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Boinxx work in progress


Heaven/TQA

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as i marketing guy i am... i have to say in general the main rule is... never thouch or change the logo in a game...so i would prefer to go only for one and not mix all different styles and artists up... what do you think?

 

That's why I suggested the screen from Powrooz for a loader intro. The different style would be no problem then.

"Your Logo" is very dedicated for a hiscore screen..

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so here is a quick tutorial how you can mess little bit with the levels in boinxx and get a fealing for it... it would be great if some of you can design some nice levels which can be filled later with enemies and special fx... 8:

 

 

open charpad

load 'Testlev2.chr' which is the font for all levels

load 'testlev2.til' which holds all level tiles

 

now create a map with following dimensions:

 

width 10 (=40 bytes (1 tile=4x4 bytes))

height 100 = 10*100 = 1000 bytes

 

now you can start to build up you levels.

you find the tiles you can pick up when you press

the tile tab... of course you can design more tiles

if you want... (128 max (0-127))

 

you can save your complete pack as ".ctm" file which

contains charset,tileset and level map...

 

how to test your level?

 

well, 1st save your level you want to test

with the "save as separates" command in the file

menu of charpad... now please just save the .map

file or if you have designed new tiles you have

to save the tileset as well...

 

now boot boinxx with atari800win and enter the monitor

with F8...

 

with the READ command you can load your level into

the memory of Boinxx...

 

just enter "READ mylevel.map 9000 03ec"

and enter "CONT" to restart where you entered the monitor...

 

have fun...

 

please have in mind that with charpad you just can design

the groundfloors of the levels... at the moment you

can not enter enemies or special conditions as they will

be triggered by manually positioning or with the special

tiles with no. 128-255...

howto.zip

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small update...

 

vidal has sent me a complete level... so expect to have a new build this weekend.

 

if i recieve the boinxx g2f logo from vidol as well...i will make some testing with it and the highscore table... i am not sure at the moment in which direction the highscore table will tend:

 

references:

 

- chamber of shaolin (st,amiga)

- a prehistoric tale (st,amiga)

- enchanted land (st, amiga)

- williams like (joust, defender, etc...)

- bounty bob strikes back like...

 

if you have suggestion just let me know...

 

ps. it's interesting how far and relativly quick boinxx grew... compare it with the 1st version... ;)

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small update... sorry...haven't been able to play around with the code this weekend... simply because i was playing DoA3 & PES4 on XBL... to be honest...and i am nearly finishing Zelda:Minish cap on my GBA... ;) oh... and i have a girlfriend as welll ;)

 

but i recieved 3 levels in total from vidol! thanks mate!

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new build 6c.

 

improvements:

 

- unzip deflater implemented (thanks to Fox!). now a level needs approx 200-500 bytes instead of 1004 unpacked.

- 5 dummy levels incl. (3 done by vidol, 2 dummies by me...)

 

sorry for some gfx glitches but will be fixed... with the depacker now it's much easier to implement more stuff into main memory.

boinxx6c.zip

post-528-1109454866_thumb.jpg

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it's not a bug... it's a feature... ;) no honestly... it will be fixed as soon as the collision engine is changed... at the moment it checks the vram instead of the tilemap... so at the moment it's nearly impossible to check for special tiles...

 

but thanks samurai for reminding me...

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new build 6d:

 

- 3 ingame and 1 title music included

- the ingame msx are played back depending on which level is started

- reorganisation of code to free up some resources

- nearly all 24k RAM under rom is used

 

the msx management system took me 2 hours as music pro tracker is saving the mpt music files in native non reloctable file format so when i moved around the buffer i got silence...

 

it's interesting... never coded any kind of memory management, music depacking, level depacker etc... all kind of gaming related but it's fun...

 

btw. xray did a nice job... please have in mind that the ingame msx tracks are 3 channels only!!!

boinxx6d.zip

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  • 2 weeks later...

I finally have a dedicated Atari workstation set up. It looks pretty cool. The 130XE and 1050 drive sit on the upper keyboard drawer. The PC keyboard and mouse sit on the lower keyboard drawer. I am running the Atari on a Commodore 1084S monitor, and the PC on a NEC MultiSynch (need an LCD panel but don't have the spare cash at the moment).

 

So I finally tried Boinx on my 130XE, but it will not run. Will this game be able to run on an NTSC machine? If not I will have to convert one of my 800XLs to a PAL unit. Guess I'll have to do a memory upgrade as well, then I can view the new Polish demos on a real machine.

 

BTW - the intro music did play, and it sounded great.

 

Stephen Anderson

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at the moment it just works on PAL machines as this is my "native" machine...  

i will 1st finish the PAL and then make the NTSC conversion.

 

Great - and thanks. I'll keep checking it out via emulator for the time being. I would like to make a PAL machine sometime though.

 

Stephen Anderson

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