Jump to content

pseudografx

Members
  • Posts

    1,205
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by pseudografx

  1. Ok, here's the comparison of the mockups. First one uses full width without different-coloured cursor, the next is the narrow screen version with white cursor but quite small map window, and the last one is a compromise, with a bit wider map window and white cursor. I think this one should be doable quite easily (not sure if BASIC is fast enough to handle it, though).
  2. This would be a possible solution of the cursor problem, the narrow version of the playfield (the top line does use normal width playfields as the menu strings are too wide, but that is not a problem). It also crossed my mind that only the map window would have to be that narrow (i.e. 32 chars wide), while the rest of the graphics could be wider. With this solution the playfield could be 35 chars wide while the cursor could still use missiles to have a different colour. This would be a good compromise between the normal and narrow playfield modes. I'll try to draw it.
  3. And the second screenshot. One of the problems of this mode is bad visibility of cursor. This can be solved either by reducing the screen size to be 256 pixels wide (so that you have some missiles left for the cursor with colour of your choice) or make the cursor blink so that it's better to find.
  4. Here is a version in hi-res that uses underlay sprites to add more colours. Perhaps it would be more suitable for your game.
  5. I don't quite understand your question. You cannot mix two graphics modes in the same line (except for some special cases like use of GTIA/GPRIOR register). Only the horizontal line with numbers can use the hi-res mode.
  6. Hi, I tried to convert one of the screenshots to the possible Atari look, and it turned out quite fine. The only problem is with distinguishing the various unites (eg. cruisers from battleships), but this can be further worked on.
  7. First off, in Turbo Basic you can make use of all you know about Basic programming, because it supports all the commands Atari Basic has and the final product will still be a lot faster. Though it really starts to shine when you learn some new commands (eg. subroutines handling, new types of cycles, or graphics commands). So far I have only found manuals in German (eg. http://www.tmeyer.de/atari/hc_turbo-basic_xl.pdf ), but I'll keep on searching something in English. Feel free to ask about anything unclear.
  8. This new Outrun tune is really good, I think your best so far :-) I'd only slightly decrease the volume of hihats, as currently they seem to me a bit too loud (though this could be my equalizer setting, which stresses higher bands). You could also start to experiment with the multispeed instruments (2-speed or more), which can help create some really fresh sounds, try them for improving percussions first. Check my Lotus and Somewhere remakes for example: doublespeed - http://asma.atari.org/asma/Various/Eisenha...Challenge_3.sap triplespeed - http://asma.atari.org/asma/Various/Eisenha...k/Somewhere.sap I can send you RMTs of these SAPs if you want.
  9. IMHO this version sounds better :-)
  10. Why don't you check Players section on the ASMA homepage? http://asma.atari.org/bin/audio-151.sit.bin
  11. Ok, with a slight delay I'm adding our contribution for this year's Atari game "market" :-) Mind Blast - an easygoing puzzle game download - http://atari.fandal.cz/detail.php?files_id=5547 See topic http://www.atariage.com/forums/index.php?showtopic=104645 for more info and screenshots.
  12. Hi, I'm 30, living in Czech Republic, and have recently moved to Ceske Budejovice town (hey, that's where the original Budweiser beer comes from!). Personal computer milestones: around 1985 - got mesmerized with arcade machines like Moon Patrol, Phoenix or Donkey Kong and wanted my own computer since then 1990 - got my first Atari 800 XE 1993(?) - got Atari Portfolio with 512 kB onboard RAM, 128kB memory card and parallel interface add-on (this in fact wasn't mine as it was borrowed from my mom's work. However, I still have it somewhere around - they never wanted it back :-) 1995-97 - got a C-64 and entered the c-64 scene in a group called Unreal 1997 - got my first Windows-based PC 1999 - got a SAP player from SoTe and started collecting SAP files to form the ASMA collection - http://asma.atari.org. Now it contains over 2000 SAP files. 2007 - released my first true Atari game Mind Blast (as a graphics artist and musician - code by Fandal). See Fandal's site ( http://atari.fandal.cz ) for it :-) I haven't turned my old Atari on since about 1997 and currently only use the emulator for my Atari activities. I still have it under my bed in my parents' home though.
  13. Jump! Karateka Living Daylights Mind Blast
  14. And me it reminds about this one: http://www.atariage.com/forums/index.php?a...st&id=36342 I wonder, how much levels this game has. Currently I am at level 119.... It has 150 of them, as Fandal wrote in the first post :-)
  15. Neither HIP (no interlace at all) nor GTIA bug are used. In order to get so many colours per rasterline, the game does heavily use sprite underlays. Also mid-scanline register changes are used in the status bar.
  16. Adding a few screenshots to provide some eye-candy :-) I removed the actual passwords in the level screenshots and put there the string "MBLAST".
  17. I remember seeing a parallax effect in Extirpator, but except for the Hubbard's music the game is not very special.
  18. I suggest trying Kult (http://atari.fandal.cz/detail.php?files_id=2203), which is very much like Zybex in nice hi-res graphics (similar power-up system).
  19. One of my favourites was the Polish game Fred, which is a little bit slow, but graphically great and well playable.
×
×
  • Create New...