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Showing content with the highest reputation on 06/02/2023 in Posts

  1. New Roms for sale! With a new joint partnership with Homebrew Inc. IntellivisionCoollector.com is now offering ALL of Homebrew Inc. game Roms for sale.... Visit www.IntelliviionCollector.com for all your CIB & ROM needs..
    11 points
  2. thanks. i am looking forward to getting my ti99 items out of storage, once i have secured a place to live, and get back to doing some real work, going to be tough to get back on my feet but one step a a time
    9 points
  3. Thanks, I do see it now. -- As shown in this thread I got released from federal prison, and then moved to ICE as alien, where finally on May 25, they flew me back to Toronto, were now I am trying to restart my life, broke and homeless but free! You sure been hyping alot of wrong info in this thread. I know I made mistakes in the past, and I have haters, but at least get your facts right. I never fled Canada because I was going to face charges. I left Canada because I got tried of cold weather and the high cost of living (which is even worse now that I am back here, just a small apt. is over $1500 a month) and originally I went to Dominican Republic to help out a long-time friend with his real estate down there, and I fell in love with the place, I was not running away from the law, and I don't have any outstanding issues back here in Canada.
    9 points
  4. i had a chance to briefly try out some of your new amazing versions back in 2019 when i got my ti99 stuff up and running again, and i look forward to checking out your latest masterpiece as well, even tho i have classic99 on this laptop i am using, my focus first is securing a place and getting either my disability or small online LEGIT job going, before i can relax and enjoy trying out some amazing things like RXB again.
    7 points
  5. The current count is 46 cartridges (not counting the built-in games on the EXP; game counts range from 2 - 20 games per cartridge), with a 47th soon to be announced because we don't know what number 32 is as of yet (1 - 34; A01 - A10; C01 - C-4; EXP). So far, there's 456 games, not counting quite a few unlockables and monthly freebies. I've collected all of the cartridges to date and don't plan to stop. It's a very easy platform to collect for, and, just as importantly for me, store. Again, nothing particularly "magical" or innovative about their business plan or model, just thoughtful execution and realistic goals.
    6 points
  6. Twin Snakes Run is an uncomplicated puzzle game reminiscent of the popular snake. It differs from other games of this type in that we control two twin snakes at once, which move in the same directions, creating the same route, but mastering mazes with different obstacles. We don't collect anything here, and the trick is to lead both snakes to the exit at once. Blocking one of them makes it impossible to continue the game and then the level must be restarted. The snake gets longer with each "step" and cannot go through itself. There are 32 levels, and the level of difficulty usually increases with each new one. For ease, we can also start the game from 10 or 20 level. The game was written in 6502 assembler and it is my first program in this language, because so far I have only tried coding in Atari Basic ("Tuneup", "Troll's Treasure" and "Moon Quest" games). The impulse to try to write something in assembler was the series of videos "Let's Make EdVenture" on the YouTube channel "Mission: Ed Possible", where the author presents the creation of a roguelike game for small Atari from scratch. During the development of "Twin Snakes Run" Marek "Xeen" Cora was a great support to me, he gave advice, explained many things, and also wrote some procedures that make the game work, look and sound much better. The title artwork was created by Piotr "Piesiu" Radecki. The rest of the work (game mechanics, level art, music) was done by me. There was an idea to make a few copies on a cassette tape for the creative team, but finally we decided with Jerzy "Duddie" Dudek to release it in his company Retronics, in the "Classic" version for those interested (limited to 50 copies). Jerzy "Mono" Kut also came with support, who prepared a loader for the cassette release, as well as Konrad "Gades" Leśniak, who lent one of his songs (more specifically "Nightride" from the album Runaway from 2017), which is played on the second channel when loading a game from a tape. The game should run on any configuration. It was tested on Atari 400/800 and XL/XE series. It supports both PAL and NTSC systems. A minimum of 32kB of RAM is required. The snakes are controlled with a joystick. Other control keys: FIRE - start or restart of the level START - start from level 01 or return to the title menu SELECT, OPTION - start from level 10 or 20 Game is avaliable to buy at https://retronics.eu/ please contact publisher directly. Twin Snakes Run.xex
    5 points
  7. I have continued to work on the StrangeCart BASIC over the past several weeks. I haven't recently had the time work on the hobby for extended amounts of time in one go, with these constraints working on software seems to be somewhat easier than hardware (I have several things to do there such as new picocart PCB layout). Anyway I realised that what I was missing was the thing BASIC is known for - immediacy i.e. command mode. Up til now what you could have been doing with the StrangeCart is to load an existing TI BASIC program and save it to the memory of the StrangeCart, and use its CALL RUN to have run the BASIC program very fast. In other words, BASIC program editing would be done with regular TI BASIC; access to StrangeCart has been a bit indirect, as save to the flash memory of the board has the side effect of making the program available for the StrangeCart BASIC interpreter. Earlier, the firmware has thus treated the BASIC program as a ROM: even though my interpreter can run the BASIC program, it could not modify it. I am now in the process of adding a tokeniser and building blocks for editing the loaded program. The revised BASIC has already now a command interpreter, which can be entered and it runs entirely on the StrangeCart. Within the interpreter there are bunch of standard BASIC features already working: RUN command enables running the program (nothing new) LIST command enables listing the program (supports now ranges of lines) OLD enables loading a BASIC program from the SCD1 drive BYE exits the command interpreter Those commands were already there in various forms, but now: Entering NEW clears the BASIC program and variables (yes, progress comes in small steps) Entering a line number alone deletes the line from memory Entering a line number and code after it tokenises the code and inserts the code line into the right place of the program. These sound trivial additions, but the size of the BASIC and other parts of the firmware expanded by almost 1000 lines of C++ to support these features. Tokenising TI BASIC lines takes a bunch of code, and the memory management of altering BASIC programs in memory is also a bit tedious: I am maintaining in the StrangeCart's memory the BASIC program in normal TI BASIC save format: there is a 8 byte header, followed by the line number table (backwards as in the VDP memory) followed by the program code (also backwards, highest numbered line of code in the lowest memory address). The only change I implemented is that while in VDP memory the BASIC program size is restricted to 16K (in practice less) and is loaded near the top of the 16K space, now after loading a I modify the 16-bit line pointers so that they are zero based relative to the memory address where the BASIC program is stored. This is reversible - it simply means subtracting a fixed memory offset from every line number table address entry. That can be added back, and if subsequently saved the program can be loaded back to normal TI BASIC (I haven't tested it yet but I am sure I can make it work since the format is the same). But the plus side is that the tokenised program size can extend up to 64K. The compatibility at the moment with the use of 16-bit line offsets means that 64K is the limit for tokenised code - data areas are on top of that. When fully completed and the onboard command mode is finalised, these changes mean that I can support different video modes with ease. My intention is to do this so that when one enters the StrangeCart BASIC command interpreter, the 16k VDP memory contents are copied to the StrangeCart's memory for backup, and then I will be free to mess around with VDP memory to support any video mode - including F18A 80 column mode - for TI BASIC programs. When returning from the StrangeCart BASIC back to TI BASIC I intend to restore the state of the VDP. Even with these limited features I have had a lot of fun playing with the command interpreter while working on the code. The command mode makes it self contained. In fact I am testing the interpreter without even plugging the board into the TI, since the command interpreter also supports operation over serial line.
    5 points
  8. Intention is to release everything, source code, gerbers, 3d print files etc etc, as with my previous Ultimate Cart project. But first I may try to sell a few completed carts to those interested to recoup project costs. But we're not at that point yet - I'm planning to send a few out to testers soon, since I want to make sure it works well on a variety of machines (NTSC is untested), and that I haven't missed anything in the cartridge emulation. Currently waiting for a new version of the 2600 PCB and purple pico's for the 8-bit version to arrive from China, plus I've been printing shells for testers that will need one. I did finally test it on my 800XL last night now that I've got a shell for it, worked perfectly which was a relief since I'd only tested it on a 65XE up to now.
    5 points
  9. Recently, I found and started using a new small, molded plastic enclosure...for a couple of 2600/7800 arcade stick controllers that I built. These were both built as 2-button controllers, but that got me thinking about trying to create one with 3 buttons...for full Joy2B+ compatibility. Now, as I don't believe that any 2600 games have been programmed to make use of all 3 buttons, (only 8-bit games have been to my knowledge), and as I've not yet built a controller themed for the Atari 8-bit line of computers, this seemed like the perfect opportunity to see what I could do. So presenting my: ATARI XE Edition - VVG Micro Controller The enclosure itself, is a Serpac 17S,GY, and measures 6.88" wide, 4.88" deep, and 1.51" (front) / 2.46" (rear) tall...with a 12° sloped top. The enclosure I used for the other 2 controllers that I built with it, was the black version (to best match the 2600/7800 consoles), but as Serpac also sells this same enclosure in Gray and Almond...it seemed like a no-brainer to use these colored variants for an 8-bit line of controllers. This, of course, is the gray version, which "matches" the XE line of computers (I personally own an XEGS), and I modeled it after the gray CX-40 that came with the XEGS computers, with the gray enclosure, black joystick, orange pushbuttons, and the detail artwork that surrounds the joystick. Now normally, in a controller this small, I'd have to install a Japanese style arcade stick (Sanwa, Seimitsu, or similar), as they are the only type/style that are small enough, and shallow enough, to be installed into an enclosure this small; Western joysticks, like those by Industrias Lorenzo, or SUZO HAPP, are simply too large. But I recently modified a Western joystick that has a lot smaller base than all of the others, that now allows me to install such a joystick, into a small enclosure, like this one. The donor joystick...believe it or not...is this: SUZO HAPP, Compact Top-Fire Joystick The base, and basic joystick mechanical design, is the same as the vintage SUZO, STC joysticks, from days past. But it has been since manufacturer altered, with a bat handle, and top fire button...for crane type prize machines. So, by removing the lower 5th microswitch (and it's mount), cutting off the molded bat handle, drilling and tapping the 14mm shaft to install a 5/16"-18 grub screw, and screwing on a ball knob...I now have a compact Western joystick, that I can use for smaller enclosures, like this one. There is definitely a different feel, and throw length, when comparing Western and Japanese joysticks...and as I most definitely prefer the Western type...I'm super excited that I have such a joystick, in a smaller form factor, that I can use now. The pushbuttons I used for this controller, are smaller than "full-sized" arcade pushbuttons...as it was the only way to fit 3 of them, in an ergonomic arc layout in this enclosure size...as I didn't want to install them in some sort of weird triangle layout...just to make them fit. So what I've used here are Sanwa OBSF-24 arcade pushbuttons, but I replaced their factory "convex" (domed) plungers...with the "concave" (dish) plungers, made/sold by ArcadeShock...which gives them a vintage look/feel, and overall era-correctness. While these pushbuttons are smaller, its not as much as you would think. Normal Western arcade pushbuttons, install into a 1-1/8 (~30mm) hole, and these mount into a 24mm hole. But as Japanese pushbuttons have a narrower body surround bezel, their plungers have a larger diameter, respectively. So a normal Western full-sized arcade pushbutton, has a plunger with a diameter of 0.889", and these 24mm Sanwa pushbuttons have a plunger with a diameter of 0.769", which is only 0.120" smaller...but they are still easily bigger than any of my fingertips. Would I prefer full-sized buttons...of course, but to make it all fit ergonomically in this small enclosure, it was definitely the way to go, and they still feel great. So for now, this is what I've come up with, for a very small Joy2B+ arcade joystick controller. I also got one of the almond enclosures to build a 400/800/XL edition controller as well, but I need to finalize the artwork on that one, and get it built up. I should be able to reveal that one in a week or so. Enjoy!
    4 points
  10. Long time no talk guys! Some of you know that I work for an online auction platform in Europe managing the video game auctions and I rarely see Intellivision items but this caught my eye. I had never heard of these manuals so I Googled it and found a small mention on INTV Funhouse. https://www.catawiki.com/en/l/71146197
    4 points
  11. first step is to secure and find a place to live, and then i will unpack my ti99 stuff from storage, see what is working, and if i am missing anything that might be useful or needed to have, i will let you know, but right now going to be at least i think another couple of weeks before i can secure my own place and be less stressed and thinking about doing some ti coding and designing again. i got alot done in the week i been a free man already, but still slow going, not easy at all coming back to canada after almost 13 years, and after spending almost 3 behind bars, just breathing outside summer air is a challenge at times.
    4 points
  12. as an aside Gary, I'm really pleased to read a comment written by you directly and I'm glad that you can finally start your life free again. I truly wish you the best
    4 points
  13. After thousands of tries...: For sure (I think ) is this the 'choosen one': Cybernoid I level_3 line_1 screen_1a _cyan and blue _white and gray opposite _but white and gray in middle.xex
    4 points
  14. Here is a quick pic of my copy of Speedster2. Mitch
    4 points
  15. 4 points
  16. In a different thread, there was some speculation about the capabilities of CALL DV2XB in XB 2.9 G.E.M. vs. CALL USER in RXB. I think the following short videos should help clarify matters. I made a short batch file that does CALL INIT, then loads SteveB's multicolor routines, then runs his BISBEE demo program CALL INIT CALL LOAD("DSK3.MCOLOR.OBJ") RUN "DSK3.BISBEE" This was saved in two formats. MCBATCH.TXT is the file saved in windows format. MCBATCHDV is the file saved in DV80 format. This video compares the results loading MCBATCHDV, the DV80 format file. Both work as advertised. You can see that I take my time starting it in XB 2.9, but because of GEM's fast assembly loader, it starts much faster. The next video shows the results loading MCBATCH.TXT, the windows format file. You can see that RXB does not process the windows format batch file properly. To me, the real utility of these subprograms is the ability to save portions of an XB program, then merge it into another program. This is more versatile than saving in merge format because you can select which lines to save. The videos below show how this can be done. In these videos, I load an XB program, then save lines 215 to 225 in DV80 format using LIST. I then NEW, and use DV2XB or USER to enter those lines into XB. You will see that XB 2.9 G.E.M. is the only one that can handle this. You can force a save in windows format this way: LIST "DSKn.?W.FILE.TXT” The results are the same, so I will not post them. I think you can see that XB 2.9 G.E.M. has some powerful capabilities when it comes to batch processing. Perhaps the misunderstanding happened because I did not specifically mention batch processing in the manual. That omission has been corrected. When used in a batch file, NUM led to some erratic behavior. This, too, has been corrected in the newest version. Also, using LIST in a batch file will crash the computer. I am not certain why this is so, but can see no reason to spend time fixing something that has no practical use. The most recent version includes SteveB's multicolor routines and should be ready for release soon. (Edit) As far as I can see, RXB cannot use LIST to produce a file that is compatible with CALL USER. But files created with XB 2.9 G.E.M. are compatible. In the video below, I have loaded an XB program, then saved it to disk using LIST. I then use CALL USER and CALL DV2XB to load that program into XB. Both load the program properly, but there is a noticeable difference in performance.
    4 points
  17. The best part about Evercade is they set realistic goals and expectations, were upfront when they had any delays, and have delivered everything they promised. From the start they said they hoped to get about 50 cartridges out in the lifespan of the system. Well, including the newly announced ones and the mystery releases they put on the schedule yesterday they're over that number and you have to think they blow right past it next year.
    4 points
  18. Nah Vectrex is ripe for a comeback. I remember people wanting Tommy to do that one next. Maybe Tommy, Chris, and Mike can join forces to bring that one back. They just need to makesure whatever they do they have woodgrain color as an option, and then make 5 other color variants and push that before locking hardware down. I hear the way to hook customers is color choices before hardware.
    4 points
  19. I was just thinking that I have no need for whatever the Amico was supposed to be, as my Intellivision Evercade carts allow me to play the classics in HD anytime I want and nostalgia was about all that had me raising an eyebrow at Amico. Ok that and Moon Patrol looked neat in the new version. So again, Evercade did it right; Cartridges, color manuals, good collections, inexpensive, well made. Here's hoping they get some more big names on board and continue to succeed.
    4 points
  20. Like I said, Atari’s communication at the time (around 2018-2020, under Fred Chesnais and Michael Arzt) was terrible and the hardware was 2 years late. I agree it wasn’t a “scam” since they delivered something, but it was a bad value that never really justified its existence. I’m a big retro fan, I have most of the Atari Recharged games on other systems and never felt like I was missing out by skipping the Atari VCS. As Bill points out, VCS was a money loser and did nothing to help the company’s image or strategy. (If you or anyone else have one and like it, that’s cool by me) To the larger point, the retro revival hardware projects were Coleco Chameleon, Atari VCS (2020), and Intellivision Amico. They all chose to use 1970s/1980s toy names in a “make gaming great again” way, the answer to a question nobody asked, with a largely undifferentiated product with unoriginal software and clichéd fear tactics about the evils of existing game consoles. Now that 3 attempts to exhume the major names of that era have failed in 3 different ways, maybe we can leave these childhood memories to rest in peace.
    4 points
  21. I usually have the latest version here too: Serious Computerist - Altirra BASIC
    3 points
  22. Welcome back Gary 🥳
    3 points
  23. Latest release: a8preservation-230512.torrent and matching ClrMame DAT-file: Atari 8bit Preserved Software 2023-05-12.dat
    3 points
  24. And, for this particular screen, in top I can make it a bit more blueish now: Cybernoid I level_3 line_1 screen_1a _cyan and blue _white and gray opposite _but white and gray in middle.xex
    3 points
  25. I've "finished" the water flowing out of the outlet. It turned out better than I expected. Love running through the water and watching the effects! @ZeroPage Homebrew would love to see this shown on the show WenHop_20230602@20_05_18.bin
    3 points
  26. Tracked this down to revision -- rev. D works, rev. E doesn't. Looks like it's an unemulated register bit, firmware is expecting to $D1FA bit 5 to be clear when currently it is set. Any description of this bit? Ah yeah, this is a bug in the keyboard IRQ handler. I'll fix this. If you don't mind, could you report these in terms of affected programs instead of what the Atari OS code does? I try to write AltirraOS in terms of what programs expect or the official documentation says, in order to avoid having code dependencies and to have known test cases.
    3 points
  27. Maybe the mystery carts contain the secret knowledge of the status of the Astrosmash and Shark! Shark! IPs?
    3 points
  28. What a fab choice. The truth is that I'm shocking at this game (so it's going to be Joust and Qbert all over again for me scores wise 😢😂) but that doesn't change the fact that this game is awesome. GCC showed with this that there was still life in the 2600 at this point, and in the process showed what steaming pile of poo the original 2600 Pac Man really was. Even my 6 year old daughter loves this one, and will choose it over almost any other game. I look forward to playing when I get a chance. Actually, sod it, I decided to go and have a quick game now. Anyway, that's enough of me going on a rambling strem of consciousness about how great Ms Pac Man is (and how awful 2600 Pac Man is). Here's a score
    3 points
  29. I wanted to wait till I got them and tested them to say anything, but I grabbed these. I was also hoping they wouldn't go for that much! But I have never seen either game, or anything from that game company before, so I decided to go for it. I've only had time to confirm that both games work. Crystal Sweep is a fun little strategy type game that lacks a 1-player option but is a fairly clever puzzler with some elements of Snake and Othello going on. Dragon Combat is one of those attempts at a TI BASIC platformer, which is only gonna ever be so good, but it seems like a pretty clever execution of the concept. I'll upload both later if they're not already in the Gamebase or elsewhere.
    3 points
  30. Someone on FB has a TI Professional Computer for sale. https://www.facebook.com/commerce/listing/963786531409408/
    3 points
  31. Well stated. Let me add that we should celebrate platforms like Evercade that have taken far more intelligent approaches to retro gaming (with the occasional modern twist) with relatively flawless execution in comparison to the three platforms you mentioned, among others. I also love what companies like Analogue and Polymega have done (although not without delivery issues of their own) to allow for modern play of original classic games. So yeah, there are plenty of ways to have it make sense and do it right, "big" brand or no. We just haven't had those brands execute.
    3 points
  32. For me the holy grail is the ultimate game that hasn't been written yet.
    3 points
  33. This is the 3d printed case (modifed from my Ultimate Cart shell), but much more robust screw holes to hold it together.
    3 points
  34. 3 points
  35. Jalaga - an Atari Jaguar game by Dune. Gemtos 2023 demo version Design & graphics : Mic Musics : Mathieu Stempell Code : Eric Dézert demo released at the Gemtos 2023 an Atari convention held in Saint-Just-en-Chaussée / France 27 and 28 may 2023 full game will feature 25 levels 5 different worlds and hopefully a cartridge release ! Stay Atari ! Jalaga_Demo_GemTos2023_3_stages.zip
    2 points
  36. This is the first of the 2 prototype Jaguar games I sent to the GemTOS. Unfortunaltely, I was not able to attend, so you will have to wait for feedback from participants. The GemTOS is a french Atari convention that held this week-end at St-Just en Chaussée, organised by @PMMS BlackHole Reignited is the new version of the old BlackHole game coded during the AC speed coding contest in 2010 (ouch I feel old) There are of course still some flaws from the previous version but many things have changed : - new placeholder graphisms (backgrounds / ships) - new placeholder music - new menus, you can now select the number of players, from 2 to 8 - 2 solo game modes, that means the game can determine a winner (seems silly, but I did not have time to include this in the AC2k10 version) - 3 team game modes (from 2 to 4 teams) - leaderboard - finetuning gameplay But still many things that are not done yet: - reworked collision routines - visual animations and feedback - SFX - new game modes (I have some silly ideas that I hope will be fun) - all assets are placeholders, until other ones replace them - AI (but this is not priority, the game is intended for human gamers) Please note that: 1. I consider this game as a perpetual work in progress, and freeware. It is a free game, and every subsequent version of the game will remain free. Even if I don't like the term and practise associated to, this is a kind of Game As A Service... This means there should never be a cartridge or physical release, unless one day I think I am done with it and consider it good enough to be put on a kind of compilation cartridge... 2. I consider this game as a convention game, this means it is intended for many players and I hope to give fun to players. This is not a solo game (hence the lack of AI and low priority for adding them). 3. The game has been tested on a Jag GD with 2 teamp taps & 8 jagpad only during a convention (I have not enough Team Taps, jagpad and arms at home to do so), it should work on emulator, but I don't know how emulators manage team taps... 4. I will come back to work on it on an irregular basis, so I do not have a roadmap, or a commitment to follow a roadmap. 5. The itch.io page is the reference for the up to date version of the game. BlackHole Reignited by Fadest (itch.io)
    2 points
  37. Alright, I have ordered the UAV, a Din5 connector, a 64KB ram upgrade, a U1MB, and a Side3.1 cart. This 600XL is about to join us in 2023. Now I'm off to sell my 800XL with a U1MB and Ultimate Cart. I'm sure some will think I'm nuts for not simply keeping the 800XL, but the 600XL was my childhood computer. I love the idea of turning the 600XL into everything the 800XL can be. If anyone can think of any other "must have" upgrades, feel free to tell me about them!
    2 points
  38. I hadn't looked at the detail photos...wow, the corrosion on that PBI. Was this thing stored in swampy salt water or something? Why on earth would the lister take the detail photos? I need to go dig up a pile of dirt from my backyard and put an Atari label on it. Unique one of a kind, $4000!
    2 points
  39. I cut down to 4 phones this year, and added an extra table. I *might* have enough room for it.
    2 points
  40. Today's (06/01/2023) totals: SNES / Super Famicom 1) Spider-Man and Venom: Maximum Carnage - 20 minutes 2) St Andrews Eikou to Rekishi no Old Course - 20 minutes
    2 points
  41. Four more minutes and you'll make the game have three digit number of minutes.
    2 points
  42. Congrats to @jeremiahjt for the WMCJ win, and @doctorclu for the incredible Wormhole 2000 score! Updating HSC all time score sheet. Will get the next round up ASAP (tomorrow). Cheers'! EDIT: @doctorclu I added your 4 participation points
    2 points
  43. 😞 I've got a pullup on the APP pin and a 2 way jumper from APP to allow it to be connected to RESET or GND RESET comes from a ADM707 APP doesn't go any further than the jumper on my board, not really thinking about external processors. Yes, i have done the same thing sharing part of the flash with the macrostore. Have you tested your 99105's, we found that some of them actually seem to have the 99110 internal macrostore if you enable it. Not sure if that was here or on Atariage. Must get back onto working on my system, I've not done anything few a few years again due to a house move and then trying to debug my TS68483 video card. And more recently trying to get the TI990 TFDC disk controllers working. Jim
    2 points
  44. I think it needs to make sense for the amount of actual camera movement to simulate that the characters have moved around the scene. Maybe as the scene scrolls they are moving down a trail or path that causes the turning of the background so it looks like you're moving around something. You could use this to make really interesting environments where things only get revealed as the fight moves. Right now the turning is tight like in Tower Toppler. That looks find because you're moving around a cylindrical object. Maybe looks at how backgrounds of Nights: Into Dreams work.
    2 points
  45. 2 points
  46. I also find the rotating background very confusing! Although I kind of like the 'grungy' pre-rendered sprites. But your art director has to come up with a solution for the 'floating dinos' (a simple drop shadow?) Note that the animation has a lot of flaws -which also explains the floating sprites- but I assume this is because it is still an early phase of the WIP? Just some feedback on visuals ...
    2 points
  47. Final version of Binary Parasite has just been released! Enjoy and let me know when you reach the game finale
    2 points
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