Re: [stella] [Poll] What is everybody working on?
Subject: Re: [stella] [Poll] What is everybody working on?|
From: "Christopher Rydberg" <solitaire0@xxxxxxxxxxx>
Date: Thu, 02 Aug 2001 05:12:09 +0000
> AI Classic - A portable video game system compatible with the Atari
> This is on indefinate hold while I figure out how to do it. I have
Really? I don't know how I missed that. Sorry, man. Well, let's get on
it. We'll talk about it in private mails, but I have a significant amount
of material and planning already done and have even made some tentative
contacts within the local manufacturing community to score some LCD screens.
I may even have found a manufacturer who may be willing to make the whole
item if I can hand them the plans and the money.
Hey. I told you weeks (months?) ago that I'd be willing to help...I'm
just busy as all get out! I guess you didn't get the message. :)
> Duel of Dragon and Tiger - This is going to be my first attempt at a
> title. It is a fighting game somewhere between the arcade classic
Sounds cool. Also sounds ambitious...I hope to see this for Christmas!
I hope so too. I'm having alot of trouble with using cycle counting and
player graphics used as sprites. It is integral to making the screen as I
envisioned it and I am having a lot of trouble. The Bamboo in level one
looks horrible too. I've got to fix it.
I think that the console switches are under utilized. Unless you plan to
every one of them in your game, you should consider using one for a
The game will feature the ability to, using the console switches, change
your martial arts style during the fight so I will already be using the
console switches a little. I will probably try and include automatic and
Seriously though, I think these bytes might be better used for game
I don't know which method would waste more bytes. I think at this point,
RAM is a bigger concern because there are 32K ROM boards available. What
do people think?
I am not worried about bytes at all at this point. In fact the opening demo
and title screen will bloat the game size significantly if I proceed as
planned. I am, however, concerned with RAM which so far has not been a
> The Last Just Cause - If a deal can be struck I will likely make an
> at an RPG game based on a recently written text adventure called The
I am interested in the mentioned Closed Caption option and will definately
explore it with the text RPG but right now I have to devot myself to DoDaT
to truy and get it completed on time.
Will your port be text based, or graphic adventure, or full
Probably text based but with things like health, experience, levels, magic,
etc. I hope to make it fun and interesting. I also hope it can run on the
satandard VCS without a Supercharger, but I haven't written one line of code
for it so I have no idea how or if it will work.
> Blank Cartrdige Depot - On the Afterlife website I am setting up a BLank
> Cartridge Depot to support the homebrew community. If I ever get it
> 2600 carts as well. Perhaps Jaguar, Lynx, and Vectrex. Don't leave out
the 5200 and 7800. There is "active" development for these
systems too. You might also consider Atari 8-bit platforms as well. It's
much easier to develop for disk, but not everyone has a drive. :(
Consider it done, but one thing at a time. I need to get the 2600 section
operational before I start planning the next addition. If anyone has any
requests let me know. I figured on Lynx and Jag because the development
community exist but the parts don't. Vectrex is sort of the same way. I
knew about 5200 projects, but hadn't heard of anything happening on the
7800. Either way it's all *** until I get the first one up and running.
> Developer Aid Center - Also something for the Afterlife website. This
> feature a series of tutorials, code bits, and links that try to explain
> enough of the basics of 2600 programming to get anyone going on a 2600
I really like this idea.
I think the most important one that is missing right now is "How To Move A
Sprite With The Joystick". That might be a little too high level for what
you have in mind...but it's mostly a hint for people who have one of these
sitting around to make it available someplace other than Stella archives.
I am actually working on this write now. As part of writing DoDaT I've had
to learn every aspect of Atari programming as I learn I jot down how I
learned and the order I did it in. One of the two things I'm doing on DoDaT
right now is actually 8 directional movement. Sadly it's coming slowly
because I'm focused on the Kool Aide Man glitch and figuring out sprite
graphics and cycle counting.
Something that would be really interesting is starting with "How to Draw a
Playfield" and incrementally building up to Combat. Even doing it in a
4K would be great.
Heh...and then you could have a section on optimizing code, to trim it down
Both of those sound great. I think I will probably do this with a future
game that I have planned called Seperation Anxiety. It is technically
simple and is based on the Pong classics but turned inside out. I think I
will write this from the ground up with heavy commenting and use it as a
tutorial on making a game, but if I can get the text RPG going I will try
and do that first. I think. To be honest I have so many things going right
now that I don't worry to much about future projects I just try and gt the m
lined up and when the time comes I select the one that seems most likely to
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Christopher Rydberg - Thu, 2 Aug 2001 13:53:01 -0400 (EDT) <=
Glenn Saunders - Thu, 2 Aug 2001 22:11:39 -0400 (EDT)
Msorman - Thu, 2 Aug 2001 22:54:33 -0400 (EDT)
Thomas Jentzsch - Fri, 3 Aug 2001 02:55:11 -0400 (EDT)