Thomas Jentzsch #226 Posted July 11, 2017 That was Omegamatrix.BTW: Does anyone have a contact for Omegamatrix? Al is searching for him to get his Trak-Ball conversions into the AA store. Quote Share this post Link to post Share on other sites
+SpiceWare #227 Posted July 11, 2017 Hmmm okay. I haven't tried to directly flash anything games since I'd rather have access to my ROM library... Due to the evil 7800, I've learned it's best to periodically test games by flashing them else we'd be scrambling at the last minute trying to resolve a problem. Quote Share this post Link to post Share on other sites
keilbaca #228 Posted July 12, 2017 What's everyone's high score on this? I got just over 150k on default settings. Quote Share this post Link to post Share on other sites
+iesposta #229 Posted July 12, 2017 BTW: Does anyone have a contact for Omegamatrix? Al is searching for him to get his Trak-Ball conversions into the AA store.Sorry, we never e-mailed. He never mentioned what his job was, or where in Canada he lives. We know his first/last name. Hasn't Al ever mailed anything to him? They are all posted in the Trak-Ball thread. Does Al need source code? September 2016 was his last login to AtariAge, I see. Quote Share this post Link to post Share on other sites
Andromeda Stardust #230 Posted July 12, 2017 September 2016 was his last login to AtariAge, I see. So this game is forever in limbo? At least we have the PRGE demo ROM. Quote Share this post Link to post Share on other sites
+iesposta #231 Posted July 12, 2017 So this game is forever in limbo? At least we have the PRGE demo ROM. Re: Circus Atariage (2600) It was to have Atarivox+ support. To me it is as great as Medieval Mayhem is to Warlords, Circus Atariage (2600) is to Circus Atari. 1 Quote Share this post Link to post Share on other sites
Andromeda Stardust #232 Posted July 13, 2017 Re: Circus Atariage (2600) It was to have Atarivox+ support. To me it is as great as Medieval Mayhem is to Warlords, Circus Atariage (2600) is to Circus Atari. The 2013 demo was excellent as is. I still play it on my Harmony from time to time... Quote Share this post Link to post Share on other sites
+SpiceWare #233 Posted July 16, 2017 Finally recouped enough from my trip to Wisconsin to work on Draconian! new samples from iesposta for Blast Off and Battlestations new start of game tune from iesposta fixed a bug where you could destroy a station by hitting a closed station core. revised the SECTOR # display logic For Harmony or Stella (requires Stella 5.0.0 or newer)draconian_20170716.binPlease reference Rules of the Game for what's been implemented and what's to come. 9 Quote Share this post Link to post Share on other sites
+Nathan Strum #234 Posted July 16, 2017 That's incredibly satisfying to hear those new sounds in-game! The tune, the samples - fantastic! 2 Quote Share this post Link to post Share on other sites
AtariLeaf #235 Posted July 17, 2017 That sounds incredible. I love this game it's already awesome. Quote Share this post Link to post Share on other sites
TheHoboInYourRoom #236 Posted July 17, 2017 Sounds pretty nice. The samples are a huge part of the charm of this game. And the game itself is great, too, though I suck at it. Quote Share this post Link to post Share on other sites
Andromeda Stardust #237 Posted July 17, 2017 fixed a bug where you could destroy a station by hitting a closed station core. That's not a bug; that's a feature! Quote Share this post Link to post Share on other sites
Shawn #238 Posted July 17, 2017 Sorry, we never e-mailed. He never mentioned what his job was, or where in Canada he lives. We know his first/last name. Hasn't Al ever mailed anything to him? They are all posted in the Trak-Ball thread. Does Al need source code? September 2016 was his last login to AtariAge, I see. Last time I talked to him (a couple years ago) I think he was still living in BC. I forget Jeff's last name though so searching for "Jeff in British Columbia" might be a little hard Quote Share this post Link to post Share on other sites
+Nathan Strum #239 Posted July 17, 2017 That's not a bug; that's a feature! I'll have you know... we hired only the best engineer to design our space stations... Quote Share this post Link to post Share on other sites
+SpiceWare #240 Posted July 17, 2017 I forget Jeff's last name though so searching for "Jeff in British Columbia" might be a little hard Johnson, though that's a common enough last name I doubt it'll help. Quote Share this post Link to post Share on other sites
Andromeda Stardust #241 Posted July 18, 2017 I'll have you know... we hired only the best engineer to design our space stations... erso.jpg All good space stations have a fatal flaw of some sort. 1 Quote Share this post Link to post Share on other sites
Andromeda Stardust #242 Posted July 22, 2017 Quick Bug report (Delta stage 256 Hard): And a "Let's Play" style preview: This game is awesome sauce... 2 Quote Share this post Link to post Share on other sites
Keatah #243 Posted July 22, 2017 Is there a way to skip the introductory music at the start of the level? Quote Share this post Link to post Share on other sites
+Nathan Strum #244 Posted July 22, 2017 Quick Bug report (Delta stage 256 Hard): The speed of the enemy ships is a work-in-progress. The ship not moving is due to the enemy stations firing before the song finishes. So both of these are related to the timing which needs to be dialed in. 1 Quote Share this post Link to post Share on other sites
+iesposta #245 Posted July 22, 2017 Is there a way to skip the introductory music at the start of the level? No you can't skip it. What's wrong with my music, once, at the start of the game (not level)? That 7 seconds is a _really_ long time to wait! Try "mute". Actually that music is the end of game, high score music so it will be replaced soon. 2 Quote Share this post Link to post Share on other sites
+SpiceWare #246 Posted July 22, 2017 Thanks! The difficulty ramp up still needs to be worked out, until then the later levels will be unplayable. The stations shooting before the Star Fighter starts to move is a bug. Turns out the start of game tune is the wrong tune! I believe the correct tune is shorter in duration. 1 Quote Share this post Link to post Share on other sites
Andromeda Stardust #247 Posted July 22, 2017 Thanks! The difficulty ramp up still needs to be worked out, until the the later levels will be unplayable. The stations shooting before the Star Fighter starts to move is a bug. Turns out the start of game tune is the wrong tune! I believe the correct tune is shorter in duration. LOL! I think stage 1 started off the same but the Space Stations waited for a period prior to attacking. I did my Let's Play video on "Normal" mode. Quote Share this post Link to post Share on other sites
+SpiceWare #248 Posted July 22, 2017 They didn't wait - there's a random element that controls when a station will shoot. Currently it uses this: i = 25 + // 25/255 = minimum 10% chance a cooled down pod will fire ((MM_LEVEL * gSector)>>2); // increased based on difficulty level and level gPodFireChance = (i > 255) ? 255 : i; when means there's a 10% chance on the initial level of any difficulty, and an 85% chance on level 256 of Hard. Also, in your video it sounds like you're rapidly hitting fire? You can just hold the button down. 1 Quote Share this post Link to post Share on other sites
+RevEng #249 Posted July 22, 2017 Wow, just checked back in via the Kosmic Stardust's video, and I can't believe the progress on this WIP, or how closely it resembles the arcade game in nearly all respects! I wasted many quarters on the original BITD, so I'm not some chump that's easily impressed with a knock-off. Darrell's tech voodoo powers appear to be turned up to 11, and Nathan and iesposta's contributions are clearly top notch too! Great job guys! 1 Quote Share this post Link to post Share on other sites
Keatah #250 Posted July 22, 2017 If each station shoots randomly, why is there the same firing pattern on the 256/delta/hard level? Maybe I didn't read something completely..? Quote Share this post Link to post Share on other sites