Trebor Posted April 18 Share Posted April 18 For those who do not frequent the Programming forum, @playsoft has released a WIP of Turret Turmoil: Dreadnought Assault, that playsoft and kiwilove have been working on: 7 2 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted April 18 Share Posted April 18 1 hour ago, Trebor said: For those who do not frequent the Programming forum, @playsoft has released a WIP of Turret Turmoil: Dreadnought Assault, that playsoft and kiwilove have been working on: Thanks! I'm following this thread. 2 Quote Link to comment Share on other sites More sharing options...
Shawn Posted April 18 Share Posted April 18 That game is pretty bad ass. And it's only a WIP? Crazy. 3 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted April 18 Share Posted April 18 This is ridiculous, but in a good way! Can’t wait to see more. @playsoftthanks for sharing the ROM and @Trebor thanks for making us aware of this gem. 2 Quote Link to comment Share on other sites More sharing options...
+-^CrossBow^- Posted April 18 Share Posted April 18 So this is the actual game that the old Portal demo was showing. Will some of the features that the Portal demo had make it over to the actual game? Like the Pokey audio and Covox speech for instance? Quote Link to comment Share on other sites More sharing options...
+playsoft Posted April 19 Share Posted April 19 18 hours ago, -^CrossBow^- said: Like the Pokey audio and Covox speech for instance? No. So that it's accessible to as many people as possible, I'm sticking to a regular cart format. In this case a 128K supercart with 16K RAM as used by Epyx in their Summer Games and Winter Games. Not that I've extensively tested it, but it seems to run OK under ProSystem. It also seems to run well on Concerto, just some minor glitching on the title screen. 3 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted April 19 Share Posted April 19 1 hour ago, playsoft said: No. So that it's accessible to as many people as possible, I'm sticking to a regular cart format. In this case a 128K supercart with 16K RAM as used by Epyx in their Summer Games and Winter Games. Not that I've extensively tested it, but it seems to run OK under ProSystem. It also seems to run well on Concerto, just some minor glitching on the title screen. I tested with my 7800GD. Consider one Supercart sold!🙂 1 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted April 20 Share Posted April 20 Hi Paul, another great game from you! Works perfectly on my PAL 7800 + 7800 GameDrive. 3 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted April 20 Share Posted April 20 44 minutes ago, Philsan said: Hi Paul, another great game from you! Works perfectly on my PAL 7800 + 7800 GameDrive. Love the SONY CRT and your clock radio. Sorry to interrupt the thread everyone. 2 1 Quote Link to comment Share on other sites More sharing options...
+playsoft Posted April 22 Share Posted April 22 @sramirez2008 & @Philsan glad to hear it's working on the GD. With regards to PAL, I anticipated a big difference in difficulty compared to NTSC (because of the slower frame rate) but there wasn't. I felt I should still do something to equalise NTSC and PAL, so you have to hit the turrets one additional time in PAL. 1 Quote Link to comment Share on other sites More sharing options...
+bhall408 Posted April 24 Share Posted April 24 Tested and works great in Argon... I like the mechanic of 2nd fire button being used for reverse... 4 Quote Link to comment Share on other sites More sharing options...
Trebor Posted April 27 Author Share Posted April 27 On 4/24/2024 at 1:39 PM, bhall408 said: I like the mechanic of 2nd fire button being used for reverse... Me too. It very much reminds me of Uridium (86) (A.K.A. The Last Starfighter - 1990 NES) & Uridium 2 (93) series of games. I have played Uridium under DOS quite a bit, despite not getting too far. I love how the difficulty is much better balanced under this game with the inclusion of shield strength. Graphically, it is worlds superior to any of the aforementioned 8-bit titles, and nearly as good looking as the 16-bit Amiga exclusive Uridium 2. Almost like a Uridium 1.5. It plays super smooth and is extremely impressive. Fantastic job playsoft and kiwilove! 3 1 Quote Link to comment Share on other sites More sharing options...
+playsoft Posted May 1 Share Posted May 1 On 4/27/2024 at 12:25 PM, Trebor said: Me too. It very much reminds me of Uridium (86) (A.K.A. The Last Starfighter - 1990 NES) & Uridium 2 (93) series of games. I have played Uridium under DOS quite a bit, despite not getting too far. I love how the difficulty is much better balanced under this game with the inclusion of shield strength. Graphically, it is worlds superior to any of the aforementioned 8-bit titles, and nearly as good looking as the 16-bit Amiga exclusive Uridium 2. Almost like a Uridium 1.5. It plays super smooth and is extremely impressive. Fantastic job playsoft and kiwilove! Thanks @Trebor. Uridium was definitely an influence when looking at how a bidirectional scroller would work. I currently have 32K ROM free and although the demo only plays the first 2 levels, the graphics for the other levels are already included. Similarly, there are enemies that haven't been used yet, also included. I have to sequence the attack waves for the other levels, plus some ROM will go on the title screen and a completion screen, but there should still be a reasonable amount left over. I like the idea of a small bonus game to act as a break between levels. Uridium has that reaction game, I don't want to copy that but I am open to any ideas. 2 Quote Link to comment Share on other sites More sharing options...
Trebor Posted May 1 Author Share Posted May 1 22 minutes ago, playsoft said: I like the idea of a small bonus game to act as a break between levels. Uridium has that reaction game, I don't want to copy that but I am open to any ideas. How about a bonus game where squadrons of enemy ships may alternate entrances without attacking the player, with the player's goal of a perfect kill score? Similar to the bonus rounds of Galaga, but the screen is rotated 90 degrees and a group of ships may enter behind how the player's ship is currently facing as well. To help distinguish it from the main game, the background is just a starfield, no Dreadnought. 1 Quote Link to comment Share on other sites More sharing options...
+playsoft Posted May 1 Share Posted May 1 24 minutes ago, Trebor said: How about a bonus game where squadrons of enemy ships may alternate entrances without attacking the player, with the player's goal of a perfect kill score? Similar to the bonus rounds of Galaga, but the screen is rotated 90 degrees and a group of ships may enter behind how the player's ship is currently facing as well. To help distinguish it from the main game, the background is just a starfield, no Dreadnought. That's a possibility and Harvey suggested much the same. My only reticence is that's it's similar to the main game, but I supposed it did work for Galaga! I will finish off sequencing the next two levels and then try prototyping it to see how it feels. 1 Quote Link to comment Share on other sites More sharing options...
vrocko Posted May 1 Share Posted May 1 Wow saw this on ZeroPage Homebrew. Great game! Can't wait until you publish! Want to add this cart to my collection. Reminds me of Dreadnaught Factor on Intellivision and I love that game. 2 Quote Link to comment Share on other sites More sharing options...
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