StanJr Posted April 24, 2004 Share Posted April 24, 2004 Since we no longer have a game of the month for this forum, I was wondering about the progress of these Homebrews that are listed as "In Development" for the 2600. Gravity Ball by Robert Mundschau due Aug 2003 Indy 500 XE (this didn't make it out at Philly, but did it make it out after?) Reflex by Lee Fastenau (no date specified) Anybody know anything? Quote Link to comment Share on other sites More sharing options...
Albert Posted April 24, 2004 Share Posted April 24, 2004 Indy 500 XE (this didn't make it out at Philly, but did it make it out after?) Gustavo and I are working on getting Indy 500 XE wrapped up. Besides choosing the tracks (there are too damn many good ones!), a manual and label also need to be created. It's coming soon. ..Al Quote Link to comment Share on other sites More sharing options...
StanJr Posted April 24, 2004 Author Share Posted April 24, 2004 I thought it was something along those lines. So hard to keep track these days! Thanks, Al. Quote Link to comment Share on other sites More sharing options...
kisrael Posted April 25, 2004 Share Posted April 25, 2004 Based on Lee's recent posts to [stella] list, Reflex is coming along pretty nicely...not quite at the blistering pace it was its first week or so, but definately enough so that you don't have to worry that it has slipped into "hiatus" mode. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 25, 2004 Share Posted April 25, 2004 I'm wondering how Knight Rider is coming along Quote Link to comment Share on other sites More sharing options...
EricBall Posted April 26, 2004 Share Posted April 26, 2004 (edited) Edited April 18, 2005 by EricBall Quote Link to comment Share on other sites More sharing options...
Albert Posted April 26, 2004 Share Posted April 26, 2004 Awesome, great to see some updates on Leprechaun. ..Al Quote Link to comment Share on other sites More sharing options...
kisrael Posted April 26, 2004 Share Posted April 26, 2004 Oops, I've been slow doing some updates to the level editor for that....trying to get a house sold will do that to a guy I'm afraid Quote Link to comment Share on other sites More sharing options...
EricBall Posted April 28, 2004 Share Posted April 28, 2004 Oops, I've been slow doing some updates to the level editor for that....trying to get a house sold will do that to a guy I'm afraid Don't worry about it. I've just gotten the kernel and the sprite position to repositioning table code done. I'm a long way from having anything playable and thus generating demand for a working level editor. Quote Link to comment Share on other sites More sharing options...
kisrael Posted April 28, 2004 Share Posted April 28, 2004 Oops, I've been slow doing some updates to the level editor for that....trying to get a house sold will do that to a guy I'm afraid Don't worry about it. I've just gotten the kernel and the sprite position to repositioning table code done. I'm a long way from having anything playable and thus generating demand for a working level editor. Alrighty. The other thing I need to do, besides the bit swapping you mentioned, is redo the graphic tiles i use to match your color scheme. How many sprites do you hope to be able to get on a single scanline? Will you resort to flickering if need be? Quote Link to comment Share on other sites More sharing options...
EricBall Posted April 28, 2004 Share Posted April 28, 2004 How many sprites do you hope to be able to get on a single scanline? Will you resort to flickering if need be? Two sprites on a tile row, one sprite repositioned per row of tiles. Intelligent flicker routine already done and working. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 29, 2004 Share Posted April 29, 2004 * decides to try to get the wheels moving Coming in a couple weeks Not a true homebrew...but decidedly more than a hack And I'm working on it completely on my own this time around...so there's only 1 person I want to hear gripe about it Quote Link to comment Share on other sites More sharing options...
Bryan Posted April 29, 2004 Share Posted April 29, 2004 Why Nukey, that looks an awful lot like... -Bry Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 29, 2004 Share Posted April 29, 2004 Nope...it isn't Quote Link to comment Share on other sites More sharing options...
StanJr Posted April 29, 2004 Author Share Posted April 29, 2004 well its about time, and my ass its not a homebrew. Doesn't look like any game I have ever seen before. Good enough to be a homebrew to me. Quote Link to comment Share on other sites More sharing options...
Cootster Posted April 29, 2004 Share Posted April 29, 2004 Nope...it isn't First beginnings of hacking Ms. Pac into Ladybug? That was my thought from the block motif on the vertical walls. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 29, 2004 Share Posted April 29, 2004 Quote Link to comment Share on other sites More sharing options...
CPUWIZ Posted April 29, 2004 Share Posted April 29, 2004 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 29, 2004 Share Posted April 29, 2004 Quote Link to comment Share on other sites More sharing options...
CPUWIZ Posted April 29, 2004 Share Posted April 29, 2004 No outside help. Which means this is currently like trying to fit 3 elephants into a mini. In any case, I've heard squat from the owner. What, Namco ? What a bunch of BS this whole manufactured controversy is, unreal. Do it Nukey, they want it, you give it to them. Quote Link to comment Share on other sites More sharing options...
Big Player Posted April 29, 2004 Share Posted April 29, 2004 I can't wait for unnamed. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 2, 2004 Share Posted May 2, 2004 Going along pretty speedy I should be ready to post in the hacks forum within a couple of days. All target objects match arcade Pacman...um...I mean Ghost Muncher Different ones between that variation and the normal mode not possible tho. A nice round 150 dots + 4 energizers fill the maze (which I've still to add in invisibility to for the "plus" variation)...and the game allows starting on higher levels. Monsters changed in the "plus" variation have the ability to remain normal during bluetime...and vulnerable ones feature flags...and are worth double points after a fruit is eaten. Eaten monsters change into eyes that return to the center box, and monsters will pace around in the box Game difficultys still need to be added, as well as a startup logo (once I come up with a name for it) if I have enough space left in the 4k rom...I'm currently down to 96 bytes free, but difficulties eat up a lotta space. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.