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Dragnerok X

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Everything posted by Dragnerok X

  1. Well in that case, here are a few shield-like "ag" logos.
  2. If the first heavy sixers were released in October of 1977, though... wouldn't that mean that the light sixers weren't introduced until late 1978 since it says the heavy sixers were produced for a year? Yes, but how would the seller notice such a small detail?
  3. Probably the biggest thing going against this auction is that it clearly states "1978" over it; that being the year the light-sixers were introduced. I'm not saying that this isn't a factory-sealed Atari system, I'm just saying it probably isn't the "Original" factory sealed Atari system.(Heavy-Sixer) http://www.atariage.com/2600/archives/consoles.html
  4. Though I don't think I have the Talent (Art skills) needed to enter this contest, here are a few "ae"-related logos for inspiration.
  5. Though I was indirectly the one who brought up this topic in the other thread, I'll be willing to put said logo on Combat DX if/when it's released.
  6. Atari2600.com, I would recommend you somehow incorperate the bB logo found on this page into your box/label art; in order to let buyers know, like I said before, what they're getting. Hope this helps.
  7. Just thought I would take a stab at bringing one of my latest works to more of the 2600 homebrew community (and to up liven it's discussion ). If you haven't heard of it through it's level-design design contest or it's release in the 2600 programming sub-forum Combat DX is a new take on life for the original tank combat game, re-written from scratch in batari Basic. It keeps the functionality of much of the original to a horrific point of accuracy yet to be seen in bB, while adding in a few new features such as: reverse driving direction, unlimited firing range, 30+ new user designed levels, explosions at death instead of the generic spin-out, intelligent respawn, rotational collision detection and much more. It is near completion with only Sounds and AI to finish. A few screenshots and a binary are posted below. To avoid cluttering up the homebrew discussion forum and to keep things simple; further comments should be posted at the link below. Thanks! http://www.atariage.com/forums/index.php?showtopic=98304 Combat_DX___Demo_6.bas Combat_DX___Demo_6.bin
  8. Just something I would like to point out: from the screenshots posted at atari2600.com both N.E.R.D.S and The Last Ninja seem to be un-mistakably bB (batari Basic) created games. I make this conclusion off of the fact that the score used in N.E.R.D.S exactly matches both the positioning and character set used in batari Basic. Second, in The Last Ninja, the playfield graphics used to make up the title characters have a 1-pixel vertical spacing between them that is synonymous with bB versions .35-.99. I'm not saying this is a bad thing, but I just thought I should educate the buyer first.
  9. Back on topic, like I mentioned earlier, does anyone have any knowledge as to what tone, frequency, etc. Combat's sounds are made up of?
  10. Thanks, I really appreciate that. Tell me how it goes, tomorrow.
  11. Hello? Is anyone out there? This project seems to be turning into a graveyard.
  12. Caps lock could be at fault. But seriously, next time you post something, try not to use ALL CAPS. It's the equivalent of yelling on message boards.
  13. Download 2600 IDE from: http://www.bataribasic.com/download.html Once set-up, it's really easy to use. I've used it to make every game featured on my website thus-far. I would recommend it to anyone using batari Basic. I hope that helps.
  14. http://www.bataribasic.com/ Some basic start-up help can be found under the "tutorial" section.
  15. I've finally came to a (somewhat unsupported) conclusion. I'm going to use the original game's sound effects. I've combined the sounds used in my earlier releases with my latest build and have the file(s) shown below. The problem is, i'm somewhat confused as to how both the "firing" sounds and "explosion/death" sounds are generated. I've tried the stella debugger, but both of these noises seem to use both channels of audio (I could be wrong, though) and both of these seem to cycle the volume and possibly the frequency of the tone; which I can't seem to replicate. Does anyone have any possible knowledge about this they could share? (BTW: Today marks the first year for me on the Atariage Forums ) Combat_DX.bas Combat_DX.bas.bin
  16. No problem. I just released demo 6. Any further comments should be posted here.
  17. Combat DX: Demo 6 - Battlegrounds *Added 35 unique user-created levels *Added 2 new "themes" to the game (color schemes) "Desert" and "Arctic" *Added a rediculously functional collision detection system (for the playfield) *Set the score up to handle playfield and theme selection using Atarius Maximus' score graphics template. *Quite a bit of code clean up with an added Variable Key and plenty of new comments. *Much greater depth than the last demo Demo 6 is here!(finally) I've taken out the sounds from my newest builds, due to the fact that I haven't chosen a sound scheme yet, let alone set it up. However, next up is just that (sounds). After that, like I said earlier, I'll begin to dive into the world of artificial intelligence, but let's not get ahead of ourselves. Comments? Combat_DX___Demo_6.bas Combat_DX___Demo_6.bin
  18. No problem. I will fix that first thing tomorrow morning, do a quick once-through to make sure I didn't create any bugs and will probably have demo 6 up before lunch (Pacific Time, of course). Before I forget, I also would like to thank all who have helped me throughout this contest. Espire8, Bomberpunk, SeaGtGruff, Gambler172, and possibly a few others; thanks for all of your help throughout a would-be painstaking process.
  19. Of course, from what I remember, this can't be changed until the status of "Quadrunner" is reached. (5000 posts) This is assuming the forum upgrade done a few months ago hasn't altered the process.
  20. Well here's RC1 (Release Candidate 1) for Combat DX Demo 6: Battlegrounds. In this, I have added all the levels I could fit, (including a few old ones and some experimental / tech demo types) with a rather astonishing 8 bytes left! I was also able to notice and fix the bug espire8 pointed out earlier with the tanks locking up towards the top. This was acchieved the same way the bottom was fixed, by letting the tanks go slightly past their usual border, in this case the top of the screen. The only drawback to this technique is the fact that the tanks get cut off a little when passing these borders, but it's a small price to pay for a near bug-free game. Combat_DX___Demo_6_RC1_.bas Combat_DX___Demo_6_RC1_.bin (I'm still, however, open for levels if there's one which you think should be replaced)
  21. I'm not saying this wouldn't be possible, it's just that in order to have a level like that I would have to completely re-design the physics model to accomodate the level; and I'm not quite sure how I could accheive said "pong effect" anyway. That said, like I told BomberPunk, if you have any new designs, feel free to post.
  22. No, not at all. Actually, there really is no deadline. Thus far, I've only came up with one good level anyways, so BomberPunk (or anyone else), if you have any new level designs go ahead. Throw it at me. I'm all ears.
  23. I like the second one. I'll easily take that. If anything else, (assuming all submissions have been entered) I could come up with a few levels to add in, or even dig through the previous entries to determine if there was anything I missed.
  24. So I'm assuming everyone's fine using the original game's sounds... or what? Give me some feedback here!
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