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LordKraken

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Everything posted by LordKraken

  1. We butchered it BUT we didn't dare to touch and eat the pro controller. Too expensive (and the cake was actually real good, congrats to whoever baked it!)
  2. yes my bad, of course i meant the number of ticks elapsed since last frame, not the absolute tick number
  3. To elaborate on what @42bs just wrote, use rapTicks directly, just adjust your move speed directly. sprite[spriteIndex].x_ -= playerMoveSpeed * rapTicks;
  4. Odynexus was officially released at PRGE 23 last week end and should be available soon on AtariAge store. The game will be playable at eJagFest this week-end and I might have a few goodies as well!
  5. Yep many Lynx samurais will be there the two days I will have the final version of Odynexus to present (but not to buy unortunately since boxes just go produced in the US). I will also present a beta version of RED
  6. I think what he means is that the ship is a bit slow, but I'm pretty sure it's because the original game is like that, and for our modern shoot'em up standards it can feel a bit weird. I played the original space invaders arcade at my office the other day and while still fun, that's exactly the feeling I got, why my ship is moving so damn slow!
  7. The parallax scrolling add a lot to the game. Now I almost feel like I'd like to have more frenetic weapon
  8. agree the release of the flashback 50 just a few months ago was unnecessary considering they already knew about the 2600+ (but maybe with the deal with atgames they were not in control of that one). On the other hand the game station is definitely a bit too much (nice little item though, but how many 2600-ish hardware do we need)
  9. I agree with @42bs, that's what would make sense, along with a european distribution of the VSC (and a real price cut, at 150 euros I would take 3). But Atari is not really known to make sound and wise decision, although it's definitely going in a much better direction for the past 2 or 3 years.
  10. Sure but as a public company, you have the obligation to serve your shareholders and maximize profits. What are the prospects of a bubsy game? None.
  11. ok ok i get the recharged serie, nice initiative, legendary games... but bubsy... seriously!?
  12. For that to work, we would need to get all lynx publishers (excluding AA obviously since they can use the original logo now) to agree on using that one alternative logo... good luck
  13. Not sure how good your compiler is at optimization but you might want to consider passing a pointer on your animation frame instead of the frame index and the array of animationFrame (same with spriteIndex actually).
  14. Well it was more some kind of pseudo code. I don't know how to get a timer in basic but iirc (haven't use it in 2 years) Raptor probably offers a tick/frame counter of some sort you could use for that purpose.
  15. Very generic way of making blinking text. Adjust showText to you lib/framework.
  16. Well... French "rational" mind here, not possible. Thank you Descartes
  17. Problem with that idea is that Jaguar games are crazy expensive, contrary to many (most?) 2600 ones. So the product would make sense only for people with an existing Jaguar collection, which is probably what? 10 or 20 (50?) times less people than 2600 collectors.
  18. There is no new atari, only a "new" CEO (has been there a couple of years now) who holds a majority share, but strictly speaking that's the same company. Now why Songbirds did remove Atari name from all his productions, that is a good question that only him could answer. Maybe with Atari showing interest for their old consoles and even restarting the production of 2600 games, it sounds a bit risky to use trademarked brand own by Atari (or that Atari wil re-own soon - Jaguar for instance).
  19. Well I guess the idea is to have the game available in the AtariAge store at the same time
  20. Hey guys! It took us longuer than expected to polish the final details but as you can expect for a game that will make its beginning at PRGE in one month, the game is now gold and ready to go in production! We can't wait to show you the final product and especially the amazing packaging!
  21. Just adding my 2 cents here, having a bit of experience with AAA productions, good practices today are to use placeholders that actually look like... placeholders and can't be missed upon final release. Things like very flashy textures, even pink ones why not, it really needs to pop as sonething non final so that QA can't miss it. As for sound, well gameplay programmer generally don't use any until your sound designer start working on them. And yes he's going to come up with his own stuff, not sound from other games (although he could use them as an inspiration, that's not forbidden). Anyway, that said, maybe we could give Jeff a break. Let's judge his game when the game is finished (but please this time, take all feedback into consideration).
  22. Despite some similarities, it seems to me that Tommy Tallarico "simply" over-exagerate his achievements, while on the other side it's pure lies. And Tommy does (did?) have some real talent too (not running a company though ^^).
  23. For the record the guy from FFL, Francois-Yves Bertrand, was a key programmer on Viruta Fighter. So if he had the time and budget, no doubt the game could have been much better. From Wikipedia:
  24. Real nice start and this is a pretty good use of AI imo, although for having experimenting quite a bit with midjourney, I think it only works during prototyping. Now on the unique feature of your game, i.e. movement depths, I'm a bit scared that it is going to make the game very hard to play. Always seeing the ground with projected shadows for all objects might help... But really looking forward to see how you're going to solve that problem
  25. Indeed the Saturn had a hires mode, and it was astonishing to see that, even on a cathodic TV. The ones that come to my mind: Decathlete (aka Athlete Kings), Winter Heat, Virtua Fighter 2, and I probably forget a few others.
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