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vroby

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Everything posted by vroby

  1. Check the USB cable and change it if necessary. Maybe it's simply the door a little more precise
  2. it is not possible to put the crates already in place. map reading: 0 backgrounds 1 wall 2 box 3 destination the starting point is fixed in all levels and the size is that of the template
  3. no no this game won't end up in a box it's free and it's a simple exercise
  4. Thanks for the offer but I think I already optimized the code quite a bit. I simply demanded a lot from the inty. In the next programs I will try to squeeze the machine a little less since many people use hdmi converters that deinterlace the video output and I hadn't thought of this. Already the next one that will come out soon despite having an 8-way scroll shouldn't have the problem
  5. asm DIS asm EIS I also use jzintv in ntsc mode. we did a lot of tests (ntsc, pal and even secam) and there are some small differences. It's definitely a great emulator. Also keep in mind that I work full with linux
  6. There is little to say. I close the interrupt I run the code and before the wait I reopen it. Annoying black screens come on the emulator. On the physical machine, however, there are none. Since I develop for physical machines it comes in handy and the result is good.
  7. Making a game for another platform while keeping the name is porting. Making a game similar to another game by calling it another name is making a clone. In practice, the difference is minimal
  8. this is a simple sokoban game. It' s free to play and was developed in 5 hours. There are only 4 level. If you want more level send me the map like this: data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 data 1,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,1 data 1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 data 1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,3,0,0,1 data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,3,0,0,1 data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1 data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 sokoban.rom
  9. The games I develop use closed interrupts. On the emulator, this results in very annoying black screens. On physical machines, however, the game runs perfectly and at most there is a barely noticeable slowdown. This allows for more machine time during the intense phases of the game. Even Dino, who is not on Atari Age, adds this: Let me introduce myself, I'm Dino Yachaya the producer of these games.First of all, thank you Mike for the review, I accept both good and badcomments.I just wanted to share my homebrew philosophy with you.The games we make are by choice aimed at reaching only 80k of memorywith boards without additional memory, what we want to try to make aregames that are as similar as possible to what they could have been inthe 80s.Obviously our games can't be as beautiful and flashy as new homebrewproductions that also reach a very high capacity of memory, but this isour philosophy, we wont to respect the limit of the original machine.To give you an example 007 uses 79k of memory, to make this game we hadto give up and cut several elements to make it work.Regarding the price, I chose to keep the quality high to try to makethe product as similar as possible, perhaps identical, to the Parker onemade in the 80s, years ago I produced Quo Vadis, I was asking 50 dollarsfor this game, obviously the quality of the box, instructions andoverlaye was not the same and I was not satisfied.I certainly focus on the emotional and passion component and Iabsolutely want my games to look like they have come out of the timemachine both in terms of packaging and gameplay.
  10. I offer you my most sincere condolences. I can't express how shocked I am by this news.
  11. yes intybasic. The best problems is that command scroll is a 4 way and i need 8 way scroll.
  12. @arcade124 yes i'm sure. round small stars complete different's enemy rotation and many other things like double shot.
  13. http://atariage.com/forums/topic/281425-pit-engine/ That's it, I've optimized some things, new sprites, a sensible soundtrack, and I've done my best to make it look like the original game for what it can do with intellivision. From this game to today I have also released stick and I am developing Ghostbuster. I am a quick programmer and I really like developing in intybasic. The reason that's this game was similar to deep zone now is just because it resembles the parent Gyruss for what concerns me ends here.
  14. This is the rewritten version of which I published the engine in the development sections. The publication here of the rom depends on how I have already said by the readmission of DinoY. Since there are not enough videos from which it is easy to see that they are different games and my admission is not enough for you, the gpl source of the engine is not enough and you do not just rewrite the cartridges that you can verify, I do not know what to say . I'm writing ghostbuster (in fact we are in beta test almost ready) and as expected I'm about to launch the next project that I hope to publish freeware for Christmas. Of the new project I will only announce the name and I tell you that I have not yet considered the feasibility: it is Quo vadis ...... as soon as I get something visable I publish the video
  15. Here is the video of the current state of development. There are still some problems with the capture that solve in the next 15 days. The game is however complete with all the parts and considering the requests received. I'm always dissatisfied with my work and I always see room for improvement, but I think it's a good job
  16. thank you all for your interest and suggestions. I must say that unfortunately intellivision is not the c64 and it is really difficult to improve the game. On the c64 I had not played much, I preferred games more technically driven as quedex citadel armalyte and I always had the impression that this was a game not completed in all the parts provided. Returning to inty right now we are testing, I could not put the trampling of the buildings and the final level is not as I would like it. Even the initial part is really small but the memory is over and starts to give problems every time I add something. next week I will publish a new video of the current state.
  17. I do not think I need it. I think instead of needing to learn because as you know it's never enough. After this game a freeware and release of an open source game will follow
  18. @ DZ-Jay. There are no sound effects and the temple of zuul was missing (now there is). Are expected. I agree with the fact that more can be done. @JohnPCAE are in fact taken some licenses because of the hardware limits. the video does not do justice anyway @Intimake I have not done much about intellivoice yet. I could try
  19. I apologize if I was a little absent at the forum as you know I prefer to write the code. the video below is our last effort. We are at 90% of the development and then there will be a period of testing. You can find more information on the inty-home page of facebook. I'm waiting for comments
  20. Here is the freeware ROM. Can be used with both the emulator and LTO stick.rom
  21. little freeware game in 3 days development. the sound effects will certainly be changed and maybe even some additional features stick.mpg
  22. I'm asking myself too. Artrag say that this software is based on your bad faith. The engine is published. The incident for me is closed. The Rom will publish it to DinoY when it is to be readmitted. As for me, I'm already preparing the the next game.
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