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vhzc

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Everything posted by vhzc

  1. Thanks for testing it. I am still not able to reproduce the issue in a7800, so not sure of the cause. Still I optimized the code trying to fix it and posted a new build: NinjishGuyPI_demo01b.a78 I will check the jittering. BTW: All current enemies can be killed with shurikens, but some of them need more shoots. Also the shurikens can be refilled in the shuriken room. And the running enemy can be also stomped like in original NG.
  2. Cool! Thanks for playing it. You are really getting better at my games, soon maybe I will have to start to add anti ZPHB measures just like with Crossbow.
  3. Atari 7800 version is complete. Working on a PC version now. https://vhzcgames.com/files/slidedudelandLinux_2021-06-17.zip https://vhzcgames.com/files/slidedudelandwin_2021-06-17.zip
  4. For Title Screen you'll have to make a compromise and use a simplified, pixel art version I think. Something like this maybe: That's scaled, but original is 48x48.
  5. Damn, Now I really want to make a game about robots.
  6. I firmly respect copyright, so Koji Kabuto's machine is out of discussion... but a super robot inspired character maybe.
  7. I once won a karaoke competition singing Mazinger Theme. I should add that to my resume. Sora ni sobieru kurogane no shiro Supa Roboto Maziga Zetto ... ♪ ♫ ♬
  8. I will check it, thanks for report the bug.
  9. Thanks! I am happy with the sprite work in this one. In my other games I am always kinda not totally convinced, but this one look exactly how I planned.
  10. Oh, that's figure is awesome. I am fan of mechas and super robots.
  11. I created a website where I will also publish my finished and RC stage games http://vhzcgames.online
  12. Thanks for testing. I will enable both buttons in final version.
  13. Please add my to the list. Dragonfly basic version Shipping to Santiago, Chile
  14. Hi. The pause during gate open animation also paused the counter, so it didn't affect the time, but as I said I will remove the pause during movements, I simply disabled pause in work version, that will affect actual hardware, but in some emulators it still will be possible to pause, so cheaters gonna cheat. Maybe I change the spinning animation, but I will keep it simple, so no changes of expression. I am happy with the maze walls, so probably will be not changes in that aspect.
  15. Hi. Thanks for the testing and the feedback. For now it just loops back to 1, but there will be a congrats message in future releases and some throphy screen similar to SlideBoy2600 in final release. Knight Guy games are still my main projects, but I like the idea of make (and finish) little shorts game in between, just like the original Slide boy for 2600 (original Slide Boy was completed in a month or so). This version could have probably less screens that in the 2600, because since the 7800 has not hardware collision registers, every collision have to be coded as boxcollision or coordinate check and that consume a lot more space than in the 2600.
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