Octavio Pinho Bokel Posted February 11, 2021 Author Share Posted February 11, 2021 (edited) Dear friends from AtariAge. This is not a version update, I implemented parallax, but I felt it made me fell really sick. So I removed from the main branch, keeping a parallax version just to be able to get people opinions on it. https://github.com/opbokel/hellway/raw/master/bin/hellway-parallax.asm.bin Online: https://javatari.org/?ROM=https://github.com/opbokel/hellway/raw/master/bin/hellway-parallax.asm.bin Parallax was incorporated in the man branch. I would appreciate your input on it. Thanks. Edited March 7, 2021 by Octavio Pinho Bokel Invalid link. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 11, 2021 Share Posted February 11, 2021 12 minutes ago, Octavio Pinho Bokel said: Dear friends from AtariAge. This is not a version update, I implemented parallax, but I felt it made me fell really sick. So I removed from the main branch, keeping a parallax version just to be able to get people opinions on it. https://github.com/opbokel/hellway/raw/master/bin/hellway-parallax.asm.bin Online: https://javatari.org/?ROM=https://github.com/opbokel/hellway/raw/master/bin/hellway-parallax.asm.bin I would appreciate your input on it. Thanks. I kinda like it, personally. I wonder if it would give you less vertigo if the playfield lines were thinner? Just an idea. Quote Link to comment Share on other sites More sharing options...
+Pat Brady Posted February 11, 2021 Share Posted February 11, 2021 Neat idea, but in practice I find it distracting. Quote Link to comment Share on other sites More sharing options...
Octavio Pinho Bokel Posted February 11, 2021 Author Share Posted February 11, 2021 Release Candidate 1 Hello community. I am officially making the game as RC1 (without parallax). Until it is actually released, I am accepting ideas and suggestions, nothing is too crazy. A little bit on the technical side, I have about 60 bytes of ram, +- half of my blank / overscan cycles, and 1.35 kb of free rom space. My real bottleneck is drawing the game (18 spare cycles on a 3 lines kernel). I have done a lot of optimisations, but still, I have to generate the traffic on the fly while drawing. Parallax was done and cached in RAM outside the drawing cycle (Easy, since is a 8 lines repeating pattern). But got in the way of gameplay itself. It made me motion sick, and most people preferred the simple version. That is the moment I decided to make the RC1. I don't have to use every CPU cycle or rom space available, and I am not seeing anything that can improve the game further without getting in the way. That is why I am sharing this information, maybe you guys have any idea or feature you miss, I am open for it. I have some resources to spare... I am hereby inventing you all for testing, and I will keep you posted. A big thanks to all of you. Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted February 11, 2021 Share Posted February 11, 2021 I absolutely love that parallax effect. It's such a cool effect. Makes it look like you're driving on a futuristic ridge. 2 Quote Link to comment Share on other sites More sharing options...
Octavio Pinho Bokel Posted February 11, 2021 Author Share Posted February 11, 2021 Maybe I can make some improvement the game selection screen to allow it to be on or off. But I think I must make it off by default... Thanks for the feedback. 1 Quote Link to comment Share on other sites More sharing options...
Octavio Pinho Bokel Posted February 13, 2021 Author Share Posted February 13, 2021 I made a update to make everybody happy. There are now 4 selectable border effects: ## Border Effects While in the title screen it is possible to change what the border of the screen looks like by pressing the D-pad: * Up (default) => Basic strip pattern. * Left => Tachometer, the stripes grow representing the engine RPM, the vertical line position represents the current gear. * Down => Vertical parallax, the planes are on top of each other * Right => Horizontal Parallax, the planes are next to each other. I also deleted the parallax version, since it is now in the main version. 1 Quote Link to comment Share on other sites More sharing options...
Octavio Pinho Bokel Posted February 15, 2021 Author Share Posted February 15, 2021 Dear Friends, Is with great pleasure that I would like to announce v1.00 Digital Release. This game will be free, forever, and all money from the physical copies donated. Of course, until the art of the game is done for a physical release, updates might occur, and I will keep posting then here. The biggest change is that I discover that I could put all my game logic on the vblank. I reduced the overscan to 5 lines only, vblank to 35 and the game fill almost the entire screen, gaining precious vertical space that really improved gameplay. But the game crucial area still runs inside Atari manual recommendations, meaning that the score top strip, and the player car are inside the 192 recommended lines. What is outside are the first blue lines and after the car. I also want to ask the community: Can anyone please test my game on a real hardware? I want to be sure it still produces a valid signal... And if you do test, can you attach a picture or a short movie? I will make sure to put your name on the manual as a special thanks. PS: if any of you want to sell an Atari, please send me a message 4 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted February 16, 2021 Share Posted February 16, 2021 1 hour ago, Octavio Pinho Bokel said: I also want to ask the community: Can anyone please test my game on a real hardware? I want to be sure it still produces a valid signal... And if you do test, can you attach a picture or a short movie? I will make sure to put your name on the manual as a special thanks. Fun game! Stages 3+ start to turn into 'rushhour when you're in a hurry' due to the sheer number of cars on the road. ? Looking forward to playing it on an upcoming stream of ZeroPage Homebrew! Below is a video of me testing using a Harmony Encore on a RGB modded light-sixer. - James WATCH AT 60FPS FOR HIGHEST QUALITY! 3 Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted February 16, 2021 Share Posted February 16, 2021 1 hour ago, Octavio Pinho Bokel said: Is with great pleasure that I would like to announce v1.00 Digital Release. I gotta say, I absolutely LOVE your parallax options. The various effects are so cool! Thank you for this. 1 Quote Link to comment Share on other sites More sharing options...
+x=usr(1536) Posted February 16, 2021 Share Posted February 16, 2021 2 hours ago, Octavio Pinho Bokel said: I also want to ask the community: Can anyone please test my game on a real hardware? I want to be sure it still produces a valid signal... And if you do test, can you attach a picture or a short movie? I will make sure to put your name on the manual as a special thanks. I don't have a 2600, so as close as I could get to that hardware was an NTSC 7800 running the game from a Concerto cartridge. Worked perfectly, and managed a score of $03C3 before my reflexes gave out Plays really well on the system, and reminds me a lot of the Speedway! game the Odyssey2 came bundled with. My only suggestion is to rename it 'Los Angeles Freeway Commute Simulator' ? 1 Quote Link to comment Share on other sites More sharing options...
Octavio Pinho Bokel Posted February 16, 2021 Author Share Posted February 16, 2021 Thank you all! I will mention you all in the manual! I will record this week a video about the game, giving some tips and talking about the options, I will post here soon. 2 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted February 16, 2021 Share Posted February 16, 2021 Tested on my Brazilian Polyvox Atari 20210216_052252.mp4 1 Quote Link to comment Share on other sites More sharing options...
Octavio Pinho Bokel Posted February 17, 2021 Author Share Posted February 17, 2021 Hello, I just made a video explaining the gameplay mechanics. There are 2 more videos to come, one about all the gameplay modes, and other about develloping for Atari. 3 Quote Link to comment Share on other sites More sharing options...
Octavio Pinho Bokel Posted February 18, 2021 Author Share Posted February 18, 2021 One more video, this time talking about all game options: Hopfully the audio is better this time. 2 Quote Link to comment Share on other sites More sharing options...
ComputerSpaceFan Posted February 19, 2021 Share Posted February 19, 2021 22 hours ago, Octavio Pinho Bokel said: One more video, this time talking about all game options: Hopfully the audio is better this time. Looks amazing man! Thank you very much for not only making this but explaining all the modes. This is right up my alley! One thing I wasn't totally clear about, at 15:09 and at the end of your video I hear something like a warning alert and it says CHPT! at the top, what is that warning us about? And why did the sides of the track turn red right at the end? Did I miss a gameplay tip? (very likely) By the way your audio sounds fine on this one. 2 Quote Link to comment Share on other sites More sharing options...
Octavio Pinho Bokel Posted February 19, 2021 Author Share Posted February 19, 2021 (edited) Hello mister CSF, In the first video I try to explain this mechanics, and I recognize is a bit chaotic. The second video I just focused on explaining the game options and variations. Every checkpoint (0x100) you receive more time, and the score and the car turn green. This will make you invincible for a few seconds. You will receive an audio alert just before it. So, with the heads up, you can accelerate to try to cross the checkpoint at maximum speed. All details are in my git: https://github.com/opbokel/hellway The first video I talk about this. I tried to record the audio track again, but I could not reproduce the true excitement I had when I first recorded, so I decided to keep it, even with the audio with a little distortion and the english less than stellar, I invite you to watch. I also invite you to play my game, and I really appreciate you talking your time to hear me talking about it. PS: It turns red just because you crossed the checkpoint, is the next stage / traffic level. CHPT! is checkpoint, but I use only half of the screen because I did not want to hide the other fields in such crucial moment. Edited February 19, 2021 by Octavio Pinho Bokel 1 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted February 23, 2021 Share Posted February 23, 2021 (edited) ZeroPage Homebrew will be playing HELLWAY on tomorrow's (Tue Feb 23, 2021) stream LIVE on Twitch at 6PM PT | 9PM ET | 2AM GMT! Hope everyone can watch! ZPH Twitch Stream: https://www.twitch.tv/zeropagehomebrew/ Games: Lady Bug Arcade (2021 Exclusive WIP Update) by John Champeau of Champ Games @johnnywc, Nathan Strum @Nathan Strum (Graphics), Bob DeCrescenzo @PacManPlus (Sound) Uncle Hairy's Nosehair (2021 WIP) by Chris Read @atari2600land Chaser (2021) by Karl Garrison @Karl G Hellway (2021 WIP) by Octavio Pinho Bokel @Octavio Pinho Bokel (SET VIDEO TO 1080P60 FOR FULL QUALITY) Edited February 25, 2021 by ZeroPage Homebrew Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted February 23, 2021 Share Posted February 23, 2021 On 1/27/2021 at 4:35 PM, splendidnut said: Interestingly enough, this doesn't run in Stella... but it runs just fine on real hardware. EDIT: Nevermind... I was in Developer mode... runs fine in Stella in Player mode Developer mode will expose issues that can occur on some, but not all 2600s. These issues should be tracked down and fixed. They're often a missing # in an immediate mode instruction such as using LDA $00 instead of LDA #$00. As a developer @Octavio Pinho Bokel, should be using Developer mode. 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted February 23, 2021 Share Posted February 23, 2021 16 minutes ago, SpiceWare said: As a developer @Octavio Pinho Bokel, should be using Developer mode. There is a reason why it is called Developer settings. 1 Quote Link to comment Share on other sites More sharing options...
Octavio Pinho Bokel Posted February 23, 2021 Author Share Posted February 23, 2021 Yes, there was a bug! Thanks a lot, life saver! It was fixed! The bug only affected the difficulty switches, I just found one line wrong (LDX 0 instead of LDX#0). @SpiceWare Did you find any other bugs? URGENT @ZeroPage Homebrew The last version on the git repo contains the fix! 2 Quote Link to comment Share on other sites More sharing options...
+wongojack Posted February 23, 2021 Share Posted February 23, 2021 NEAT! I love these twitchy race games. I've only tried it in the browser so far. Does it work with paddle controllers on real hardware? 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted February 23, 2021 Share Posted February 23, 2021 17 minutes ago, Octavio Pinho Bokel said: Did you find any other bugs? I did not, though I only briefly took a look while I was waiting for a work project to finish compiling. 1 Quote Link to comment Share on other sites More sharing options...
Octavio Pinho Bokel Posted February 23, 2021 Author Share Posted February 23, 2021 Thanks for the last minute tests! 37 minutes ago, wongojack said: NEAT! I love these twitchy race games. I've only tried it in the browser so far. Does it work with paddle controllers on real hardware? I did not implement it, I need a way to break and accelerate... If you have any suggestion how to make the game work with the paddle, please let me know. 1 Quote Link to comment Share on other sites More sharing options...
+wongojack Posted February 23, 2021 Share Posted February 23, 2021 Look to the C64 classic Le Mans for inspiration. If you hold down the button, it accelerates and moves "up" the playfield. Release to move back "down." I love this style and have played Le Mans to death over the years. C64 Gamevideo 03 - LeMans - YouTube 1 Quote Link to comment Share on other sites More sharing options...
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