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LordKraken

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Posts posted by LordKraken

  1. 10 hours ago, CyranoJ said:

     

    Did they cut it into 64 bits, or split it down the middle and cut those into 32 each?

    We butchered it BUT we didn't dare to touch and eat the pro controller. Too expensive :D

     

    (and the cake was actually real good, congrats to whoever baked it!)

    • Like 3
  2. 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

  3. 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!

    • Like 1
  4. 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)

  5. 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.

    • Like 2
  6. 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).

    • Like 1
  7. 12 hours ago, Gedalya said:

    Thank you! I am writing in BASIC and getting a compile error with that code, is that C perhaps?

    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.

    • Like 1
  8. 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.

    • Like 3
  9. 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).

    • Like 1
  10. 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!

    • Like 11
  11. 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).

    • Like 7
    • Thanks 1
  12. 2 hours ago, The Helper said:

    It would be so hilarious if the music industry hook was Tommy Tallarico of Intellivision scam fame that would be just perfect!

    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 ^^).

    • Like 3
  13. 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:

    Quote

    Bertrand contacted Sega of Japan about his then-newly developed technology, recorded a videotape showcasing it and sent it to the company.[8][9][10] Interested in his technology after seeing the video, Sega suggested Bertrand to work for the company and they proceeded to arrange an interview with him in Japan, which resulted in his hiring and joining AM2 as one of the first foreign members within the division, along with modeler and animator Jeff Buchanan.[8][9][10][11] Under the helm of Yu Suzuki, he and Buchanan formed part of the original Virtua Fighter development team, with Bertrand being responsible for creating the camera and collision systems seen in the game.[8][9][10][11][12] Bertrand would continue working along with Buchanan at Sega in further projects for almost two years before moving to the United States, where he would offer his services to both The 3DO Company and Atari Corporation, with the latter recruiting him to be part of the software development teams for the Jaguar and becoming the sole lead programmer of Fight for Life.[8][9][10][11][12][13][14]

     

    • Like 1
  14. 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 :)

    • Like 4
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