre-order? Quote Share this post Link to post Share on other sites
Jan Hermanns #194 Posted July 13, 2013 I still don't see this in the store...is there a pre-order? I'm sorry, but Albert told me on July 4th he would put in the store "in the next few days". Please send him a PM, maybe that helps... Quote Share this post Link to post Share on other sites
Albert #195 Posted July 14, 2013 Sorry guys, I'm trying to get all the Princess Rescue pre-orders out the door, and I'm making good progress on that (hope to have them all out this upcoming week!) Then I can focus on getting Blinky Goes Up and another game in the store. ..Al 4 Quote Share this post Link to post Share on other sites
KevinMos3 #196 Posted July 14, 2013 Don't watch if you don't want the entire game ruined for you. That's a great run! I'm still going to claim the title though, until I see you do that on real hardware through a video capture card that has delay. Not that I think you can't... I just want to hold on a little longer. Quote Share this post Link to post Share on other sites
cak #197 Posted July 15, 2013 Thanks! Actually I plan on doing a console run at some point, so I can submit it to Speed Demos Archive (and fix the couple mistakes I made). Very nice playthrough...I've watched it a few times Quote Share this post Link to post Share on other sites
Albert #198 Posted August 10, 2013 Just shipped the first copies of the game to Jan Hermanns! I have 50 NTSC copies nearly complete, just need to staple the manuals, test and label the carts, and assemble them all together. Today or tomorrow I'll be taking photos of Blinky Goes Up for the store (along with a few other games) so it can be added to the store. Here are a few pictures I took with my phone to tide you over: ..Al 5 Quote Share this post Link to post Share on other sites
PFL #199 Posted August 10, 2013 Can I ask about a PAL version? Sorry if I've missed something earlier in the thread. Quote Share this post Link to post Share on other sites
LidLikesIntellivision #200 Posted August 10, 2013 airwalk - Once upon a time, awesome things happen! Quote Share this post Link to post Share on other sites