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onEscape - Betatesters wanted


pseudografx

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We are looking for betatesters for our upcoming point'n'click adventure game. Here are the requirements:

image.thumb.png.638cfbac30f471af9a5c539210315101.png

* Be fluent in English, native speakers preferred.
* Use both emulation (for easier debugging / sending savestates) and native hardware (for checking compatibility). The game requires a 48K system and a multicart with support of 1MB cartridge images.
* Respond to communication within a day. Preferred channels are e-mail and Discord.
* Do not share the binary or screenshots with anyone.

 

The objective of the betatesting is to find any remaining bugs and language mistakes. Both PAL and NTSC compatibility needs to be tested.
Applicants may reply via PM or in this thread.

 

Edited by pseudografx
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Looks like a cursor style UI -- are you supporting Koala Pad/Touch Tablet for cursor movement by chance?

 

If so, we support that in Argon and it would be cool to try that out -- you can use touch or pen on mobile/tablet, or mouse/trackpad on Chromebook/PC.

 

(We need to set a flag in our database to indicate a game is supporting touch input, we could work with you on that).

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11 minutes ago, bhall408 said:

Looks like a cursor style UI -- are you supporting Koala Pad/Touch Tablet for cursor movement by chance?

 

If so, we support that in Argon and it would be cool to try that out -- you can use touch or pen on mobile/tablet, or mouse/trackpad on Chromebook/PC.

 

(We need to set a flag in our database to indicate a game is supporting touch input, we could work with you on that).

I may be wrong but I think this is a planned purchased box cart release only so isn't free and thus can't be shared on platforms as such. 

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3 minutes ago, Beeblebrox said:

I may be wrong but I think this is a planned purchased box cart release only so isn't free and thus can't be shared on platforms as such. 

Poster was asking for people to test in emulators, so sounds like digital release is at least contemplated...

 

In any case, Argon supports both free and premium titles, so if they are looking to have a limited digital release, either in Argon, or as a stand-alone app (Android/Amazon/Win11), that can be done.

 

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5 minutes ago, bhall408 said:

Poster was asking for people to test in emulators, so sounds like digital release is at least contemplated...

 

In any case, Argon supports both free and premium titles, so if they are looking to have a limited digital release, either in Argon, or as a stand-alone app (Android/Amazon/Win11), that can be done.

 

Sure. It may be a paid digital release is planned alongside a paid cart version.

That's great, I didn't realised Argon supported paid games too. Cool :) 

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7 hours ago, bhall408 said:

Looks like a cursor style UI -- are you supporting Koala Pad/Touch Tablet for cursor movement by chance?

 

If so, we support that in Argon and it would be cool to try that out -- you can use touch or pen on mobile/tablet, or mouse/trackpad on Chromebook/PC.

 

(We need to set a flag in our database to indicate a game is supporting touch input, we could work with you on that).

So far, only joystick control is supported. Our coder is looking into adding ST mouse support but there's not much CPU time left for the necessary processing so that might have to be dropped.

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32 minutes ago, pseudografx said:

So far, only joystick control is supported. Our coder is looking into adding ST mouse support but there's not much CPU time left for the necessary processing so that might have to be dropped.

FYI - there is not much processing needed to have somewhat working ST/Amiga mouse. In Operation Blood / Special Forces the mouse is read just 8 times per frame (lda PORTA / sta), detection of movement from these 8 bytes is also pretty quick. of course the more samples the better, but 8 is well usable.

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40 minutes ago, pirx said:

FYI - there is not much processing needed to have somewhat working ST/Amiga mouse. In Operation Blood / Special Forces the mouse is read just 8 times per frame (lda PORTA / sta), detection of movement from these 8 bytes is also pretty quick. of course the more samples the better, but 8 is well usable.

Yes, but even 8 reads might be challenging, especially if we want to keep NTSC compatibility. There is heavy DLI usage and the stereo double CMC player eats a lot of CPU time, too. 😞

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12 hours ago, pseudografx said:

So far, only joystick control is supported. Our coder is looking into adding ST mouse support but there's not much CPU time left for the necessary processing so that might have to be dropped.

If you add Atari Touch Pad/Koala Pad support, that is via reading PADDLE0/PADDLE1, so should not impact your timing.

 

For an example of this, see the 2012 version of Planetary Defense (has Koala Pad support, treating it like a track-pad for the in-game cursor). Planetary Defense was originally joystick-only in the 1980s version published in ANALOG Magazine.

 

As an alternate, we can agree on a memory location to feed you precise X/Y coordinates, so similarly a simple LDA to get the values, and they can be exact. For paddle, it is best to clamp it to 90% or so of the full range, ie, ignore the top and bottom 10 of the theoretical paddle range of values.

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Hello guys

 

22 hours ago, pirx said:

FYI - there is not much processing needed to have somewhat working ST/Amiga mouse. In Operation Blood / Special Forces the mouse is read just 8 times per frame (lda PORTA / sta), detection of movement from these 8 bytes is also pretty quick. of course the more samples the better, but 8 is well usable.

 

They probably used this methode (MOUSE.ARC, MOUSEINT.ARC and STM18BIT.TXT).

 

Sincerely

 

Mathy

 

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