SPIKE Posted January 20, 2018 Share Posted January 20, 2018 very cool addition. i went back and watched a bit more of the game play. i REALLY like the obstacle of the Hangman's Dance! the bass line motif gets really tiresome. any way you could leave any music motif out and put the focus into sound design and sound effects? Quote Link to comment Share on other sites More sharing options...
MemberAtarian Posted January 20, 2018 Author Share Posted January 20, 2018 very cool addition. i went back and watched a bit more of the game play. i REALLY like the obstacle of the Hangman's Dance! the bass line motif gets really tiresome. any way you could leave any music motif out and put the focus into sound design and sound effects? Actually yes, now if you set the B/W switch to B/W, the music stops. Quote Link to comment Share on other sites More sharing options...
+Philsan Posted January 21, 2018 Share Posted January 21, 2018 Very nice design! Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted January 22, 2018 Share Posted January 22, 2018 I finally got to check this out and its looking really good. The collision detection for the playfield needs work, (which Im sure youre aware of), but its going to be a very fun and impressive game. Quote Link to comment Share on other sites More sharing options...
0078265317 Posted January 24, 2018 Share Posted January 24, 2018 Yes needs color. Quote Link to comment Share on other sites More sharing options...
RamrodHare Posted January 24, 2018 Share Posted January 24, 2018 Yes needs color. For what this game is meant to be about, I feel like the less color it has, the better it get's the theme across. The mushroom bit with all the colors works, due to the hallucinogenic properties of the mushroom. Most of the game should be kept "dark" to go along with the overall tone of the game. Spies in the Night was a Homebrew that was B&W only and it pulls it off amazingly. I feel like this game has the same potential. MemberAtarian, Keep doing what you're doing .Make the game the way YOU want to make it. The direction you are going in is working great so far, don't let any of us steer you off course. 1 Quote Link to comment Share on other sites More sharing options...
SPIKE Posted January 24, 2018 Share Posted January 24, 2018 DOES NOT NEED COLOR. The stark brutality and the bleak void of a dead landscape is what draws me in. Like listening to COIL's "Music To Play in the Dark" or some SUNN o))) or Ulver. I really like that you are only using colour as a special effect. 2 Quote Link to comment Share on other sites More sharing options...
StanJr Posted January 24, 2018 Share Posted January 24, 2018 Also in the "color bad" camp. Thematically this game actively avoids color, so using as an effect has much more power. 2 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted January 24, 2018 Share Posted January 24, 2018 Actually yes, now if you set the B/W switch to B/W, the music stops. One thing to be aware of is the 7800 repurposed the TV Type switch as the PAUSE button, and instead of a toggle it's now a momentary switch. 2600 games will detect it as B&W only when PAUSE is being held down. The 2600/7800 pause routine topic has routines for detecting 2600 vs 7800 as well as pausing the game. Just change the "paused" check to turn off the music instead of pausing the game Or even better, considering using TV Type for pause and put the music on/off on a difficulty switch. A number of homebrews already use Right Difficult A for this. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 25, 2018 Share Posted January 25, 2018 Totally digging the black and white "film noir" look. I'm in the "color not needed" camp. But the jumping and gravity physics need some work. They don't have a very realistic feel to them. Yet. 1 Quote Link to comment Share on other sites More sharing options...
MemberAtarian Posted January 25, 2018 Author Share Posted January 25, 2018 One thing to be aware of is the 7800 repurposed the TV Type switch as the PAUSE button, and instead of a toggle it's now a momentary switch. 2600 games will detect it as B&W only when PAUSE is being held down. The 2600/7800 pause routine topic has routines for detecting 2600 vs 7800 as well as pausing the game. Just change the "paused" check to turn off the music instead of pausing the game Or even better, considering using TV Type for pause and put the music on/off on a difficulty switch. A number of homebrews already use Right Difficult A for this. True, so I made the right difficulty switch turn down the music. That is also on the 7800. Quote Link to comment Share on other sites More sharing options...
MemberAtarian Posted January 25, 2018 Author Share Posted January 25, 2018 So, I give you a little peek again. The two main music got an update, and I show you one of the two bosses. It's a reference to something. 1 Quote Link to comment Share on other sites More sharing options...
Greenfuzz Posted January 25, 2018 Share Posted January 25, 2018 Looks better with every new reveal... Quote Link to comment Share on other sites More sharing options...
MemberAtarian Posted January 25, 2018 Author Share Posted January 25, 2018 Looks better with every new reveal... Now I work a bit on my Atari 2600 programming review, after that I'm gonna do the second part of the game where you have to create the medicine and test it on the ill. Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted January 25, 2018 Share Posted January 25, 2018 So, I give you a little peek again. The two main music got an update, and I show you one of the two bosses. It's a reference to something. is there an updated bin? Quote Link to comment Share on other sites More sharing options...
MemberAtarian Posted January 26, 2018 Author Share Posted January 26, 2018 is there an updated bin? It will be 100% soon and I will release it for public testing. I won't be enough to find all the possible bugs. 2 Quote Link to comment Share on other sites More sharing options...
vidak Posted January 28, 2018 Share Posted January 28, 2018 Looks amazing! I'm really jealous! Quote Link to comment Share on other sites More sharing options...
vidak Posted January 28, 2018 Share Posted January 28, 2018 I think I may dabble a bit in batari BASIC, because of this! If you need some help debugging, I'm here! Quote Link to comment Share on other sites More sharing options...
MemberAtarian Posted January 28, 2018 Author Share Posted January 28, 2018 (edited) I finished the part where you have to find the cure. There is two components for the serum, but beware, two of the four herbs are toxic. Edited January 28, 2018 by MemberAtarian 2 Quote Link to comment Share on other sites More sharing options...
StanJr Posted January 28, 2018 Share Posted January 28, 2018 You've got two "i's" in "friend." Excited to get my hands on a bin for this and an instruction sheet! Very exciting and interesting concept! Quote Link to comment Share on other sites More sharing options...
MemberAtarian Posted February 1, 2018 Author Share Posted February 1, 2018 Hi guys, I need your help. I tested all the versions of the game, but I need you help for fixing screen issues. Somehow after I changed the title screen, it does not work with Stella, only with z26 emulator (Stella slows down the game and flickers the screen). 1. NTSC I used z26 as mentioned. It looks okay in emulator, but I would like to ask you for testing it on the real NTSC hardware and television. 2. PAL On my tv, it's perfect, except the mushroom trip part, there the screen starts to roll as the playfield gets reoriented. If I put there a variable and slow it down to third speed, it seems barely tolerable (with the screen shaking). But with my DVD recorder, that decodes the RF signal for my Easycap, de screen rolls except the title screen. Can I do anything besides putting the "tv type pal" in the code? 3. PAL60 It's the same on my recorder and my tv, it's nearly 35 years old, so it's perfect for old consoles. The screen keeps reorienting because of the PAL <<>> PAL60 difference, it does the same with the NTSC version, because it has 525 scanlines as well. PlagueNTSC.bas.bin PlaguePAL50Test.bas.bin PlaguePAL60.bas.bin Quote Link to comment Share on other sites More sharing options...
+stephena Posted February 1, 2018 Share Posted February 1, 2018 With all respect, these days, if something doesn't work in Stella but does in z26, I would probably be looking at the ROM in question instead. Stella has seen constant development particularly in the past few years, and z26 hasn't be updated in 5+ years. So while it's possible that Stella has a problem, when compared to z26 I would very much doubt it. That being said, I can test this ROM on a real console when I get home from work today. Quote Link to comment Share on other sites More sharing options...
mr-atari Posted February 1, 2018 Share Posted February 1, 2018 (edited) I noticed your game do not continuously generate frames with 262 (60Hz/ntsc) or 312 (50Hz/pal) scanlines. In the game its 292, then 14 (ntsc). 342, 10, 4 (pal). Moving the character also adds and removes scanlines. The title-screen seems OK, generating 262 or 312 lines/frame. Some frames, with sound have 1 scanline more. Having more or less scanlines each frame, will setup tv's and the latest stella. So I guess, you need to focus on getting the scanlines/frame in order. Grtz, Sijmen. Edited February 1, 2018 by mr-atari Quote Link to comment Share on other sites More sharing options...
MemberAtarian Posted February 1, 2018 Author Share Posted February 1, 2018 With all respect, these days, if something doesn't work in Stella but does in z26, I would probably be looking at the ROM in question instead. Stella has seen constant development particularly in the past few years, and z26 hasn't be updated in 5+ years. So while it's possible that Stella has a problem, when compared to z26 I would very much doubt it. That being said, I can test this ROM on a real console when I get home from work today. I was amazed as well, but Stella does not play the older version it used to play correctly after I updated the title screen. (if you compile, it inserts the most up to date titlescreen.asm. I noticed your game do not continuously generate frames with 262 (60Hz/ntsc) or 312 (50Hz/pal) scanlines. In the game its 292, then 14 (ntsc). 342, 10, 4 (pal). Moving the character also adds and removes scanlines. The title-screen seems OK, generating 262 or 312 lines/frame. Some frames, with sound have 1 scanline more. Having more or less scanlines each frame, will setup tv's and the latest stella. So I guess, you need to focus on getting the scanlines/frame in order. Grtz, Sijmen. Hi, how did you count the scanlines? I only use Batari Basic, so I don't know how to make the scanline numbers correct, I thought that the program calculates them every single time. Quote Link to comment Share on other sites More sharing options...
+stephena Posted February 1, 2018 Share Posted February 1, 2018 The ROM exhibits the same issues in Stellerator and Javatari as it does in Stella. So this points to the ROM. But I will look into it on a real console later. As for counting scanlines, in Stella press Alt-L, and it will display this info in the upper-left corner of the window. Quote Link to comment Share on other sites More sharing options...
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