Φαίνεται πολύ ωραίο παιχνίδι. Για chilling out.Nemo έγραψε:
Για την C64 έκδοση από 2.55 εώς το 11.14
Πάντως ακόμα δεν κυκλοφόρησε και άλλοι το βγάλανε ήδη στην πιάτσα !!!!
Farming Simulator +1D [2018]
Συντονιστές: Nemo, Maddog, Whacker, BraiNKilleR
Φαίνεται πολύ ωραίο παιχνίδι. Για chilling out.Nemo έγραψε:
Για την C64 έκδοση από 2.55 εώς το 11.14
Nemo έγραψε:Nemo έγραψε:
https://www.youtube.com/watch?v=Ej5INd5P8yU
*** - upd - ***Update
-------
Highlights are:
* Character generation completed
* Load and Save to disk completed
* 48k lines of code
Unfiltered git-log since last update just to show you what I'm going through here:
* Added load and save facilities.
* Simplified kernel mode and optimized buffers. Added proper directory scanning.
* Moved io code to own segment. Asserts for start segment going outside ultimax range. Added error handling to saveing. Fixed drive motor stuck problem.
* Shuffled banks around to free up some memory on the cart.
* Restructured the memory layout so that all gamestate that has to be saved is continious. Added kernel save. Relocated sids to not collide with BSS.
* Optimized rendering and memory consumption of the big glimmer effect.
* More bugs found.
* Fix big glimmer animation when casting Wand of Silvas and Turn Undead
* Regression with item throwing, items are duped on throw
* Why can't rangers use the knife?
* NPC Dialogue crashes when pressing keys that are not part of the 1/2/3 menu
* Fixed further bugs
* Spears flying towards the party are rendered flat which is a bug
* Improved 6581 sounds
* Character generation play button
* Pressing camp->pray for spells w/o clerics and the click to dismiss the popup won't dismiss it visually.
* Improved Drow doors
* Fixed severe buffer overrun bug in memorize menu.
* Added default party to a fake load game function.
* Character geneation complete except for the play button.
* Fixed the flip with floor render bug. Fixed overlay ui render bugs.
* Began party finalization on creation
* Fixed bug with extra strength accidently was available to all classes.
* Simplified text rendering.
* Adjusted character name boxes in character generation
* Added tool to generate ascii to font index mapping
* Added name rendering on the character generation. Expanded the font to include more characters.
* Continue on the character generator
* Modify stats almost complete
* Restructured the makefile to use the new dog-tool. Fixed centering of class and race strings.
* Added the fadetab tool
* Massive work on the character generator
* Found two more bugs, added to the list.
* More of chargen implemented. Gamestate now cleared before chargen instead of after.
* Fixed alignment values
* Fixed jitter filtering.
* Fixed allowing new events to be generated even when shift and other modifiers are pressed
* Added support for frame wait. Refactored the keyboard handler to support arrow keys etc. Created the menu handler for the chargen. Added the three menus to chargen.
* Respond to mouse buttons during the intro.
* Bug when HP is >255
* Optimized framebuffer blitting a bit
* Restructured the TODO-file
* Fixed game screenmode sprite multiplex timing bug
* Fix flip-with-floor status on floor decorations
* Added proper launch sequence
* Added new chargen graphics and began text rendering.
....
Main game in a month or two.
Then intro and ending might take a while since they're extremely graphics heavy.
https://www.youtube.com/watch?v=SEWrACmFRGw
Just showing the complete character generation screen and then a play through the first level.
Spells are not rested because there is currently a bug with them that will be fixed shortly.
NEW GENERATION for SILLY VENTURE 2018
GAME COMPO ATARI XL/XE
-------------------------------------
Alpha version of our new production.
Its our special gift to all Atari fans!
Code: Laoo, Solo
Music: Miker
-------------------------------------
Hardware requirement for the party version:
- Atari XL/XE with 512kB
Known issues:
- 512kB RAM requirement (going to be 130XE or 256kB)
- the game may crash at level 1 near left ladder
- glowing special monster can be different than the one from bottom UI
- not all monsters are spawning yet
- playfield artifacts here and there
In final version:
- more sprites on screen
- all levels
- all enemy monsters
- all missing logic
- all bugs fixed
- less requirement for memory (130XE or 256kB)
/////////
We will release alpha2 before full release - stuff for NTSC should be fixed there.
The engine detects NTSC machine and in busy moments wont spawn additional softsprite (to keep smooth 60fps/1 frame gameplay) - it shouldnt be even noticeable during gameplay.
The music wont be a problem and its speed will be fixed for NTSC, same as in Time Pilot.
Actually there is a one thing that is already working PAL/NTSC - the game timer (bottm right UI) :- p
About colours - thanks for the sugestion (actually more peoples asked about it). Added to todo to have "alternative" colour palette.
The game is going to have
- original colours
- original + VBXE additions (attributes, same as on C64; already implemented; + colored sprites)
- alternative
- alrenative + VBXE additions
- PAL/NTSC different values
D/load Highway Encounter(Atari 8-bit) (WIP)code/shanti77,
+ Mariusz (MariuszW Wojcieszek0, Jose Pereira
The flickering of the image was purposeful, it was supposed to resemble the loading that occurs in the ZX Spectrum and C64. After that, the picture is also intentionally drawn during loading, and then the color is added (this is usually the case of images loaded on the ZX Spectrum, this is due to the construction of image memory in this computer). To observe this effect, read the .atr file without accelerating the disk drive. Image is the conversion of the original, has 8 colors.
The game works in the PAL and NTSC system, of course in NTSC it will slow down more often, while the colors are loaded during loading, so that both versions look similar.
People with rapidus will be satisfied, because on it the game should not slow down, it is also expected to use additional memory which will speed up the game on ordinary cpu.
Sound effects are original samples from ZX Spectrum converted and reproduced on Atari, they sound almost identical.
The game thanks to Antic and dual buffer technology runs a bit faster than on ZX Spectrum, switching frames occurs at any moment of the screen (no need to wait for the drawing to finish).
I attach the version without flickering.
Thanks to MariuszW , Jose and Solaris104
D/load Druidarium(Atari 8-bit) (WIP)(code, graphics and music): Krzysztof "KK" Kluczek
- NTSC was supported, but right now is not due to code not optimized enough before Silly Venture deadline. But it's still on the list.
- The music uses just 3 channels, 4th is dedicated to future SFX.
- I didn't plan the multicolor sprites, especially that they are coupled with missiles, making things quite tricky. And it would limit the number of enemies.
- I would love some parallax scrolling, but that would be tricky as well.
- The name is "Druidarium". Title screen has a typo. Deadlines, again.
- The picture is a conversion with off-the-shelf font.
- The "Dru i dar i um" in the text is not stylized. Just monospace.
- I can have enemies moving up/down. They just would need extra logic to reserve a sprite from line below and do a line transition. I'd love to have some one day.
- The game wasn't really fast to make. 2 missile positions (4th missile is unusable) are updated every 2 scanlines so explosions are done using missiles and this system allows various spell projectiles (just deadline didn't allow adding more). And add to that running all the enemy logic and actually redrawing all the sprites - and you have the reason why it's not running in NTSC right now with some parts requiring (yet another) rewrite.
D/load Pop'n'Drop(Atari 8-bit)Code: Bocianu
Music: LiSU
D/load Impossible Mission (Atari 8-bit) (WIP) tech previewAuthor: Gonzo
Nemo έγραψε:Nemo έγραψε:
....δια χειρός Jamie Fuller που ετοιμάζει το demake PORTAL για τον C64 ...
κι ενώ η ανάπτυξη του demake PORTAL για τον C64 συνεχίζεται
https://www.youtube.com/watch?v=Cs2WmQtt1eQ
https://www.youtube.com/watch?v=frxiq6xGT7oCurrent state of my fan-homage c64 version of Portal.
Still a few things to add and need to replace some of the "debug" graphics.
Then comes the level design!
You can see multiple levels in this short video.
[/quote]Code by Jamie Fuller
Music by Roy Widding
Graphics by Del Seymour
Mouse Mode:
W=Jump
A/D = Left/Right
E - Action/Pickup/Drop etc
Mouse Move = Aim Portal Gun
Left Mouse = Fire Blue Portal
Right Mouse = Fire Orange Portal
Run Stop = Exit Level (you can start again from the last level)
Joystick Mode:
W=Jump
A/D = Left/Right
E - Action/Pickup/Drop etc
Joystick Move = Aim Portal Gun
Joystick Button = Fire Current Chosen Colour Portal
R = Switch Portal Colour (this also happens automatically after shooting a portal)
Run Stop = Exit Level (you can start again from the last level)
Scott Dayton > Atari 2600 Homebrew Games
Διαχειριστής · 3 ώρες
SANTA HERO - Bring some Christmas cheer to the hardworking miners. Use explosive Gingerbread Men to clear the way. Defend against ice creatures with Santa's new HEAT VISION contacts! *Patent Pending
***DOWNLOAD BIN AT LINK
https://www.dropbox.com/s/mlu9gdyq8yfa7 ... Cwg1Ebur5I
Nemo έγραψε:
https://www.youtube.com/watch?v=l8kGf5ZVGBg
Για όσους παλαντζάρουν μεταξύ C64 και Αtari 8 bitI am pleased to announce that 8bit-slicks, a cross-platform online racing game for the C64 and Atari XL/XE, will be released in the first half of 2018.
The game features up-to 4 players (local and online), 10 maps, and a competitive ranking ladder. It is compatible with the RR-Net and DragonCart hardware for online play (VICE and Altirra emulation is compatible).
The IP65 network code is very light actually, almost no speed difference with local mode.
The game runs at about 30FPS in 2 player, 21FPS in 3 player, 15FPS in 4 player mode. Main slow down comes from the navigation code, which ensures that player don't try to find shortcuts around the track... I need to optimize that.
Register your account now, as I will release the game through a closed beta by progressively increasing the number of players, to quickly find and fix issues with the gameserver
(ή και ψάχνουν ένα εύσχημο τρόπο για να "ταπώσουν" τον άσπονδο ομο-6502-γάλακτο και συμπατριώτη αντίπαλο 8bitο)
ιδού η λύση
Cross platform (C64 και Atari XL/XE) online top down racing game για μέχρι και 4 παίκτες ...
http://8bit-slicks.com/?topic=closed-beta-register-here
Σχετικό C64 forum thread
Σχετικό Atari 8 bit forum thread
Το 8bit-Slicks για Apple//e, Atari XL, C64 είναι εδώIt was 18 months in the making... but finally I am pleased to announce the release of 8bit-Slicks for the Apple//e, Atari XL, and C64, just in time for the Xmas holiday!
The game supports up-to 4 players, local or online (using the Uthernet, DragonCart or RR-Net).
13 games servers are available, and results are recorded for competitive Ranking.
So make sure to download the game and join us for some racing fun this holiday season!
Cheers, Tony (aka 8bit-Dude)
Oric Atmos In-development
Acorn Electron In-development