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Posts posted by mgr_inz_rafal
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Hi Folks,
The game is now finished, you can find the .xex file attached.
Once again, please bear in mind that it requires 1MB of RAM.
Big thanks to @pseudografx for coming up with the music.
PS. As all my other games this one comes with a source code as well: https://github.com/mgr-inz-rafal/skakatory
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So cool @olix!
Never enough coders!
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That's the bugfix that took me ~3h to nail down: https://github.com/mgr-inz-rafal/skakatory/commit/d6a0eaccbf322408229d7b833b549dee615a6754
I hate software development

Anyway,
The release will be postponed a bit, since I was lucky enough to receive a cool music from one of the forum members. I requested some minimal change to the rmt file and now I'm awaiting answer. Some more time will be needed to wire up the rmt player and to add credits on the title screen.
Stay tuned

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Thanks! Finally, there was no one to help so I had to sharpen my character animation skills
As you can hear, I wasn't that successful with my music skills
If anyone would like to contribute, I'm still open.
As posted on YT - there's still one outstanding bug to be fixed. To be honest I already forgot about this game since my kids are already bored of it
But anyway, I'll try to finish it and release during the coming weekend, as some heavy rains are predicted in the area.
Background is a cheap trick. It's just a banch of frames pre-rendered using my "metaballs" tool (no cert, but secure: http://chabowski.eu/blobs) and loaded into the extram - that's why the game required 1MB of extended memory ¯\_(ツ)_/¯
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Yeah, thank you for including the game on your stream, I really appreciate that. Indeed, I have no idea what went wrong... Probabaly the code that saves the data to cartridge was glitching with the version of the game you used for presentation. As far as I know, there were no complains from the user of the oficially distributed version.
Anyway, it's unfortunate I missed the stream - I should definitely visit AtariAge more often. At least I can answer the question from one of the viewers - yes, the level borders are normal GRAPHICS 2 characters with a PMG overlay to change their color. There were just enough players and missiles left to be able to cover the borders using the quad-width mode.
Finally, if you (or anyone else) would like to play using the non-official maxflash cart, I'm just sharing all the necessary files. There are two cartridge images (different format) and an .atr file that can be used to flash the cart directly from you Atari.
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Attached please find the .atr version of the game. It doesn't require cart, works on 64kb and stores the state on disk.
While testing on real 1050 I stumbled upon some minor visual glitches on the intermission screen, but the game itself continued to work correctly, so I didn't investigate too much.
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Thanks for you feedback, I really appreciate that!
Your fix will be included in the final version.
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Folks,
Development continues
Today I present another video which showcases two things:
- "cavern selector" screen which present the current hi-score
- in-game score counter
Enjoy!
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Your impression was correct, certainly. The game is going to be released on a cart.
However, my plan is to also release the game as a standalone .xex file and, ideally, I'd like to keep it working on the 64kb machines (as the original version did). Maybe that wasn't clearly communicated earlier, sorry.
Anyway, if at some point I see that the features I'd like to implement require more than 64kb then I will reconsider two branches:
- cart version loaded with new stuff, languages, etc.
- more humble .xex version
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Thanks @Mathy, really appreciated.
If there is some place to spare at the end, I might add more languages. I'd like the game to still be playable as a .xex file on the classic 64kb machines and the RAM is already tight
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Hi folks!
The game is still being updated for the cartridge edition. Slowly but surely.
The game now has a proper menu, where you can, for example, choose the GUI language to be used (english and polish are available). Moreover, the selected configuration is stored on the cartridge, so the next time you boot your Atari it automatically loads the last configuration.
Short video attached. Please ignore the minor graphics glitches, I'll get rid of them I promise
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Hi!
This is the game author speaking
Among the improvements for the physical release is a new piece of code that animates the level when it is being rotated. You can see it on the attached video, but please bear in mind that things are still subject to change and the final animation may look even better!
PS. Music and colors have also been aligned with the NTSC machines.
Stay tuned for more news!
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OK, so... that's the first and last bump (just in case someone missed the initial message).
Now, I feel it's high time for me to start learning how to do the drawing
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Greetings!
I'm currently working on a new, simple game for Atari. Engine-wise the game is already complete.
Since I'm known for notoriously creating ugly graphics I was wondering if there is somebody willing to help in that matter
What is to be done is a jump animation of two, sprite-based figures. I can share more details in the private message.
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Hi,
This is just to inform you that the Andorid port of the game has recently been updated (stability & bugfixes).
Enjoy!
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Hello,
There is an Android port of Tensor Trzaskowskiego available in Play Store.
Enjoy

https://play.google.com/store/apps/details?id=com.mgrinzRafal.Tensor&hl=en
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Hello guys,
Recently I stumbled upon my notes on how to progress through the game. Yesterday I added some pictures and published "official walkthrough"
It's in polish, though, but I believe the pics are more than enough to grasp what actions should be done.Enjoy

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I think the original FUEL font is somewhat nicer... Enhanced version looks like FVEL to me

Otherwise nice, subtle touch.
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Thank you.
You're welcome

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After playing a bit with the "show_intermission" routine and commenting completely unrelated piece of code the music started playing correctly. The music during the gameplay got corrupted, though...
Seems like something behind my understanding of Atari is happening here.
My one and only suspicion is that I keep executing "jsr RASTERMUSICTRACKER+3" in VBI and in other places I happily call "jsr RASTERMUSICTRACKER" to play different song without any means of synchronization. Should I make sure that there are no calls to playroutine until player is fully initialized (ie. disable VBI before player init call and reenable afterwards)?
Anyway, the code is freely available on GitHub - if some great coder could take a look and suggest what could be wrong I'll be glad for any hints.
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OK, so I shall look into the issue at some point. Thanks for reporting that

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Great stuff, Wally 2109,
As far as I know there is at least one Action! programmer out there, so Spudge might turn seductive enough for him to switch
Good luck with the project. I myself also like to write compiler from time to time, but it's always hard for me to make it to the end.Do you plan to release the Spudge source code? I love to read stuff like that.

[Artist needed] Jump animation for a new game
in Atari 8-Bit Computers
Posted · Edited by mgr_inz_rafal
Hmm, do you have updates on that? I played it in both Altirra and Atari800 as well as on real 800XL with Ultimate 1MB.
Ok, so the most notable example I know of is the "Bumpong" game by Fox (https://github.com/pfusik/bumpong). I think that in my game it should be possible to not use the prerendered frames and use some smart calculations with a support from look-up tables, especially because the background animation is completly predictable. I won't be changing it, though, as I see it's too much effort for little to no benefit (that's a fancy way to say I'm "lazy")
Also there's more than that. Initial idea was to have the animation frames being prepared by an graphics artist to make it more "cartoonish" and fully dedicated for children. For example, one of the ideas was that the characters jump over the rocks rolling at the bottom while there is some animation of clouds, meadows, birds, animals in the background. Other idea was to recreate the animation from Little Big Planet (which was actually an inspiration to this game) (scroll to 1:36)
So I deliberately went cheap and prepared the engine to just switch animation frames and call it a day. In fact, this is how the "prototype" looked like - the background were just a straight lines but even at that point it already was 800kb worth of frames to be replaced with nice graphics
The artist gave up at some point, so I had to come up with some graphics myself. Since my gfx skill are not up to scratch I decided to prerender the frames using the blobs algorithm I was working on at that time to sharpen my WASM skills
And that's it, done and dusted.
Sorry for a long story
@CharlieChaplin
Thanks for taking the effort to pack the file, cool stuff!