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jussts

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Posts posted by jussts

  1. Time to dredge up an old topic! :)

     

    I haven't had much time to work on this (or really do much of anything)  for the past couple months, but I did manage to get some stuff done today, just in time for the compo.  New in this version:

     

    music & sound effects

    new pickup graphics

    cool fade effects

    title screen

    victory screen (if you find all the optimal solutions)

    two new levels

     

    There's room for around 30 levels (no compression :(), but I don't have any kind of level editor yet, so they're not going to get made any time soon.  If I do get around to writing an editor, I'll post it here for everyone to play with.

    956901[/snapback]

     

    Wow, you put some serious polish on this game... very impressive.

  2. Despite the fact that I could never sell carts, I am leaning more and more towards making a 2600 Metroid port my next project.  I've currently got a kernel (on paper; untested) that would allow:

     

    striped PF, similar to the screenshots above.  Blockier, though.  Same overall screen resolution as the NES version: screen composed of 256 tiles (16x15), where the tiles are 8 pixels wide by 12 pixels tall (pretty close to square).

    Samus at 1-line graphical resolution + 1-line color resolution, a 9x24 sprite, with the 9th pixel of varying width (i.e., the missile).  Has to be the same color as the other 8 pixels on its row(s), though.

    Enemies at 1-line graphical resolution + 2-line color resolution.

    The ball (flickered like mad) would be all particles.  Might possibly use a sprite to show missiles.

     

    Intelligent flicker would allow multiple enemies onscreen.

    954734[/snapback]

     

    Unable to stop revising, I've changed my mock up once more to fit your proposed kernel. I've pretty much finalized the Samus sprite (at least the standing still frame) and I've reworked the first enemy you encounter to fit the two line color resolution limitation (as I understand it, at least... I may have screwed up). I've also included a pic that shows the color palette I'd use for Samus' power suit and varia suit... it also shows the little enemy guy walking. If you're serious about continuing the project, I'd be more than happy to sprite the rest of it as I have too much free time on my hands right now and the only other things I'm working on are the Prince of Persia sprites.

    post-6801-1130622573_thumb.png

    post-6801-1130622585.gif

  3. I noticed you changed the title screen... was there some reason the one I gave you didn't work out?  It's been in all the version up to this point and I thought it was much more legible than the one currently in the game.  If there's some reason space-wise that you couldn't include it, I understand.  I haven't had a chance to play the latest version of the game all the way through but I look forward to what improvements you made to the already brilliant ending.

    946335[/snapback]

    I really like this game, but, ah, legible, huh? I must confess that until reading this post I hadn't realized that the title screen spelled HUNCHY II. In either version. :lol:

    946337[/snapback]

     

    Oh well, never mind.

  4. OK, for completeness I have attached the final version of Hunchy 2 to this message.  It is essentially the same as the previous version - just a few small tweaks to the ending sequence and a bit of code cleaning.  If you spot any bugs then please yell as it will be committed to ROM in the next few days.  The Hunchy 2 cart is going to be released at PhillyClassic next month with a nice label and manual.  I am planning to attend this show myself, so you might be able to obtain a signed version if you ask nicely :)

     

    Chris

    945737[/snapback]

     

    I noticed you changed the title screen... was there some reason the one I gave you didn't work out? It's been in all the version up to this point and I thought it was much more legible than the one currently in the game. If there's some reason space-wise that you couldn't include it, I understand. I haven't had a chance to play the latest version of the game all the way through but I look forward to what improvements you made to the already brilliant ending.

    post-6801-1129052277_thumb.png

  5. I voted for Excitebike, because after playing Motorodeo I feel that Excitebike could be a good possibility on the 2600. It could really be stripped down, and still be a lot of fun to play. Secretly though I would kill for a Metroid game. I would love to see it pulled off, but I just can't imagine a 2600 version having a big enough world to explore. I hope someone proves me wrong. Please, please prove me wrong.

    946169[/snapback]

    Well...the Metroid mockup I posted would require about 64 bytes for the platforms (playfield data). Maybe less if you simplified a little and compressed some. I'll be conservative and say 64 bytes.

     

    According to a map I got somewhere, there are about 48 different screens. So figure 3K for screen data, plus the 32x32 master map; that would take 1K.

     

    So figure 4K for the all the platform data. Figure 4K for sprite data, 4K for music/sounds, maybe 1K for the kernel, maybe 4K for game logic.

     

    Looks like a candidate for a 16K cartridge. Maybe more. But easily in 32K.

     

    It could be done.

    946221[/snapback]

     

    It could be made into a Supercharger game if cartridge space is a problem... ;)

     

    Here's a slightly modified sprite that attempts to look even more like Samus from the sequels... I think it looks rather good, if I do say so myself. I wasn't sure, but it looked like you were using the missile or ball or something to extend her gun arm a bit... I ran with this logic and made it a different color (not sure if that's strictly possible, but while we're dreaming here...) to match it more closely to the original games.

     

    Edit: Added second mock up with a revised Samus sprite and a new enemy.

    post-6801-1129047232_thumb.png

    post-6801-1129207333_thumb.png

  6. I think it's too much to ask for these games to be done well on the 2600. They are more suited to the 7800 or Lynx.

    943964[/snapback]

    On the contrary, I think you could do a fantastic port of many of these.

     

    EDIT: Here's a possible, very doable mockup for Metroid. I think Thrust-style scrolling would be best for this.

    post-6060-1128706243_thumb.jpg

    943970[/snapback]

     

    I took a few minutes to figure out how I would adapt Samus' sprites from the original NES Metroid into something that would work on the VCS. If you put them side by side they appear quite different (mine actually more closely resembles Samus from later games in the series) but I think think that the overall change is justified. The NES sprite relies heavily on color to give it its definition... so, after you lose that and then shrink and stretch the sprite to the proper size, you've got a messy blob that only vaguely resembles the original. I basically just started from scratch after failing to recreate the sprite in the fashion described above. I've placed it in vdub_bobby's mockup to give it some context. If anyone is interested in taking on the project, I'm still interested in doing all the sprites.

    post-6801-1128954078_thumb.png

  7. Hi there!

     

    Metroid is just about my favorite game on any console ever.

     

    After playing Zero Mission on the GBA, I don't think I could ever go back to the original NES version... ;)

     

    Greetings,

    Manuel

    944254[/snapback]

     

    Okay, I'd like to go on record as saying that I'd sprite a Zero Mission port for 2600 as well... is that better? ;)

  8. I think it's too much to ask for these games to be done well on the 2600. They are more suited to the 7800 or Lynx.

    943964[/snapback]

    On the contrary, I think you could do a fantastic port of many of these.

     

    EDIT: Here's a possible, very doable mockup for Metroid. I think Thrust-style scrolling would be best for this.

    post-6060-1128706243_thumb.jpg

    943970[/snapback]

     

    Oh my god, I want to go on record as saying I'd do anything to get to do the sprites for a Metroid game on the 2600... so if anyone wants to take this on, I'd be more than happy to make it look as good as I possibly could. Metroid is just about my favorite game on any console ever.

  9. I'll play around with it later to see if I can get collision detection working well enough to be able to shoot the invaders.

    941419[/snapback]

    Wasn't too hard.

     

    Here's the same demo except you can shoot the invaders.

    941634[/snapback]

     

    Wow, that works incredibly well (and you don't hardly notice the flicker caused by the missile going behind the cutout sprites either)... will this version be able to support the other game play elements like the shields and possibly the UFO's?

     

    Anyways, I thought I'd extend the offer to sprite the game again since it's changed hands... and I've already updated my arcade-style sprites to your version.

     

    If you were to make the sprites do an about face when they hit the wall (like in attendo's version) they could look like what I've shown in the first GIF. And, if you're feeling really adventurous, you could try to add a second frame of animation to the sprites (I know this isn't a standard feature of bB) which would enhance the arcade-style 'lagging'... as shown in the second GIF.

     

    Let me know what you think.

    post-6801-1128365186_thumb.jpg

    post-6801-1128365308_thumb.jpg

  10. As much as I hate to keep hijacking this thread... I've figured out a way to emulate the look of the arcade game's sprites even more closely. The uppermost sprites in the arcade version seem to lag behind the middle ones slightly, which in turn lag behind the lower ones. You can achieve this look 'for free' so to speak (no extra coding involved) with a minor graphical change (see attached images). There is, in my opinion, only one graphical setback... the middle invaders don't look quite as good to me, but the overall effect looks so much more like the arcade version that I don't mind.

     

    I've included two versions... the only difference is in the third row of invaders... I'm not sure which option is better. Option one looks better to my eye but option two seems more arcade accurate (if I had to choose, I'd go with option one at the moment).

     

    PS: If you go with these new 'lagging' sprites yours will be the only 2600 version of SI to have this extra touch of verisimilitude (to my knowledge, at least).

    post-6801-1126893038_thumb.png

    post-6801-1126893047_thumb.png

  11. Anyways, what I came in here to say is... attendo, if you wanted some sprites that look as much like the arcade as possible given the limitations of what you're doing, I've made some for you.  They're different sprites than any other existing SI homebrew or hack, so they'll be completely unique to your version and no one will give you any trouble about stealing their sprites.  They also do something that most other hacks/etc. don't do, the top rows of invaders are the smallest, the middle rows are a bit bigger, and the bottom rows are the biggest.  I've also included a new version of the ship that's proportional to the invaders.  Best of luck on the game if you are going to continue with it.

    932549[/snapback]

     

    Sadly I never really played the arcade version of SI :( so I don't know the differences only know the 2600 SI version. What would be cool if you could select between 2600 mode and a Arcade mode in the main screen. Do you have the 0110001..etc. for the sprites?

    932580[/snapback]

     

    Yeah, here they are...

     

    The little guys...

    Frame0
           .byte #%00100100;--
           .byte #%01011010;--
           .byte #%01111110;--
           .byte #%01011010;--
           .byte #%00111100;--
           .byte #%00011000;--
    Frame1
           .byte #%01011010;--
           .byte #%00100100;--
           .byte #%01111110;--
           .byte #%01011010;--
           .byte #%00111100;--
           .byte #%00011000;--
    

    The medium guys...

    Frame0
           .byte #%00011000;--
           .byte #%10100101;--
           .byte #%11111111;--
           .byte #%11011011;--
           .byte #%01111110;--
           .byte #%00100100;--
           .byte #%01000010;--
    Frame1
           .byte #%01000010;--
           .byte #%00100100;--
           .byte #%01111110;--
           .byte #%11011011;--
           .byte #%11111111;--
           .byte #%10100101;--
           .byte #%01000010;--
    

    The big guys...

    Frame0
           .byte #%01000010;--
           .byte #%10011001;--
           .byte #%01100110;--
           .byte #%11111111;--
           .byte #%10011001;--
           .byte #%11111111;--
           .byte #%01111110;--
           .byte #%00011000;--
    Frame1
           .byte #%10000001;--
           .byte #%01011010;--
           .byte #%01100110;--
           .byte #%11111111;--
           .byte #%10011001;--
           .byte #%11111111;--
           .byte #%01111110;--
           .byte #%00011000;--
    

    Here's the ship too, if you need it...

    Frame0
           .byte #%11111110;--
           .byte #%11111110;--
           .byte #%01111100;--
           .byte #%00010000;--
    

    Check out this page for arcade SI emulators.

     

    I've attached a pic of the arcade SI as well...

    post-6801-1126883222_thumb.jpg

  12. But, it would be pretty cool to make an SI with bB that's more like the arcade version (read, better) than the 2600 version.  That would be a statement.

    931677[/snapback]

     

    There are already homebrew SI clones that are better than the original. bB isn't going to be able to get that good--at least not without a custom kernel. The original SI could support six differently-shaped sprites per scan line. bB supports two sprite shapes PER SCREEN. There really is no comparison.

     

     

    I never said anything about this being the best SI on 2600 ever (I'm well aware of the numerous clones and hacks that are better in one way or another)... I just said that I think it could be better than the original 2600 version with some effort. Yeah it'll need some assembly thrown in along with the bB code to make it there, but that's not against the rules (if there are any) or outside the realm of possibility.

     

    Anyways, what I came in here to say is... attendo, if you wanted some sprites that look as much like the arcade as possible given the limitations of what you're doing, I've made some for you. They're different sprites than any other existing SI homebrew or hack, so they'll be completely unique to your version and no one will give you any trouble about stealing their sprites. They also do something that most other hacks/etc. don't do, the top rows of invaders are the smallest, the middle rows are a bit bigger, and the bottom rows are the biggest. I've also included a new version of the ship that's proportional to the invaders. Best of luck on the game if you are going to continue with it.

     

    PS: If you were to go more along the lines of arcade accuracy, you could leave off the topmost row of invaders... this would give you more room for the shields if you find a way to implement them.

    post-6801-1126871060_thumb.jpg

  13. Thanks for the tip!

     

    I now got 36+1 'sprites' on screen, will try the rest later like improving the flicker method. So it seems it can be done, really nice.

    931415[/snapback]

     

    That's looking pretty good so far... you could make it look even better, in my opinion, by adding in sprites that are a bit more arcade accurate... unless, of course, you're just trying to recreate the Atari 2600 version. But, it would be pretty cool to make an SI with bB that's more like the arcade version (read, better) than the 2600 version. That would be a statement.

    post-6801-1126765149_thumb.jpg

  14. I'd like to see more side-scrollers.  Although the technical limitations of the 2600 make up/down scrollers easier to program, side-scrollers may also be possible with more effort.

    I'd like to see more side-scrollers as well. I'd like to see something with the illusion that the background is actually moving as you move your character, like in Super Mario Bros. Of course that wouldn't be possible on the 2600, but there are ways to give that illusion such as in Defender, something to give the illusion of movement but have you controlling a person, rather than a ship. :-)

    There are a bunch of side scrollers in the 2600 library; it isn't really that underrepresented at all.

    930454[/snapback]

     

    Yes that's true... but the question was what genre do you "feel" is underrepresented on the 2600. So that means one's opinion of what they'd like to see more of factors into it... it's not just about dividing 2600 games by genre and seeing which genre is least represented. If that was the case, we'd all agree... the answer would be the zombie/cowboy genre.

  15. Gun games.

     

    I'd like to see

     

    Chiller

    Cheyenne

    Area 51

     

    :ponder:

     

    And maybe a Chiller/Cheyene hybrid that combines both horror and western elements.

    928028[/snapback]

     

    Dude, that game looks kickass... I wish it were real. I guess I'm going to have to get on board with the whole zombie/cowboy genre.

     

    But, apart from that sort of game, I really want to see more graphical adventures, action RPG's, action/adventures, or whatever you want to call them. They all lie somewhere out in the middle of the line between action games and RPG's... I like those.

     

    I'd also love to see some attempts at the survival horror genre. No, I'm not asking for Resident Evil or anything like that... there are plenty of ways to do the genre justice. Skeleton+ comes to mind as a game that scratches the surface of what could be a full blown survival horror game on the VCS. There was a turn based survival horror homebrew being developed for the Gameboy (Hungry Are the Dead) that was very promising... something similar could be done on the 2600. It would be interesting to see this genre explored in new ways to get around the limitations of the 2600.

     

    Hi there!

     

    Some time ago there was some pretty good idea for a doable puzzle game posted somewhere right here... *searches* ...

     

    Ah, gotcha: Puzzle Game

     

    Greetings,

    Manuel

    927446[/snapback]

     

    I'm not the biggest fan of puzzle games but that one's sort of a dungeon crawler/puzzle game. It's really cool... and it's also one of those games that you could actually make look BETTER on the 2600... with some cool looking Theseus and Minotaur sprites, with animations for walking and the Minotaur kicking your ass when he catches up to you... that would be awesome.

  16. (Oh George .. not the livestock)

     

    http://cafeman.www9.50megs.com/atari/5200d...vIIContest.html

     

    BANG A RANG! Check out dem icons!

    925578[/snapback]

     

    Thanks everybody... I really didn't think my knight would get that much attention... he was the last thing I submitted, on the last day of the competition, and I finished him in less than an hour... I wasn't even going to submit it. I'm glad I did now. I also sent along a picture of a few variations for his shield and pretty much gave Ron carte blanche to do what he wanted with it (I've included a pic here so you guys can see some of the options). My earlier submissions were the ones I took way too much time on... like the square-headed guy and the shiny shield (I've included a variation on that as well).

     

    That knight animation rules!  8) :thumbsup:

    It would be cool to see it get used in a VCS game.  :ponder:

    926064[/snapback]

     

    Hmmmm, how cryptic of you, have you got some particular game in mind? Anyway, if none of my submissions find their way into Adventure II I'll try and find a happy home for them somewhere. BTW, did you submit anything mojofltr? Since the contest page uses our real names I couldn't tell. I really liked the animation you did on the Wumpus Hunt 2600 thread, so I'm sure if one of your submissions is on the contest page it's among the very best.

     

    I was surprised by the number of people who entered "3-D squares"... I'm even more surprised I didn't think of it myself. After the fact it seems so obvious, like most great ideas. But, of the 3-D square submissions I liked Jeff Koone's the best for the way he worked out how it should look depending on what quadrant of the screen it's in.

     

    I really thought more people would have gone with the idea of making the square an integral part of a larger player... like my first submission, David Boeser's icon, Joe Kollar's knight, Mechanized's block-head, and Jacob's knight (which I love by the way... particularly the transformation).

     

    Some other icons I liked, that don't fit into any category, are Ben Langberg's first helmet design, Daryl Litts' little guys (especially the ones brandishing swords), Randy Ball's submissions (all of them cool, but some of them downright weird), and Sean Ohlson's knight. I tried to make a forward facing character with a shield as well and it was a total nightmare to get it looking passable... so Sean gets props for making it work so well.

    post-6801-1126087235.png

    post-6801-1126087241.gif

  17. Hello Al. I just submitted the icon I've worked on for the contest. I hope Ron and yourself are willing to look at just a few more last minute entries from those of us who throw in there last bids, even if they won't be concidered since the contest just ended today. Thanks for the opprotunity however and hope to hear from you! I can't wait to see what all the entries look like!

    -David

    923114[/snapback]

     

    Me too, I really want to see what everyone else came up with. I hope your entry is included!

    923503[/snapback]

     

    Me three... I'd even go so far as to say that I'm more curious about what all the entries look like than who won. How different can all of the alternate player icons look, given the limitations... will there be several similar ideas... or will everything be radically different? I can't wait.

  18. And I'm thinking of not making the player "aim"-- the weapon will automatically fire (or be swung) in the general direction of the monster, maybe with the accuracy increasing with experience-- but I might change that, or have it depend on the skill level (i.e., the self-aiming weapons might be for beginners, whereas the harder skill setting would require the player to aim manually).

    918304[/snapback]

     

    I like that idea... it'll actually make "experience points" count for something that makes sense. And the idea of an auto-aimed arrow going slightly off target, alerting a monster to your whereabouts has a bent appeal. I can't wait to see where this game goes.

  19. Hi

    i like the hacking tool AHD for the Atari 2600.Does anyone know,how i can convert a 2600 Bin file ina a AHD file?Or does anyone own some AHD files,so that i can hack the games? :?

    greetings Gambler172

    911151[/snapback]

     

    What is AHD and where/when did you find it? I can't find anything about it online... unless you consider the countless misspellings of "had" and "and" something.

  20. Oops, seems like I spent too much time with this game...  :ponder:

     

    Well, all you have to do is move the joystick in the direction relative to the current symbol. There's a symbol for each of the 4 main directions, and a symbol for fire.

     

    When you move the joystick in the correct direction, the next symbol of the sequence becomes the current one, and so on...

     

    When a sequence encounters an empty cell, it's completed and a score is given to the player, depending on the length of the sequence.

     

    When the player fails to complete a sequence, the symbols it's made of are turned to blocked, and their color change.

     

    When the player completes a sequence, only unblocked symbols are removed from the sequence; blocked symbols are turned to unblocked but remain in the matrix.

     

    The game ends when the 32 cell matrix is full of symbols.

     

    For two player variations, each player's symbols are colored with a different color. 'Me first !' mode starts with neutral color : the first player to move the joystick becomes the 'owner' of the sequence.

    'Alternate' and 'Sequence' modes are cooperative, while 'versus' and 'me first !' are competitive.

     

    'So far' mode only shows the current sequence up to the current symbol, hiding the remaining symbols of the sequence (this challenges memory  :) ).

     

    Sorry for the omission... I hope this helps !

    Simone

    913242[/snapback]

     

    Jeez guys, it's totally self-explanatory... ;)

  21. Some may not agree, but I don't care. I will also be blunt. Don't f*ck with my fire button. It reminds me of the quote I have on this page:

     

    http://www.randomterrain.com/gamedesign/controls.html

    Don't ever take control away from the joypad/keyboard unless you really want to piss off the player. When you press jump, make him jump. Fight animators or anyone else who tries to get you to do anything else. Instant response is key.

    Dave Perry (Adapted)

    Next Generation Magazine, January 1997

     

    Taking away the power to fire will make those who didn't read the manual think something is wrong with their joystick, Atari, or your cartridge. Not cool, not fun, just annoying. If you must punish the player, find some other way that isn't as irritating.

    912171[/snapback]

     

    I definitely disagree here. I think stunning the ship temporarily adds a new element of challenge and will make people think twice about wasting their shots. I say keep it.

    912195[/snapback]

     

    I'll vote, "Don't f*ck with my fire button." Take away points or something if you must, but don't muck with the controls.

  22. You can eventually change just about anything with Hack-O-Matic alone. Using disassemblys is easier once you understand them.

    906114[/snapback]

     

    What all can you do with Hack-o-matic? I was under the impression that you could just change the sprites a bit with it... if there's more to it I'd love to know.

  23. Below are the sprites I did for Chris's Hunchy and Hunchy II.  They are done in a slightly cartoony style... so the only ones that are indicative of what I might do for PoP are the Esmeralda sprites.  If anyone's interested, let me know.

    904075[/snapback]

     

    Hey did you do the animation and graphics for that lady in the beginning of hunchy II? Is that Esmeralda?

     

    If so that was a seriously nice job you did. I could really imagine her flowing gown.

    904077[/snapback]

     

    Yep, that was me... and thank you.

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