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Boinxx work in progress


Heaven/TQA

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Well,

sorry if I sound a little negative - but we already have some games of this genre (games with the same gameplay). As far as I can remember they are: Jump!, Spaceball, Hyperball, Boing (all Public Domain) and last not least Boing 2 (commercial)...

 

Looks like Atari programmers always do the same kind of games... the 1k mini compo featured micro-dash, lets see how many boulder dash games and clones I already have in my collection. Maybe your next game will be a clone of Pong, Break Out, Pacman, Boulder Dash, Tetris, Dynakillers / Dynablasters or some other game we already have dozens of clones and conversions of... -Andreas.

 

P.S.: As of yet there has not been any conversion of Space Harrier, so Sheddy was/is really doing something new on the A8... the ABBUC software contest 2005 (and 2006, 2007, ...) is waiting for you Sheddy...

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i don't care... markus... then grab an assembler stop moining and code your "unique" atari game...

 

my aim is simply to have fun in coding a game in my freetime... and as demo-coder attitude...i want to make the best of the "jump" games... your games mentioned look really crapp compared to excellent gfx retrofan has done... the music will be outstanding and not to mention the game play (most of the game play elements are not published yet like weather, night/day, fog, enemies, power ups... etc...)

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and... if i want really be nasty... (no offence shaddy... ;)) space harrier could be seen as buck rogers clone... ;) but shaddy does a great job (please don't get me wrong here...)

 

oh... and this time i definitly want to finish the project as soon as possible...

(because people keep kicking my ass...)

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WIP:

 

- level depacker progressing... has some bug & performance issues. at the moment it seems that the wrapper & depacker don't like each other... ;)

- samurai started to work on the title tune

- irq loader ready for loading music while booting the game (ok. tune by samurai missing but... ;))

 

so... actually it's more and more a XL 5,25 game... but i am coding it with having a cart version (or single exe version like reaxion) in mind... so still a 5200 is possible (but have to see how the final version will come out...)

 

so... no new binary posted at the moment... unless the issues are solved.

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Ok! I compared those games. "Jump!" is realy technically the best of all (excluding boinxx of course). Triple parallax scrolling looks awesome. But I think the game lacks of playability. Movement is slow and game is monotonous. Another disadvantage is fact that after each fault you have to begin level from the begining. The game overall is not bad I can even say that it is quite good, but far far away from perfect. "Let's hope" and "Boing" are in my opinion more playable, but like heaven said, it is no real competition. Games are simply and have crappy graphics.

 

Watching waht was already done in Boinxx I must said. That Boinxx runs faster and hes better animation of bumping ball. Music during the game is also big advantage. Playability will be strongly dependent of levels design, but i think Boinxx should give more fun than the rest.

 

My opinion:

I think Boinxx should be much better game in each way - graphics, music and playability.

 

At the end I would like to say sorry for my poor English and language mistakes that I have surely made.

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@Heaven

 

I agree in 100% with Urborg.and i think Boinxx will be better game in this genre.

And I've question..Do you put in game Bonus tiles ( Slow tiles , extra life tiles , catapult tiles , ..etc. ) and bad sprites ? (i wonder ..)

Good work Heaven.

Greets,

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puuuh... finally i deleted all of the scroll code and rewrote the tile depacker completly... it took me now seveal days of thinking and rewriting on paper...

 

now it works... :) still has some performance issues (you realise flickering when all 4 voices start to play...) which might cause a crash on real PAL machine but in atari800win it works...

 

so...next steps will be in analysing and optimising the VBL code...

 

so... we now can start to build up levels... :D

(i need to write a special editor later for putting the nasties into the level data as i will still use charpad for building the levels as its brilliant small but flexible and fits to my needs...)

post-528-1104283624_thumb.jpg

boinxx5.zip

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small update 12/31:

 

it took me few hours to implement a power up panel... it's not so easy as it might look (i love "jumping DLIs because of softscrolling) but i managed to stable the DLI depending on vscrol register...

 

can some of you give me a nice colour scale for the power up panel? (4 colour values for the 4 players)... i am not sure which is the best...

post-528-1104513518_thumb.jpg

boinxx5.zip

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  • 4 weeks later...

new update...

 

this time small tests for 2 special events...

 

- reverse controls (boinxx5r.atr)

- earthquake (boinxx5e.atr)

 

just let me know what you think. earthquakes are just starting when the powerup is full just to test the power up logic... ;)

 

unfortunatly with enabled hscroll i noticed small flickering of the score panel... hmmm... have to fix it... more detailed description will be at the boinxx blog.

boinxx5e.zip

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another day... another prototype...

 

this time i have exchanged the RMT player with the MPT player and included some xray music. the title music is a 4 channel one mainly done for game over but cool anyway and the ingame one is a 3 channel one so 1 channel us free for sound fx like Boing sounds...

 

more infos later in the blog...

boinxx5t.zip

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ok...another small test... prototype of "fog"... could be very tricky in combination with reverse or speed up...

 

that reminds me... what about "night"? could be simply implemented as well... so we have

 

- warp zone

- fog

- night

- earth quake

- speed up/down

- reverse

- extra life

- long jump

- wind (this will be next to test...)

 

hey... seems that boinxx will be fun to play... ;)

post-528-1106607893_thumb.jpg

boinxx5n.zip

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:D just back from sales meeting and out of the blue a title screen appears!

 

great work!! i have seen that you have put a lot of work into the pic! well done!

 

any reason why it's done in GED+?

 

i have just one small question... is there a way to cover the background raster colour changes in the border? in G2f paint program you do not see this but in atari800win you recognise them (as seen on the pic) and i guess on real hardware as well...

post-528-1107027833_thumb.jpg

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just watcbed the g2f file close... am i right that the missles are still free to use? and the 5th colour (invers chars) are not used so the 5th colour is still usable? so this colour could be dedicated to the 5th player (4 missles) and they could be used to cover the raster changes? (as i have done in boinxx in the logo area?)

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:D just back from sales meeting and out of the blue a title screen appears!

 

great work!! i have seen that you have put a lot of work into the pic! well done!

 

 

It's a really nice picture

 

 

any reason why it's done in GED+?

 

i have just one small question... is there a way to cover the background raster colour changes in the border?  in G2f paint program you do not see this but in atari800win you recognise them (as seen on the pic) and i guess on real hardware as well...

 

 

The "solution" is to use charmode and a playfield color for the main "background of the picture.

 

@powroos

 

As G2F is a bit more brighter than the "real" thing, it is better to create the picture always one luminance step brighter (exept black).

 

No offence, but the color-transitions are killing the look of the picture.

Remember the G2F features ;) you can use several more colors without transitions.

Trying to use transitions for shadows only is ok.

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ok... just for testing proposes i have taken pov's title screen and included a please wait sample... (don't worry regarding the crash after playing it...)

 

it will be played after you have pressed start...

 

i sampled this one back in 1995/96 from an atari ST game... some of you will recognise it... (or was it from an demo? do not know...)

 

but i'll gonna included this sample in the final game just after the title screen before loading the whole bunch of data... or if the levels are going to be external on disc right before each level is loaded.

bxts.zip

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