+skr Posted July 2, 2013 Author Share Posted July 2, 2013 Quick answer: Yes. Rules topic 2.2 states that the program itself must not be released before the competition ends. Screenshots and videos are ok. Quote Link to comment Share on other sites More sharing options...
TMR Posted July 6, 2013 Share Posted July 6, 2013 Quick answer: Yes. Rules topic 2.2 states that the program itself must not be released before the competition ends. Screenshots and videos are ok. Cool. =-) 5 Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted July 6, 2013 Share Posted July 6, 2013 Looking good TMR....... Never enough shooters! Quote Link to comment Share on other sites More sharing options...
+Stephen Posted July 7, 2013 Share Posted July 7, 2013 Cool. =-) Nice - even has parallax scrolling. Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted July 8, 2013 Share Posted July 8, 2013 That is awesome looking. I wish more people would make use of the GTIA modes ... I had a concept once that was a Breakout clone, but using Graphics 0.9 and DLI's to make 16-shade 7 color bricks. Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted July 9, 2013 Share Posted July 9, 2013 Noticed you were having to use bitmap mode to design your characters. There are better ways: You can use G2F to design your fonts, that will work in GTIA mode. There are also native editors for the Atari which support this mode too ... including a font editor I wrote once called the Setmaker ... and my current ICE editors will work too, you can just select a graphics mode that uses mode 9 and use the edit mask function, you can draw your characters very easily. Hope this information is helpful. Quote Link to comment Share on other sites More sharing options...
TMR Posted July 9, 2013 Share Posted July 9, 2013 Noticed you were having to use bitmap mode to design your characters. Bitmap as in Windows Bitmap, the graphics are edited on a PC and some juggling is done to make them into binaries for the Atari. The problem isn't really there as such, it's more that the scroll is written around Char Pad format tiles and throwing four bits per pixel data into Char Pad is... well, a tad messy. Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted July 10, 2013 Share Posted July 10, 2013 This might be of help to you as well: http://gury.atari8.info/details_source_code/4158.htm This is a screen design utility I wrote in TurboBASIC. It will even let you design screens in the GTIA modes based on Graphics 0, 1, or 2. It saves 960 byte .SCR files when used in Graphics 0.9 Quote Link to comment Share on other sites More sharing options...
Creature XL Posted July 10, 2013 Share Posted July 10, 2013 Cool. =-) Nice idea, however not my style looks too monochrome Its a pity that the 3rd GTIA mode only has 9 colors. Real 16 colors would maybe justify the "bad" resolution. 9 colors on the other hand might not give enough value over 5 in "ANTIC 4". It's a pity that even now I cannot definitely say that "The Morons" will contribute. Although the engine is in a good state and music and graphics seems to be taken care of. Mainly the game design is missing. @skr: Are there enough entries to go thru with the compo? Before that is clear I won't post any videos anyhow. Quote Link to comment Share on other sites More sharing options...
+skr Posted July 10, 2013 Author Share Posted July 10, 2013 Hard to tell now. Currently there are not enough, but I expect most submissions from mid August on, like last year. Quote Link to comment Share on other sites More sharing options...
+Adam+ Posted July 10, 2013 Share Posted July 10, 2013 @Creature XL There will be at least three submissions, don't worry Quote Link to comment Share on other sites More sharing options...
José Pereira Posted July 10, 2013 Share Posted July 10, 2013 There's for sure more around but like CrtXL people may have something working but not all and as we all do these things as a free-time then something may happen and then it may be canceled. For example, if something happen and there's no TMR's Battle Eagle on the Contest? That's why I think it maybee not a good idea to turn the games public right now. Is there any minimum number of games so that the Contest takes place? Would it be a good thing if all the guys that has something in the working contact and show Skr what's their project state? Quote Link to comment Share on other sites More sharing options...
+Adam+ Posted July 10, 2013 Share Posted July 10, 2013 (edited) Rule number 4: "The ABBUC reserves the right to: (...) b) not to finish the competition if there are less than three (3) submissions of different authors." Remember that there are two submissions already (Dev War + Speedway One). And somehow I know that there will be at least one more Edited July 10, 2013 by +Adam+ 1 Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted July 10, 2013 Share Posted July 10, 2013 (edited) Rule number 4: "The ABBUC reserves the right to: (...) b) not to finish the competition if there are less than three (3) submissions of different authors." Remember that there are two submissions already (Dev War + Speedway One). And somehow I know that there will be at least one more Hmm, a quick guess: Rid. Reality 2 or Rid.Reality with new levels... Hopefully not another PONG / Breakout / Boulder Dash / Tetris / Pacman / Robbo version, we already have so many of them... -Andreas Koch. Edited July 10, 2013 by CharlieChaplin Quote Link to comment Share on other sites More sharing options...
+Adam+ Posted July 10, 2013 Share Posted July 10, 2013 A quick answer: no. Wait a few days, patience is one of the greatest virtues 2 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted July 10, 2013 Share Posted July 10, 2013 Me too waiting with patience. Quote Link to comment Share on other sites More sharing options...
Grevle Posted July 10, 2013 Share Posted July 10, 2013 My entry game is complete but may still need some adjustements, Specially the Display list is kinda hard to get right, but the game is completely playable, Im not saying mutch about it yet but its a new take on a early 8 bit console game. 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted July 10, 2013 Share Posted July 10, 2013 Nice idea, however not my style looks too monochrome Its a pity that the 3rd GTIA mode only has 9 colors. Real 16 colors would maybe justify the "bad" resolution. 9 colors on the other hand might not give enough value over 5 in "ANTIC 4". One possibility is to use MIN mode (Graphics 9+12 interlace) ...It's a Super IRG style mode, you can get about 20 greyscale at 160 pixel resolution, and even better, since it uses Graphics 12 you can do hardware PF-PM collision checking. Quote Link to comment Share on other sites More sharing options...
Creature XL Posted July 11, 2013 Share Posted July 11, 2013 (edited) Hmm, a quick guess: Rid. Reality 2 or Rid.Reality with new levels... Hopefully not another PONG / Breakout / Boulder Dash / Tetris / Pacman / Robbo version, we already have so many of them... -Andreas Koch. New levels? Would be much easier for me to spice up the "HAR'em" engine and add more levels now that the skeleton is done. However, I think that is kinda lame Further, I'd rather make something new to experiment with the possibilities. And so I did It will be (hopefully this August) not a puzzler or some such. It'll be action oriented although not a plain shooter. I'll let TMR fulfill that need (and you can always play "HAR'em" for a quick shoot) Edited July 11, 2013 by Creature XL Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted July 11, 2013 Share Posted July 11, 2013 Can I just say an early thank you to all the folks putting entries into this, we the players get some terrific little games from things like this and are very appreciated. Someone do a Bruce Lee update Ron, you listening I really wish Randy Glover would go back and finish his PC version of Jumpman, was looking forward to that as well. Quote Link to comment Share on other sites More sharing options...
+playsoft Posted July 14, 2013 Share Posted July 14, 2013 Cool. =-) That looks excellent - you are going to have a fun time working in GTIA 9. Good luck in the competition. Like the buses, you wait 30 years for a GTIA 9 vertical scroller and then two arrive at the same time! Actually mine won't arrive any time soon though and it doesn't look like we're doing exactly the same thing. I'll post a work in progress demo shortly - should be a GTIABlast! thread. Paul Quote Link to comment Share on other sites More sharing options...
+Adam+ Posted July 14, 2013 Share Posted July 14, 2013 Here's a short preview of a game being prepared for ABBUC Contest 2013 - "Assembloids XE": http://atariage.com/forums/topic/214488-assembloids-xe/ 2 Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted July 16, 2013 Share Posted July 16, 2013 tick tock... I might need another year before getting this darn thing working I seem to have a problem with the vertical scrolling causing the screen to jump as it hits a boundary such as $5000 $6000 etc will post something on the programming thread unless anyone knows if there is something I should be aware of. Looks like a blank area is scrolled up in the playfield (which should not be there) then as the first line of it is scrolled off, it jumps right back to the next line of the correct PF. (scroll is moving PF up like Caverns of Mars. My PF is a contiguous block of data from an Envsion map) Quote Link to comment Share on other sites More sharing options...
TMR Posted July 16, 2013 Share Posted July 16, 2013 I seem to have a problem with the vertical scrolling causing the screen to jump as it hits a boundary such as $5000 $6000 etc will post something on the programming thread unless anyone knows if there is something I should be aware of. Looks like a blank area is scrolled up in the playfield (which should not be there) then as the first line of it is scrolled off, it jumps right back to the next line of the correct PF. (scroll is moving PF up like Caverns of Mars. My PF is a contiguous block of data from an Envsion map) Sounds like a 4K boundary issue; LMS commands point to data in 4K blocks, so if the ANTIC gets to the end of a block in memory it wraps around to the start of it rather than continuing into the next. For example, setting an LMS pointing at $5fff will get the first byte of the screen from there but the second comes from $5000, the third from $5001 and so on. A way around it is to have an LMS for each character line of the screen and change the lot of 'em when the scroll happens, but don't forget to reformat the map data a little so there's no lines overlapping boundaries because those lines will be partially corrupted. Quote Link to comment Share on other sites More sharing options...
Grevle Posted July 16, 2013 Share Posted July 16, 2013 I love the fancy graphics of Assembloids and Battle Eagle, Im realy just started in assembler and i dont have the knowlegde to do those kind of nice graphics stuff, even tough my game for abbuc contest use assembler for the gameplay it has also turbo basic for the in game menu. My game has more simple graphics . More of a retro look to it. hehe. 1 Quote Link to comment Share on other sites More sharing options...
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