KevinMos3 Posted August 6, 2018 Share Posted August 6, 2018 This looks great. I love the updated graphics too. One question: I like how you change the playfield color for each new level, but is there enough ROM space left to also have a variation or more of playfield patterns? Quote Link to comment Share on other sites More sharing options...
gauauu Posted August 6, 2018 Author Share Posted August 6, 2018 This looks great. I love the updated graphics too. One question: I like how you change the playfield color for each new level, but is there enough ROM space left to also have a variation or more of playfield patterns? There's ROM space, but a bigger question is whether I have the kernel time and/or ram to change it up. I'll take a look. Quote Link to comment Share on other sites More sharing options...
gauauu Posted May 11, 2019 Author Share Posted May 11, 2019 (edited) Just FYI if anyone is interested, I'm finishing up a Sega Dreamcast port of this game right now. It's a lot shinier, but fundamentally the same game (once again, reusing most of the game logic code, because C is so ridiculously portable). If you're interested, you can grab it from http://www.bitethechili.com/roboninja-climb/ alongside the other versions. Edited May 11, 2019 by gauauu 4 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted May 15, 2019 Share Posted May 15, 2019 Now you need to do an Intellivision version 1 Quote Link to comment Share on other sites More sharing options...
gauauu Posted May 15, 2019 Author Share Posted May 15, 2019 Now you need to do an Intellivision version I've never owned one, so unless one suddenly appears for cheap at a garage sale, an intellivision version won't be coming soon. The most likely next port will be original Gameboy or Apple II Quote Link to comment Share on other sites More sharing options...
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