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Everything posted by mgr_inz_rafal
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Tetryx: http://atarionline.pl/arch/T/Tetryx/Tetryx%20%28-%29%28pirx%29%28PL%29.xex
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The best Atari 8-bit original game of 2017
mgr_inz_rafal replied to Yautja's topic in Atari 8-Bit Computers
Hello Yautja, You can link to this video of "Tensor Trzaskowskiego" - it shows newer (and final) version of the game (more music, more colors, etc.) -
Thanks Bill!
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You're welcome I'm glad it turned out to be the emulation problem, since I don't own any NTSC machine to try and see what could be wrong.
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Hello Again, Apart from preparing graphics and levels, Vidol also prepared single-segment, compressed, tape-friendly version of the game. Please find this version attached. Tensor_pack.xex
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Good evening! I am proud to present the after-party version of Tensor Trzaskowskiego game. Changes include but are not limited to: - More amygadala types - More caves (51 in total) - all with strange, polish names - Things fall faster - Additional music from Makary (in-game and for intro-screen) - Additional graphics from Vidol (for intermission screen and for "congratulations" screen after clearing last cave) - Level balance - Less flickering (thanks to the sophisticated ANTIC-disablation technology) - Nicer, animated credits It is just better on so many levels that it's hard to bellieve it's been released Final binary is to be found as an attachement or here: https://github.com/mgr-inz-rafal/tensor/raw/master/bin/tensor.xex Source code is available on GitHub: https://github.com/mgr-inz-rafal/tensor Thank you and good lick! tensor.xex
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Stock 800XL/65XE is enough.
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Here's the video of the prototype of Tensor Trzaskowskiego game:
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Thank you. There are some TODOs to be implemented in game. I will eventually release an update, but will mainly focus on more levels, balancing and option for quicker falling of items. Regarding time and score, I am not sure. Since the day one the game was intended for kids, hence for fun, not for a challenge.
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I think I know what Sikor tried to say: "Turn off autofire" - it may slow down the cursor movement "ILE counter" shows how many differences there are - you mark one and press FIRE to decrease the "ILE counter" (ILE means "how many" in Polish) Marking the difference with FIRE button doesn't change the apperance of the ladies, it just decreases the "ILE counter"
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Hello, Sources for Tensor Trzaskowskiego are available here: https://github.com/mgr-inz-rafal/tensor
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telnet on Atari + active MUD server... Sounds tempting?
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Sad story, indeed... But that's why I always publish source code for nearly all my apps & games. And I encourage others to not be shy and do it as well.
- 22 replies
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- 2
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- TURBO-BASIC
- TURBO-BASIC XL
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Damn... Lack of good ideas and lack of time this year :/ Still a lot of time though... We'll see
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Atari 8-bit games in C ( CC65 ) ?
mgr_inz_rafal replied to Blues76's topic in Atari 5200 / 8-bit Programming
Hello, Biedny Pies Antoni 3. Not that well-known Download: http://atarionline.pl/forum/?PostBackAction=Download&AttachmentID=7241 Source: http://atarionline.pl/forum/?PostBackAction=Download&AttachmentID=7326 YT: -
I also second the "-l" option upgrade. There are times when you just miss these few bytes...
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How to detect Sparta Dos
mgr_inz_rafal replied to bugbiter's topic in Atari 5200 / 8-bit Programming
Please take a look here: http://atariki.krap.pl/index.php/Programowanie:_Jak_stwierdzi%C4%87_obecno%C5%9B%C4%87_SpartaDOS_X_oraz_jego_konfiguracj%C4%99_pami%C4%99ci I used it to detect the extram bank used by SDX and it worked flawlessly. -
Old game that used upside-down characters...
mgr_inz_rafal replied to eccofonic's topic in Atari 8-Bit Computers
Just a side note: Simple BASIC game FAC has also used the ability to flip the chars (http://atarionline.pl/arch/F/Fac/Fac%20%28-%29%28-%29%28PL%29%5BBASIC%5D.atr) -
Assembler clear return stack / return info
mgr_inz_rafal replied to Grevle's topic in Atari 5200 / 8-bit Programming
I consider this recommendation as too far-reaching. Sure, this is the "good school" of coding, yet it may happen that the place you want to return to no longer exists (self-modyfing code, overwriting memory with next program part, etc.). In one of my games I JSR-ed into the subroutine which, based on the game state, internally decided whether the calling code should be overwritten. In such case I had to call "PLA PLA" to skip one "layer" of RTS and return directly to the caller's caller. So, your advice is very solid, but I wouldn't say "must be followed", since some less experienced developers may think that there are no exceptions. _________ Edit: Just now I see that you mentioned "certain tricks to be played with stack". I'll however keep my post as is as a possible example of such trick -
They can be read indirectly from the graphical representation of the cannon (the longer the cannon the more powerful shot). I would probably have trouble squeezing anything more into the source code, anyway.
- 129 replies
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- BASIC Programming
- Contest
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Here's my entry for the contest: ultra-violent game named "Duck-Hunt". Your task is to kill expell as many ducks as possible using 20 cannonballs. Aim your cannon and adjust power using joystick. Please excuse the slow cannon movement - it's just BASIC PS. Look Mum, I can into trigonometry duckhunt.atr
- 129 replies
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- BASIC Programming
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lots of unfinished, awesome projects .. but why?
mgr_inz_rafal replied to MARIO130XE's topic in Atari 8-Bit Computers
When hobby is considered, the passion for a new idea lives only for a few days or weeks, usually. As long as you're struggling with ambitious programming task, line writing new engine, coding some nice, unusual stuff you have the will to continue. Once the main task is achieved and you start facing reality (balance the game, find someone to compose music or draw graphics, program boring stuff like menu, scores, create levels, etc.) your involvement into the project diminishes. And at that point you want to start something new, something better, something bigger. Therefore, the duration of work for the last 5% of the game tends to extend to infinity- 191 replies
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