PeteD Posted August 1, 2009 Share Posted August 1, 2009 Damn you! I don't have a console so I've got to wait for the PC version hehe soon though, soooooon! Quote Link to comment Share on other sites More sharing options...
dwhyte Posted August 1, 2009 Share Posted August 1, 2009 Awesome work Heaven!!! Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 1, 2009 Author Share Posted August 1, 2009 my pleassure... actually I am just playing Guitar Hero and bang the head that doesn't bang before I get to the battlefields... Quote Link to comment Share on other sites More sharing options...
Tezz Posted August 1, 2009 Share Posted August 1, 2009 cool stuff, it's really getting there now. I've played it several times already I'll have to check out Battlefield, my ps3 and 360 are just here gathering dust lately. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 2, 2009 Author Share Posted August 2, 2009 well... new highscore... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 2, 2009 Author Share Posted August 2, 2009 (edited) small update... fixed: - score-text moved in the middle of gridrunner and score - after game over font is now correct showing Jeff's initials and 1982 gridrunner.xex.zip Edited August 2, 2009 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Rybags Posted August 2, 2009 Share Posted August 2, 2009 Just wondering... when you fix the 22/20 column thing... won't that change the dynamics of the game re the sequence of the bottom zapper? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 2, 2009 Author Share Posted August 2, 2009 the zappers are already alligned to 20 collums. and I am sure it will not change... we had similar discussion when we have done the MetaLLama-Port... You don't want that I dig out my "scrolling"-procedere? Quote Link to comment Share on other sites More sharing options...
emkay Posted August 2, 2009 Share Posted August 2, 2009 the zappers are already alligned to 20 collums. and I am sure it will not change... we had similar discussion when we have done the MetaLLama-Port... You don't want that I dig out my "scrolling"-procedere? It worked well in Boulder Dash Quote Link to comment Share on other sites More sharing options...
+Stephen Posted August 2, 2009 Share Posted August 2, 2009 the zappers are already alligned to 20 collums. and I am sure it will not change... we had similar discussion when we have done the MetaLLama-Port... You don't want that I dig out my "scrolling"-procedere? No - please don't scroll! If anything, why not cobble up a 22 column screen driver - pretty please? All kidding aside, the 20 column version of the game is looking rather nice. Stephen Anderson Quote Link to comment Share on other sites More sharing options...
Rybags Posted August 3, 2009 Share Posted August 3, 2009 Squeezing 22 columns into 20 just wouldn't work... Gridrunner plays with minimal slowdown with all those objects because it's all character based. Doing it even in bitmap byte aligned would slow it down significantly. Doing it with 22 columns, or emulated 22 columns ... well, you have a couple of options: - widescreen, with the screen scrolled 2 colour clocks right. Problem is on the emu and most TVs you'd have the left/right hand column clipped in half. - bitmap, squeezing 8 pixels into 7 (7 x 22 = 154). Preshifted objects needed, everything would be done as a softsprite. Would probably work fine if there's under 15 or so objects onscreen (1 centipede segment = 1 object). Expect big slowdown when the action gets intense. - character mode, squeeze 8 pixels into 7... even more slowdown, probably need a new character set every 6th row. Quote Link to comment Share on other sites More sharing options...
Rybags Posted August 13, 2009 Share Posted August 13, 2009 * Bump * Just wondering how it's coming along. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 13, 2009 Author Share Posted August 13, 2009 gamescom cologne around the corner... that's why I am tied up. working at the moment to implement the samples but at the moment both the sample code by Sheddy and the my "overlay" code do not like each other... Quote Link to comment Share on other sites More sharing options...
emkay Posted August 13, 2009 Share Posted August 13, 2009 The problem with scrolling in such game was how Heaven included it in MGLBATEOT. A "percentage" scrolling, depending on the horizontal position of the ship would be the best solution. 22 columns and 16 scrol positions .... Quote Link to comment Share on other sites More sharing options...
emkay Posted August 13, 2009 Share Posted August 13, 2009 gamescom cologne around the corner... that's why I am tied up. working at the moment to implement the samples but at the moment both the sample code by Sheddy and the my "overlay" code do not like each other... Samples? What samples? Quote Link to comment Share on other sites More sharing options...
Rybags Posted August 13, 2009 Share Posted August 13, 2009 He's turning a 5K RAM game into a 64K monolith. I forgot to mention... the "Presents" sample I heard has it pronounced wrong. I reckon scrolling might work... it's only a character either side, so it's only 16 bumps... do one bump for each of the 16 middle character positions. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 13, 2009 Author Share Posted August 13, 2009 implement scrolling simply because of 1 char collum? come on... the speccy version does run in low res, too... and regarding samples... yes... I am working on it but not sure yet. Tezz and Miker already finalised their jobs so it is up to me.... (I know regarding the presents... but that was only a test... ) Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted August 13, 2009 Author Share Posted August 13, 2009 btw. regarding monolith... ram is free at $1e00-$cfff, $d800-$ffff so enough room to do it right this time... which means title G2F screen&miker music & samples + game in one file... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 10, 2009 Author Share Posted October 10, 2009 ok. ok... Jesus... I still have not get how the collum patch works for the centipedes... but today while playing Fifa 10 I got following idea... what happens when I am just copy collum 0 into collum 20 so the check boundary routine of Gridrunner gets fooled that centipede reached the right border? well... as it seems...it works... can you please play the potential final core game adjustment and let me know if you discover some bugs? In meantime I can have a look and start the intro and play around with the sample routine... the actual sample played at the beginning is not played back in correct speed but that does not matter... Miker, you can start to work further on the msx as I am doing the final touches and the intro with Tezz' gfx. gridrunner.xex.zip Quote Link to comment Share on other sites More sharing options...
Tezz Posted October 10, 2009 Share Posted October 10, 2009 well... as it seems...it works... can you please play the potential final core game adjustment and let me know if you discover some bugs?All seems fine after 2-3 plays so far didn't encounter any issues. Will try it out further inbetween working on some new stuff. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 17, 2009 Author Share Posted October 17, 2009 small bit of the intro which I am coding right now... Quote Link to comment Share on other sites More sharing options...
+Stephen Posted October 17, 2009 Share Posted October 17, 2009 small bit of the intro which I am coding right now... Nice - I see where this is going Have you played the new Gridrunner Revolution yet? Stephen Anderson Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2009 Author Share Posted October 18, 2009 (edited) http://www.youtube.com/watch?v=0AJrZ62A8P4 Sorry, my first try in self recording and playing... Edited October 18, 2009 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Rybags Posted October 18, 2009 Share Posted October 18, 2009 That's some pretty cool music. Sounds like digi drums near the end? Will it need stereo Pokey though? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2009 Author Share Posted October 18, 2009 That's some pretty cool music. Sounds like digi drums near the end? Will it need stereo Pokey though? check ASMA and composer Uwe Loos... the track was used in one abbuc intro issue #35. single Pokey. Nothing special... Quote Link to comment Share on other sites More sharing options...
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