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Monopoly


MrFish

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35 minutes ago, matosimi said:

nice design, but where are tokens and houses? did you reserved pm objects for those "dynamic" elements?

 

also... it may cause design inconsistency, but I suppose it does not make sense to have the top line with upside down texts ...since (i guess) nobody will play with the monitor upside down....hence trying to avoid the KRAP space :D

30 minutes ago, Wrathchild said:

you'll need to read back as these topics have been talked about earlier

Yes, both already covered.

 

35 minutes ago, matosimi said:

Looking forward to get this moving, with the AI opponents it could be nice local play... but since it is a turn-based board game it is also a strong candidate for some fujinet mumbo jumbo.

The Fujinet possibilities haven't been lost on me.

 

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On 8/13/2023 at 1:54 AM, MrFish said:

No need for the sketch; I already knew what you meant.

 

Not bad, although the shadows for the cards clash with their dotted outlines a bit.

 

shadow.thumb.png.b25f8ed099ff4701b369d30126027398.png

 

The dice look a little off now,  not sure if the black lines around them are too thick (compared to every other black line), or they need to be a little wider, but they don't feel square.

Edited by zzip
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19 minutes ago, zzip said:

The dice look a little off now,  not sure if the black lines around them are too thick (compared to every other black line), or they need to be a little wider, but they don't feel square.

I'm not using those shadows anyway; so it doesn't matter. I talk about why (in part) a few posts ago.

 

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Hello MrFish

 

On 8/14/2023 at 10:38 AM, MrFish said:

The Fujinet possibilities haven't been lost on me.

 

Not sure if this has been covered, but if you make it MIDI-Mate compliant, it should work with FujiNet too.

 

Sincerely

 

Mathy

 

 

 

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  • 4 weeks later...
1 hour ago, Clint Thompson said:

Where’s the beta… ;) 

This IS the current beta... ;)

 

----------------------------

 

My queue for working on games currently looks something like this:

 

1. Slot Machines (part of casino package)

         - working game already

         - next major phase: generic machine loader structure

2. Black Jack (part of casino package)

         - code for dealing cards with PMG underlays in place

         - next major phase: change to new card dimensions/type -- which will sync with recently created design for Poker games

3. Yahtzee

         - some preliminary code done

         - board/dice graphics done

4. Mastermind

         - board/piece graphics done

 

These would be next highest on the list, in no particular order ATM, and are at various stages of graphics and planning work:

 

Stratego

Monopoly

Shanghai

Casino Package (other modules: poker, craps, roulette)

Mr. Do (improved graphics hack)

Oregon Trail

Scrabble

Parchesi

 

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  • 3 weeks later...
On 12/26/2012 at 8:02 PM, CharlieChaplin said:

Hey,

 

I really love the gfx shown above for Monopoly. Here are some of the versions I have of Monopoly (none of them do have such good gfx). Allthough there are quite many disks-images, most of them are only variations:

 

- Monopoly02 (pink or red board): available as a german and an english version

- Monopoly03 and 07 (green board): std. version and "Chicago" version (with street names of Chicago, etc.)

- Monopoly 01ab, 04, 06: another version of Monopoly in various variants and/or updates, e.g. Version 1.0, Version 1.5, Version 3.x and Version 4.x

- Monopoly 05: the best version in my eyes and the only one that comes as a ML-file; afaik this one is also available on cart. from Video 61; (beware: the game alas has a few bugs, e.g. one can sell a street even if there are houses on it and this will lead to lots of bugs and garbage on the screen)

- Immobilio: a german variant of Monopoly, written in TB XL

- Capital: the BBK version of Monopoly, released as a type-in listing in Antic or Analog

 

-----------------------

 

Furthermore I do have two versions of Mille Bornes, programmed in AB. (I once owned Mille Bornes as a german card game in the early 80s by Schmidt Spiele with much better gfx on the cards than the UK/US version available today. Alas, I lost it and this german version is not available anymore anywhere afaik; looked for the german version on ebay and amazon again, but could not find it there.)

 

Both A8 versions only differ a little bit, i.e. the newer version uses a DLI, the older one does not, so I kept only the newer version and turned it into a pseudo ML-file with Raster`s BAS2COM program. The game has very simple gfx but is very playable, as long as you know the rules (but I guess many Atarians do not know the game, although the card-game once stated that it had sold x-millions worldwide)...

Here is the one available today: http://en.wikipedia.org/wiki/Mille_Bornes

And this is the one I had in the 80s:

http://www.e-s-g.eu/Images/Spiele/Themen/MilleBornes/MILLE%20BORNES%201000%20KILOMETER%20Schmidt%20Spiele%20BRD.jpg

 

Greetings, Andreas Koch.

monopoly.zip 276.68 kB · 182 downloads

MILEBORN.zip 5.06 kB · 161 downloads

I had a lot to do with version (5)  "Phantom" re-coded it and released it on my BBS "StarNet" in the 90's as shareware. I did the title screen using just a Koala pad it was also on our user group monthly disk.  It was never programed for a "cartridge release" thats might be the source of the bugs. Has anyone encounter the bugs on the disk version ?   

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1 hour ago, Atari8man2004 said:

I had a lot to do with version (5)  "Phantom" re-coded it and released it on my BBS "StarNet" in the 90's as shareware. I did the title screen using just a Koala pad it was also on our user group monthly disk.  It was never programed for a "cartridge release" thats might be the source of the bugs. Has anyone encounter the bugs on the disk version ?   

 

Yes, I played (and still have) the disk version. As mentioned above, bugs will appear if you sell a street that still has houses on it. The game allows it and then all kinds of bugs appear in the game. So note to myself: Don't do that! 

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21 hours ago, CharlieChaplin said:

 

Yes, I played (and still have) the disk version. As mentioned above, bugs will appear if you sell a street that still has houses on it. The game allows it and then all kinds of bugs appear in the game. So note to myself: Don't do that! 

Wow thats a bug that got passed us 30 years ago.  I beem away from the Atari scene for over 20 years when I unpack my floppies I'll check my version out. Thank You!! 

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On 8/13/2023 at 2:15 AM, Beeblebrox said:

I would love to see this image on real hardware.

Here's a PAL color conversion, and XEX's for both.

 

I changed the dice color to off-white/gray. The other color I had been using wasn't to my liking on real hardware.

 

[Edit]

Forgot to change purple property color for PAL. Replaced screenshot and binary.

 

NTSC

monop.thumb.png.75ebc45ada3c96c81cf1aea9b49cb596.png

 

PAL

monopPAL.thumb.png.57629d5fe0c1fee02d239e35908f80d6.png

 

monop.xex

 

monop PAL.xex

 

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1 hour ago, MrFish said:

Here's a PAL color conversion, and XEX's for both.

 

I changed the dice color to off-white/gray. The other color I had been using wasn't to my liking on real hardware.

 

NTSC

monop.thumb.png.75ebc45ada3c96c81cf1aea9b49cb596.png

 

PAL

monop-pal.thumb.png.7aad9f53b736aef1b5f71e18af9c99b8.png

 

Monopoly Board 202a (readjusting PMG) - dice color.xex 14.11 kB · 0 downloads

 

Monopoly Board 202a (readjusting PMG) [PAL] - dice color.xex 14.1 kB · 0 downloads

 

Amazing to see this on real hardware/and Altirra - great work :)

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  • 1 month later...
3 hours ago, Clint Thompson said:

Looks amazing! 

Looks like you have your system hooked up using composite video. You'll have a much better visual experience if you use s-video (chroma/luma), which is the target connection for a hi-res design like this. Using composite will give you a lot of color artifacts where single-pixel width vertical lines are, whereas s-video will keep them all clean-looking.

 

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