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mgr_inz_rafal

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Posts posted by mgr_inz_rafal

  1. On 8/31/2022 at 11:34 PM, rdefabri said:

    I had some issues running this on Altirra using a 130XE / 1M RAM as the profile

    Hmm, do you have updates on that? I played it in both Altirra and Atari800 as well as on real 800XL with Ultimate 1MB.

     

    On 9/2/2022 at 8:35 AM, Beeblebrox said:

    I wonder if at some stage rather than the background animation being a set of prerendered frames (which as you say take up a large amount  of space),  it could be coded in real-time?  That way the game would have a vastly smaller footprint.

     

    You see demos with real-time lighting and bump mapping effects so I am sure it's entirely possible. 

    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 :)

     

    image.png.ee9ae7575d0f9ed4694d1e92a7992a05.png

     

    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!

     

     

    • Like 1
    • Thanks 1
  2. That's the bugfix that took me ~3h to nail down: https://github.com/mgr-inz-rafal/skakatory/commit/d6a0eaccbf322408229d7b833b549dee615a6754

    I hate software development :D

     

    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 :)

     

    • Like 3
  3. @Avram

    Thanks! Finally, there was no one to help so I had to sharpen my character animation skills :D

    As you can hear, I wasn't that successful with my music skills :lol: If anyone would like to contribute, I'm still open.

     

    @rdefabri

    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)_/¯

     

    • Like 3
  4. Hi @ZeroPage Homebrew,

    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.

    tensor_maxflash.atr tensor_maxflash.bin tensor_maxflash.car

    • Like 3
    • Thanks 4
  5. 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:

    1. cart version loaded with new stuff, languages, etc.
    2. more humble .xex version
  6. 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 ;)

     

     

    • Like 6
  7. 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!

     

     

    • Like 10
  8. 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.

    • Like 2
  9. 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.

    • Like 1
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