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Lunar Patrol


OldStyle

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🌑 Zoom zoom, boom boom!  💥 Is there anything more that needs to be said?

lpstart.thumb.png.de3d8a0be5e19e9e7f9a893548b2b5dc.png

Well, a little more wouldn't hurt..  It's quite playable, but it's early, so expect a few bugs & differences compared to the arcade.  The demo is short however it will loop endlessly A-E (technically A through D, E isn't mapped) for as long as you stay alive.  Each loop will decrease the time it takes for bombs to spawn.  I recommend being aggressive in shooting them down because the drop trajectories aren't as wide as the arcade.  2 buttons needed!

 

This demo is the same build featured by @ZeroPage Homebrew.  I wish there was little more length to it, and of course the iconic theme music is sorely missing.  The stat/bonus screens will find their way in at some point..  In due time it'll come together, with extras & more flare (space permitting), and I will share builds as they continue to grow.  E-J will be up next!  Currently I'm working on the cityscape for that section.

 

Thanks to @ZeroPage Homebrew for squeezing this in, to all that took the time to catch this and the other kickass homebrews on the stream, and to those that will give this a shot.  Also special thanks to @Trebor, @sramirez2008, @darryl1970, @RevEng, @TrekMD, @DrVenkman and many others behind the scenes that always have been patient and supportive.

 

Buckle up, enjoy! Happy New Year! 🍻🥳

 

 

LunarPatrol144k25.a78

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22 minutes ago, OldStyle said:

Thanks to @ZeroPage Homebrew for squeezing this in, to all that took the time to catch this and the other kickass homebrews on the stream, and to those that will give this a shot.  Also special thanks to @Trebor, @sramirez2008, @darryl1970, @RevEng, @TrekMD, @DrVenkman and many others behind the scenes that always have been patient and supportive.

 

Buckle up, enjoy! Happy New Year! 🍻🥳

 

You're so welcome and Happy New Year to you too @OldStyle! It was amazing to be part of the reveal of this incredible new game for all of our beloved Atari 7800s!

 

If anyone missed the stream last night with the premiere of Lunar Patrol, here's the YouTube archive.

 

- James

 

(WATCH AT 1080P60 FOR BEST QUALITY)

 

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14 hours ago, OldStyle said:

Thanks to @ZeroPage Homebrew for squeezing this in, to all that took the time to catch this and the other kickass homebrews on the stream, and to those that will give this a shot.  Also special thanks to @Trebor, @sramirez2008, @darryl1970, @RevEng, @TrekMD, @DrVenkman and many others behind the scenes that always have been patient and supportive.

 

Buckle up, enjoy! Happy New Year! 🍻🥳

 

Thanks, and Happy New Year. This works well on my Dragonfly/7800 system too!

 

I like Mike's idea of the thud upon landing.

 

I still use a Proline stick when playing upstairs. One thing that would be nice in the future would be the ability to swap fire and jump. On actual hardware, the left button jumps and the right button shoots. It feels a lot more natural for me to rapidly shoot with my left thumb and occasionally jump with my other finger.

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Are you open to small suggestions about your game? When the spaceships come out, they make a loud kind of high-pitched sound. Was wondering if that is going to stay or if it could possibly be changed. Quite honestly it is kind of hard on the ears. I can tell that sound is from some 2600 game but can't quite remember where I have heard that sound. Other than that, I am excited about your game, and it looks great. Hope my comment does not offend you.

Edited by AtariBrian
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8 hours ago, darryl1970 said:

Thanks, and Happy New Year. This works well on my Dragonfly/7800 system too!

 

I like Mike's idea of the thud upon landing.

 

I still use a Proline stick when playing upstairs. One thing that would be nice in the future would be the ability to swap fire and jump. On actual hardware, the left button jumps and the right button shoots. It feels a lot more natural for me to rapidly shoot with my left thumb and occasionally jump with my other finger.

I always wonder if I have the buttons mapped right for the actual hardware since I use a7800 to test.  I use an xbox style controller and apparently I have that mapped as you describe X for shoot and A to jump.  I'll change that for the next update.

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37 minutes ago, AtariBrian said:

Are you open to small suggestions about your game? When the spaceships come out, they make a loud kind of high-pitched sound. Was wondering if that is going to stay or if it could possibly be changed. Quite honestly it is kind of hard on the ears. I can tell that sound is from some 2600 game but can't quite remember where I have heard that sound.

My apologies, I admit that one in particular is sharp on the ears, don't wear headphones for those!  I'll change that one for the next update.  I figure most sounds will change over time as I'd like to add POKEY.  The siren sound is missing too.

37 minutes ago, AtariBrian said:

Other than that, I am excited about your game, and it looks great. Hope my comment does not offend you.

Thank you, and no problems with feedback of any kind!

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11 minutes ago, OldStyle said:

My apologies, I admit that one in particular is sharp on the ears, don't wear headphones for those!  I'll change that one for the next update.  I figure most sounds will change over time as I'd like to add POKEY.  The siren sound is missing too.

Thank you, and no problems with feedback of any kind!

Pokey?? 😍😍😍 Now that is music to my ears!!

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7 hours ago, OldStyle said:

I always wonder if I have the buttons mapped right for the actual hardware since I use a7800 to test.

A7800 defaults:

Player 1

Z = Button 1 - Left Button

C = Button 2 - Right Button

 

Player 2

A = Button 1 - Left Button

D = Button 2 - Right Button

 

Currently, under Lunar Patrol, Button 1 Jumps and Button 2 Fires.

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17 minutes ago, pseudografx said:

Lunar Patrol looks great, only the pits are a bit hard to spot since the colour difference is too subtle. At least the sand layer should be a shade darker or lighter than the green hills.

Hello!  Appreciate the feedback.  I'll try it a shade darker.  That was one of my concerns with the terrain already being rugged as is.

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  • 1 month later...

Hey everyone, thought I'd share a shot of the lunar city.  I've been working on the background for this section on and off, not completely satisfied with the results until this.  There are some semblances of what it's supposed to look like vs the arcade and in some ways I think it's similar to the ST version.  Obviously the color is much different and that's what I like about it. With that said, I don't know if it will end up looking exactly like this.  If you have any thoughts on it, please share!

 

lunarcitynew.thumb.png.0487c9cd36a9867605c62a3749dc0c3e.png

 

If case you haven't heard, LP got a nod for best WIP port in this year's Atari Homebrew Awards!  Thanks to all that were willing to jump into a ditch or two, or three!  Lend the committee a hand by voting for your favorite homebrew's here:

 

https://forums.atariage.com/forum/203-atari-homebrew-awards/

https://forums.atariage.com/forum/203-atari-homebrew-awards/

https://forums.atariage.com/forum/203-atari-homebrew-awards/

 

 

1173652071_5thAnnualAtariHomebrewAwards(2022)-Atari7800BestHomebrewWIP(Port).thumb.jpg.b4239914cc64b746268fc1927b871730.jpg

 

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Hello Karl how's it going and congrats on Cartesian!! 

1 hour ago, Karl G said:

I love the look of the background.

 

Cool!! I finally found the shape that I think fits for this.  The earlier attempts were too straight and narrow.

1 hour ago, Karl G said:

My only concern is the seeming lack of contrast between the moon buggy chassis and some of the background. It might just be the screenshot itself that's the issue though, since it looks a bit dark on my screen overall.

I plan on tweaking the colors.  I do like the contrast though (between the mountain and new bg).  The usual green bg works really well for pretty much everything but I'd also like to break it up, maybe a different landscape or two, if possible of course!

Edited by OldStyle
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1 hour ago, OldStyle said:

Hey everyone, thought I'd share a shot of the lunar city.  I've been working on the background for this section on and off, not completely satisfied with the results until this.  There are some semblances of what it's supposed to look like vs the arcade and in some ways I think it's similar to the ST version.  Obviously the color is much different and that's what I like about it. With that said, I don't know if it will end up looking exactly like this.  If you have any thoughts on it, please share!

 

Hi OldStyle,

 

just in my opinion, I've always thought that a port should be as close as possible to the arcade version, including graphics and colors. However, I appreciate any form of innovation when it is available as an option.

 

Regardless, I'm glad you're working on it. :)

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1 hour ago, Karl G said:

I love the look of the background. My only concern is the seeming lack of contrast between the moon buggy chassis and some of the background. It might just be the screenshot itself that's the issue though, since it looks a bit dark on my screen overall.

I can see what you mean. Looks very muted.

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1 hour ago, OldStyle said:

Cool!! I finally found the shape that I think fits for this.  The earlier attempts were too straight and narrow.

 

Just a thought on that since I did some testing with this game a few years ago.

 

As in most circumstances with 160 mode in graphics conversion, the best compromise between width and detail is achieved by reducing the width of a sprite/tile box from 16 to 12 pixels. So redrawing the graphics with the width reduced by 25%.


A suggestion can be to apply this rule to all graphics, sprites and background, thus keeping the proportions of each element in scale with the original version.

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14 minutes ago, Defender_2600 said:

 

Hi OldStyle,

 

just in my opinion, I've always thought that a port should be as close as possible to the arcade version, including graphics and colors. However, I appreciate any form of innovation when it is available as an option.

 

Regardless, I'm glad you're working on it. :)

Hey!  I hear ya because I've felt the same with other ports as well.  I can't help but embellish it where I can though, within the ballpark!  It's still early and I'll go through several iterations for sure.. maybe I'll come back to my senses 😵

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3 minutes ago, Defender_2600 said:

 

Just a thought on that since I did some testing with this game a few years ago.

 

As in most circumstances with 160 mode in graphics conversion, the best compromise between width and detail is achieved by reducing the width of a sprite/tile box from 16 to 12 pixels. So redrawing the graphics with the width reduced by 25%.


A suggestion can be to apply this rule to all graphics, sprites and background, thus keeping the proportions of each element in scale with the original version.

I agree it does appear on the wide side.

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