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I've downloaded 1.7. 

 

It may have already been tweaked in 1.8, but if it hasn't I have a small observation which is just a bit of constructive critisim and tiny request. If it doesn't happen, no big deal. (If ya don't ask ya don't get, right?)

 

I always select the black and white two tone non colour mode when playing. It takes maybe 10 space bar presses to cycle to this option when you start the game. However, when you die and lose all lives, after game over  when you restart, the colour scheme reverts back to the two colour colour green hue two tone option. This means you have to cycle through to black and white again. 

 

As I say, it's no big deal, but it would be great if it would remember your choice after restarting.  Thanks

 

(Maaannn do I feel picky here heh heh!! ;) )

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  • 1 month later...

First of all - thank you all for huge support we got for our game !
Reactions are way over anything that we expected. Hope you had lots of fun :)

 

So.... I'm proud to present to you our gift for the community :)

Everybody who purchased digital version of "Tony Montezuma's Gold" can already today download our brand new game "Tony Go" !

 

Link for Itch store where you can download the game:

https://tony.atari.pl/

 

ps. Everybody else who didn't purchase the original game will have to wait just a couple more days when full version will be available to all :) 

pps. There's couple bugs visible in the end of yt video bellow, I need to fix those before releasing it to the wide audience :)

 

Preview of gameplay done by our favorite @Saberman is here:

 

 

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@RafalDudek

tonygo needs 60 hz adjustment, he goes out of phase blanking in and out periodically, a little stutter on backgrounds every now and again. The normal little tweaks will be needed.

ZeroPage Homebrew is playing Go! Tony Go! on today's ZPH stream LIVE on Twitch! Hope you can join us!

 

Games:

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Fixed version is uploaded on Itch.io page. 
Sorry for a stupid bug :)

I was testing scoring balance and put in some crazy high numbers to quickly see if getting a life on each 10k points works, and forgot to reset it back to normal :)

 

ps. I still don't guarantee you won't get glitch if you're crazy good and manage to go full speed for a long time :)

 

@_The Doctor__ sorry to say it's PAL only for now. I tried version without moving clouds and parallax ground but even without that part it takes too much cpu time to draw all gfx and move screen fast. Would need a totally different approach to work on ntsc...

 

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1 hour ago, Philsan said:

Yesterday I quickly checked new version on real hardware and I got two freezes.

It's a modded PAL U1MB Stereo 800XL, if you'd like I will test the game with a stock machine.

Sure, please let me know if freeze happens, even better a video would help a lot.

Thanks!

I haven't looked but it's so close to working just fine, don't know if deferred vs immediate vbi or some order of operations changes would get it done, cut a few lines of empty space from the display list, those sorts of things, as it does not miss by much.

as far as speed, even if code runs slower in 50 hz is would speed up in 60 hz world so it might not be one program for both systems due to programs implementation.

Currently the 50 hz play is definitely slower on 50 as opposed to 60, It's kind of like elektraglide in that respect, except of course as that game becomes insanely fast without glitches, just the timer to complete a level runs out very quick for 60. When finally playing that game after being fixed or at 50 in the emulator- well it was not as difficult a challenge. I just thought it was a good but difficult game until looking into it. Never thought about it, just like dropzone, that played mad fast without issues but it was actually needing a tweak to slow it down. Neither company had given the US release a run through, they just check if the first level or two played :) Oh, look I got sidetracked, oops!

Anyway, the first paragraph above is what we've done for a great number of the games that otherwise would never be 60, The only other tweak for some was sound, in which the tune had to pick a different portion to run in order not to take processor time a critical moments. moving the tune playing so the two intense sections would not overlap, sound vs graphics. I didn't here a song in Go during play, but I didn't check my volume etc, maybe I'll see if there is a sound on off or something to mess with. It really does play (and it can be played since you kind of know where you should be during drop outs).

Edited by _The Doctor__
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5 hours ago, RafalDudek said:

new version of TONY GO! now available....   https://monochrome-productions.itch.io/tony-montezumas-gold

v2 now v1.1, maybe the download version names got mixed up.

 

NTSC 60 further reporting,

The faster it goes the less glitching occurs on background and parallel layers, same in mono or color

.                    Great news follows

When Tony crouches (ducking down into cart) all glitches disappear! So at all speeds fastest or slowest when TONY ducks or crouches there are zero glitches  :)  This is an important piece of information, it is clue to fixing up for NTSC60.

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This looks great...

On 2/5/2024 at 2:52 PM, Beeblebrox said:

The entire game runs on an Atari with 64KB of RAM and takes up almost every free byte. 

Darn!!!  ;-(   
I can totally understand that, but my 48K Atari 400 will have to site this one out...

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@popmilo

Not sure if the issue is already addressed, but are you aware of parallax scrolling at the bottom visually stopping at certain speed? You can observe it round 2:55. Not sure if @RafalDudek forwarded this report to you already. And thanks, this not-so-little game is very impressive!

 

https://youtu.be/iA1o6-JUd9I?t=173

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5 hours ago, Jacques said:

@popmilo

Not sure if the issue is already addressed, but are you aware of parallax scrolling at the bottom visually stopping at certain speed? You can observe it round 2:55. Not sure if @RafalDudek forwarded this report to you already. And thanks, this not-so-little game is very impressive!

 

https://youtu.be/iA1o6-JUd9I?t=173

I have not noticed it during real game play, been playing NTSC60, We would have to make someone watch that, as game play makes you watch other things very intently. It would possibly be missed. More likely... Is it possible the recording process is making it seem to stall but it's really just a frame rate shuttering effect of capturing and youtube processing?

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