JasonlikesINTV Posted August 29, 2013 Share Posted August 29, 2013 All hail Hypnotoad! Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted August 30, 2013 Author Share Posted August 30, 2013 Some interesting ideas for the 4th mini game but in reality it all depends on the ROM space available when the other 3 are done. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 1, 2013 Author Share Posted October 1, 2013 The sound effects have started going into Caverns and Descent. I'm using the Rocketeer ones as place holders for now (just to check that they happen when I expect them to). As a developer, when you add sound effects to your games it definitely brings them "alive" more. Creating sound effects is very time consuming (for me) because of the number of edit/build/listen iterations needed to get something I'm happy with. Mystery Musician is working on some small ditties for "Game Over", "Congratulations" and "Next wave" (they'll be used in all the games to save ROM space). I'm looking forward to seeing what he comes up with. I'll be demoing Mars Minis and Rocketeer at Play this month. Unfortunately the Menace mini game probably isn't going to get much love between now and then but it'll still be available to "play" from the cart's main menu. 5 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 1, 2013 Share Posted October 1, 2013 Cool! Will you be posting another beta ROM or a video with the tracks? Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 2, 2013 Author Share Posted October 2, 2013 Cool! Will you be posting another beta ROM or a video with the tracks? Probably not before the show. I always seem to be making tweaks or fixing bugs right up to the morning of the show (if my previous years of attending Play are anything to go by). 1 Quote Link to comment Share on other sites More sharing options...
Oscar G. Posted October 2, 2013 Share Posted October 2, 2013 Hey Groovy... Thank you for the update. It is really appreciated. Cheers and good luck with the projects! Quote Link to comment Share on other sites More sharing options...
bikeguychicago Posted October 2, 2013 Share Posted October 2, 2013 When is this show and can we expect to see something nearing completion around the time of the show? Quote Link to comment Share on other sites More sharing options...
Oscar G. Posted October 7, 2013 Share Posted October 7, 2013 When is this show and can we expect to see something nearing completion around the time of the show? http://www.playexpo.net/replay/ Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 14, 2013 Author Share Posted October 14, 2013 As you may have read in the Rocketeer thread Mars Minis wasn't demoed at Play Expo. After seeing the number of people struggling with the Inty controller and also watching people struggle with other start-up menu based games (on our stand) I decided not to demo the game. Its a lesson learned and any future Inty games that I take to Play Expo will not have a menu. They'll just need the press of a button to start. That way they'll reach the widest possible audience and maybe make a few converts to the system too. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 14, 2013 Share Posted October 14, 2013 As you may have read in the Rocketeer thread Mars Minis wasn't demoed at Play Expo. After seeing the number of people struggling with the Inty controller and also watching people struggle with other start-up menu based games (on our stand) I decided not to demo the game. Its a lesson learned and any future Inty games that I take to Play Expo will not have a menu. They'll just need the press of a button to start. That way they'll reach the widest possible audience and maybe make a few converts to the system too. Why not prepare a "Play Expo Edition" that jumps straight into a game when a button is pressed? That way, your games can still retain the bit of complexity and richness of features added by a menu screen in the released version, while not scaring away potential punters at the expo? -dZ. 1 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 14, 2013 Author Share Posted October 14, 2013 Why not prepare a "Play Expo Edition" that jumps straight into a game when a button is pressed? That way, your games can still retain the bit of complexity and richness of features added by a menu screen in the released version, while not scaring away potential punters at the expo? Yep! Special versions for large crowd shows is what I meant to say . Over 8000 people attended Play Expo on Saturday and only a small fraction of a percent would be into the Inty. You can't cater for the minority with that many people in attendance, especially if you want to make people aware of homebrews. 1 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 14, 2013 Share Posted October 14, 2013 Yep! Special versions for large crowd shows is what I meant to say . Over 8000 people attended Play Expo on Saturday and only a small fraction of a percent would be into the Inty. You can't cater for the minority with that many people in attendance, especially if you want to make people aware of homebrews. I agree. I saw pretty much the same thing on CGE 2012 when people were trying to play Christmas Carol: some would hold the controller sideways, like on an NES, and then wonder how the heck it worked. Others would try "pecking" at the disc, lightly pressing on one edge and quickly releasing it--like if it were a flat joystick. (Fun fact: a lot of people asked me "how do you shoot the Snowman?" after frantically pressing keypad buttons. ) 3 Quote Link to comment Share on other sites More sharing options...
Janzl Posted October 15, 2013 Share Posted October 15, 2013 Actually... I think it's a nice idea to develop a game where you can use the controller sideways. I actually tried playing a game that way just to see how it would feel. I surely deletes the problems of the vicious action-buttons and the controller is easy to operate and hold sideways. 1 Quote Link to comment Share on other sites More sharing options...
Ignorama Posted October 15, 2013 Share Posted October 15, 2013 I mentioned it in another thread, a beat em up wich controller used like a pad. I wonder why no one uses this idea and prefer the side buttons for action Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted October 15, 2013 Author Share Posted October 15, 2013 I think it's a nice idea to develop a game where you can use the controller sideways. I actually tried playing a game that way just to see how it would feel. It was mentioned in the KillBotz thread too and I'll be trying it out when I go back to the game's development. 1 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 15, 2013 Share Posted October 15, 2013 I mentioned it in another thread, a beat em up wich controller used like a pad. I wonder why no one uses this idea and prefer the side buttons for action How do you fire/action? If you're thinking with the keypad, know that you cannot use the keypad at the same time you are using the disc--it's one or the other. -dZ. Quote Link to comment Share on other sites More sharing options...
Ignorama Posted October 15, 2013 Share Posted October 15, 2013 Is that a limitation of the controller, or of the console? So could a new controller solve this problem? By the way: Who is going to make the one button controller for Superfly INTV? I am in for one! Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted October 15, 2013 Share Posted October 15, 2013 (edited) Is that a limitation of the controller, or of the console? So could a new controller solve this problem? By the way: Who is going to make the one button controller for Superfly INTV? I am in for one! Of the console: There are 8 I/O signals available on each port, the controller has 31 distinct inputs (16 disc + 3 action + 12 keys). None of them are dedicated, so there is some level of overlap. I guess a controller could be built that supplies unique codes for each input, but the controller itself would have to take care of filtering and debouncing the mechanical action of the switches and send a purely digital signal to the I/O port. It is possible. But it won't work with older games, which were designed to read the ports as they are. -dZ. Edited October 15, 2013 by DZ-Jay Quote Link to comment Share on other sites More sharing options...
Janzl Posted October 15, 2013 Share Posted October 15, 2013 How do you fire/action? If you're thinking with the keypad, know that you cannot use the keypad at the same time you are using the disc--it's one or the other. -dZ. That's what I was thinking about. End of nice idea! Quote Link to comment Share on other sites More sharing options...
fsuinnc Posted October 17, 2013 Share Posted October 17, 2013 I think soccer for the Emerson Arcadia 2001 turned the controller sideways and those controllers are almost identical (in looks at least) to the intellivision. I haven't tried to play it in years so I can't remember exactly how player movement happened (but I remember the game being pretty bad). http://gamesdbase.com/game/emerson-arcadia-2001/soccer.aspx Quote Link to comment Share on other sites More sharing options...
JasonlikesINTV Posted November 17, 2013 Share Posted November 17, 2013 Bump. Quote Link to comment Share on other sites More sharing options...
scalpel Posted November 17, 2013 Share Posted November 17, 2013 Possible to have it for Christmas ?? Quote Link to comment Share on other sites More sharing options...
wolfy62 Posted November 18, 2013 Share Posted November 18, 2013 Or Christmas 2014? Quote Link to comment Share on other sites More sharing options...
ebelhaki Posted November 18, 2013 Share Posted November 18, 2013 Take your time and get it done right, this Christmas, next Christmas, doesn't matter to me, can't wait to play it though. 1 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 18, 2013 Share Posted November 18, 2013 GroovyBee responded to a similar question in the Rocketeer thread. Here are some highlights: Rocketeer, Hover Bovver, Mars Minis, the multi-cart prototype, and several other WIP game projects will be available for play by attendees of eJagFest in Germany next weekend. He's going to concentrate on finishing up the Rev3 PCB first. After the PCB design is completed, he'll work on finishing Rocketeer. After Rocketeer is beta tested and signed-off, he'll work on Mars Minis next, followed by everything else. 3 Quote Link to comment Share on other sites More sharing options...
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