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pseudografx

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Everything posted by pseudografx

  1. If only you could also code for the Atari 800 series, your A2600 productions are great! :-) Anyway, to prevent being off-topic, I vote for the multi-level shoot-em up.
  2. Well, if you do not use sprites for anything, you might use them for masking parts of the screen so that the asteroids would be clipped by overlapping, invisible black sprites. Maybe this can't be done in your case, but I just wanted to suggest one potential solution.
  3. Cool, thanks for the release! I'm really missing the original Jarre music, even though yours is nice too :-)
  4. Oh, translation would be the least serious problem. You can find professional translators on this forum, too
  5. This is the link: http://www.atarimania.com/lst_soft.php?MEN...n_sauver=Search And the other one: http://www.klov.com/M/Mappy.html Just click on it
  6. I doubt it's my eyes actually. When I zoom the image in a graphics program, I can physically count more than 16 colours per line. It is like the hues in odd lines influence the luminances in even lines. Is this just a trick that the Atari engineers wanted to allow? Or is it the emulator that recognizes this mode and renders it to look better on a PC monitor?
  7. Wow, the game really starts to *feel* like diablo :-) can't wait to see further progress
  8. Come on guys... It IS recognizable! Now one is knowing it ? I recognize the melody, but cannot remember where it comes from :-) I believe it's either some arcade game or a megadrive or SNES one.. I often hear it on the Kohina radio
  9. Oh. You gotta place that one *HIGH* on the list . When will you implement multiple monsters attacks?
  10. Do you maintain something like a to-do list for this game? like what are you doing now and what comes next? :-)
  11. Wow, now it really starts to kick ass :-) Perhaps you should increase the reachable level to 50 so that one can play longer? :-)
  12. Well, I think the "+" only option forces the player to distribute the points more responsibly and thoughtfully. It would also be a nice quest completion award to have the option of redistributing the stat points you collected so far (or a limited number of them, let's say 20).
  13. 7z is a file compression format, you can extract it e.g. with WinRAR.
  14. Both the enemy and the rocket are 3 x 2 chars (width x height).
  15. Few months ago I made some conceptual graphics for a space invaders clone (more like Mega Starforce on the C64). Perhaps you might find my sprites useful for your game :-)
  16. You should also start developing the system of items, i.e. what classes of items there will be, whether there will be unique or socketed items, what properties will the particular classes have, etc.
  17. I would just recommend not waving with your floppies close to the TV speaker :-)
  18. emkay, could you try to create effects that sound like weapons? e.g. sounds of clanking metal swords, stone axes or released bowstrings? Also sounds of offensive spells like fireballs or ice bolts. Yeah, those sounds would be cool. Could use a down sound, too, for descending into the next dungeon level... I think it is easier to create such sounds in basic.... Here some tries: Well... depending on the 50Hz programming you can always do longer sound FX. For metallic ones and particular for the the bow sound, a faster update would be needed. The Bow sound has this typically "svp-brr" and the metallic sounds like an Hammer is hitting an Anvil. @Heaven If I know the sounds you'd like, I'll try to put them together into one RMT file. Good job, emkay, these fx are really nice!
  19. Doesn't this also depend on the direction from which you can be attacked? I guess that the monster AI will be based on some kind of homing, so if monsters can attack you from 8 directions, they potentially will.This also depends on the "population density" of the monsters on the map.. Will the "monster map" be generated together with the level map? Will the game remember monsters that leave the screen? One big question regards the controls. Will you use keyboard for potions and spells, like the PC game does? This all adds up to the overall gameplay. With clever system of controls you could be able to attack/defend yourself against more monsters.
  20. emkay, could you try to create effects that sound like weapons? e.g. sounds of clanking metal swords, stone axes or released bowstrings? Also sounds of offensive spells like fireballs or ice bolts.
  21. Oh, and mine was 100th! :-) Congratulations, Cybernoid!
  22. It's great to see how much has been done in so little time. I don't really care how much of my graphics will you use, just use what you want :-)
  23. I am sorry to disappoint you all, but I am currently overwhelmed with work so ASMA has to wait some more. I'll do what I can to finish before August ends. I will let you know.
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