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Medieval Mayhem - 2600


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#51  

    Quadrunner

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Posted Sun Apr 23, 2006 12:48 PM

View Post~llama, on Sun Apr 23, 2006 2:16 PM, said:

View PostSpiceWare, on Sun Apr 23, 2006 11:48 AM, said:

:? wasn't aware of any issues with Castle Crisis.

Originally Infotari got their panties in a wad because it played like Warlords, or something along those lines. It was back when they cracked down on their copyrights... check Cybergoth's avatar :) I think that was the issue, anyway. Could be talking out my ass on that one.

No your right on the money. Let's hope they don't shit on this one as Spice has really hit it right on with this one and I just pray those bastards don't ruin the fun. :x

#52  

    Quadrunner

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Posted Sun Apr 23, 2006 5:05 PM

I don't think they've gone after Freeverse, so I suspect it's because Castle Crisis is a pixel perfect copy.

The test dragon graphics are now in place. Nothing's changed with the game play, so check my blog if you'd like the ROMs.
Attached Image: mm20060423NTSC.bin.png

#53  

    Chopper Commander

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Posted Wed Apr 26, 2006 1:57 PM

One word-

Beautiful!


Followed up with....
I cant wait for it to be available.
and finally....
whats the chances of the cart being compatable with the 7800 like most 2600 carts are?

#54  

    Quadrunner

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Posted Wed Apr 26, 2006 2:28 PM

View Postkondre, on Wed Apr 26, 2006 3:57 PM, said:

One word-

Beautiful!


Followed up with....
I cant wait for it to be available.
and finally....
whats the chances of the cart being compatable with the 7800 like most 2600 carts are?

100 percent

#55  

    Quadrunner

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Posted Wed Apr 26, 2006 7:48 PM

View Postkondre, on Wed Apr 26, 2006 2:57 PM, said:

One word-

Beautiful!
Thanks!

Quote

Followed up with....
I cant wait for it to be available.
and finally....
whats the chances of the cart being compatable with the 7800 like most 2600 carts are?
I don't know why it wouldn't be.

#56  

    Thrust, Jammed, SWOOPS!

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Posted Thu Apr 27, 2006 1:09 AM

Agreed, the dragon looks absolutely great. :thumbsup:

But IMO it somehow doesn't fit to the other graphics, because it is too detailed and makes the remaining graphics look very blocky now.

Just my 0.02 EUR. :)

#57  

    Quadrunner

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Posted Thu Apr 27, 2006 7:58 AM

We're considering making the dragon smaller as he's rather overwhelming. That may help.

#58  

    Quadrunner

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Posted Thu Apr 27, 2006 12:06 PM

yea, wow, that dragon is awesome. dont change 'em.

#59  

    )66]U('=I;B$*

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Posted Thu Apr 27, 2006 3:53 PM

View PostSpiceWare, on Thu Apr 27, 2006 8:58 AM, said:

We're considering making the dragon smaller as he's rather overwhelming. That may help.
If possible, I'd look into using player graphics for the kings.

Here's what I'm thinking: NUSIZ for double copies, sharing a player between a shield and a king unless a shield is beyond a certain point, then reposition the player for the shield. Since horiz. movement is limited, you don't need to have a full repositioning routine.

Or, share a player between the two kings and the two shields. May be easier, as there is no need to stuff GRPx. If the shields are moved below a certain point, you can reuse a player for one of the shields.

Either way will be really tricky, but will make the game look better than it is now, with the blocky playfield graphics for kings.

#60  

    Quadrunner

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Posted Thu Apr 27, 2006 4:12 PM

Sadly it's not possible. While NUSIZ would double the sprites, it would also double the missiles used as fireballs.

#61  

    )66]U('=I;B$*

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Posted Thu Apr 27, 2006 4:26 PM

View PostSpiceWare, on Thu Apr 27, 2006 5:12 PM, said:

Sadly it's not possible. While NUSIZ would double the sprites, it would also double the missiles used as fireballs.
D'oh! I forgot about that.

#62  

    Quadrunner

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Posted Thu Apr 27, 2006 6:26 PM

I'm not too worried about the kings. Nathan's going to see if he can't come up with something a little snazzier looking which might help :)

#63 ONLINE  

    Quadrunner

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Posted Thu Apr 27, 2006 6:29 PM

View PostSpiceWare, on Sun Apr 23, 2006 7:05 PM, said:

The test dragon graphics are now in place. Nothing's changed with the game play, so check my blog if you'd like the ROMs.
Attachment attachment

Awesome!!!

-Bry

#64  

    Quadrunner

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Posted Thu Apr 27, 2006 9:43 PM

Preliminary fireball capture routines are now in place.

Please note these limitations, which will be addressed in a future update:
  • Released fireball only travels in 1 of 3 directions
  • Player 1's paddle always captures for the top-left shield, even if you selected a 1 player game in a different corner
  • paddles will capture even if the shield is "computer controlled"
Capture does work correctly for Doubles.

Attached Files



#65  

    Quadrunner

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Posted Fri Apr 28, 2006 9:57 PM

I'm taking my Atari and Krok Cart to a friend's tomorrow so we can do some playtesting. In preparation I've done a couple things:

1) I've added the directional release of the fireball - if you're at the edge of the screen the fireball will travel straight up/down or straight left/right. If you're not at the edge the fireball will travel at an angle based on how far you are from the edge, as shown in this image from my Warlords research
Attached Image: Capture_Release.png

2) fixed a bug that would cause the fireball to travel thru your shield when the fireball was at it's maximum speed. It seemed to mostly happen with the lower shields.

Attached Files


Edited by SpiceWare, Fri Apr 28, 2006 9:58 PM.


#66  

    Silvery Robot Thing

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Posted Fri Apr 28, 2006 10:25 PM

Tried the latest version and just watched the fireballs bounce around. One of them got stuck bouncing up and down forever. Not sure if that's something you want to look into or not...

#67  

    Quadrunner

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Posted Fri Apr 28, 2006 10:45 PM

Thanks for reminding me! I had added "english" before but disabled it to track down the "fireball thru the shield" bug.

Attached Files


Edited by SpiceWare, Fri Apr 28, 2006 10:54 PM.


#68  

    Quadrunner

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Posted Sat Apr 29, 2006 8:18 AM

Is the AI just waiting to be implemented or is that a whole different hurdle to tackle? I don't really know many of my friends that will play ATARI as they are new age whores :(

#69  

    Quadrunner

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Posted Sat Apr 29, 2006 9:29 AM

View PostShawn Sr., on Sat Apr 29, 2006 9:18 AM, said:

Is the AI just waiting to be implemented or is that a whole different hurdle to tackle?
It's coming - even had a discussion about it in this blog entry - I was getting tight on space. You might have noticed the BIN went from 16K to 32K.

Quote

I don't really know many of my friends that will play ATARI as they are new age whores :(
I was at my brother's for Xmas and my nephews' friends where the same way until I got them hooked on Warlords. It's a big part of why Medieval Mayhem came to be.

#70  

    Quadrunner

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Posted Sat Apr 29, 2006 5:45 PM

View PostSpiceWare, on Sat Apr 29, 2006 11:29 AM, said:

View PostShawn Sr., on Sat Apr 29, 2006 9:18 AM, said:

Is the AI just waiting to be implemented or is that a whole different hurdle to tackle?
It's coming - even had a discussion about it in this blog entry - I was getting tight on space. You might have noticed the BIN went from 16K to 32K.


32k is still cool. If you need the space.. use it!! I'm possitive you can keep it to 32k and won't need to go any larger once you get all the code optimized.

Also a small constructive critisism, I think the dragons belly would be better suited Red and not yellow. I'll post my take on it in a bit. It looks really cool on the wing(s?) and the tail but the belly being yellow is distractiing from the greatness that this game is :grin: Keep up the hard work, its shows with each new WIP!!

#71  

    Quadrunner

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Posted Sat Apr 29, 2006 11:07 PM

It definitely won't grow any larger than 32K.

I think Nathan's goal was to get close to the dragon from Warlords - see the picture from the arcade version of Warlords in post # 65 above.

#72 ONLINE  

    River Patroller

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Posted Mon May 1, 2006 3:43 AM

The dragon I sent to Darrell is pretty rough. It'll go through some refinements before all is said and done, but the yellow belly is likely to stay. I'm trying to stay (somewhat) faithful to the original.

#73  

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Posted Tue May 9, 2006 9:23 PM

My iMac's power supply failed last week. It's in the shop and I won't get it back until next week.

Thankfully I had enough warning before the computer failed and I was able to get my current source off the computer.

I've set up Stella, DASM and jEdit under Linux on my Thinkpad so I've been able to resume work on Medieval Mayhem. I've done some updates on the fireball capture routines
  • Multiple players can simultaniously capture a fireball
  • If you die while holding a fireball it's now released back into play
  • Fireball Capture for 1 player games now works in all 4 corners
  • Paddle firebuttons no longer capture for computer players

Attached Files



#74  

    Dragonstomper

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Posted Wed May 10, 2006 11:15 PM

Hello everybody! I'm new to this trend. glad I caught it before the pages become to many to read up on.

I'm glad to see this project well underway. I like warlords alot and your version mr Spiceware looks like a sure hit in the making.

View PostThomas Jentzsch, on Thu Apr 27, 2006 3:09 AM, said:

Agreed, the dragon looks absolutely great. :thumbsup:

But IMO it somehow doesn't fit to the other graphics, because it is too detailed and makes the remaining graphics look very blocky now.

Just my 0.02 EUR. :)


View PostSpiceWare, on Thu Apr 27, 2006 9:58 AM, said:

We're considering making the dragon smaller as he's rather overwhelming. That may help.

BTW, if the dragon is going thru any changes graphicly so long as it's not being reduced to match the blocky walls is fine., I was mess'n with a graphic hack program and did my own little sample on the dragon. I saw the preliminary rough and the details don't detrack from the game at all IMO.

View PostGodzilla, on Thu Apr 27, 2006 2:06 PM, said:

yea, wow, that dragon is awesome. dont change 'em.


View PostNathan Strum, on Mon May 1, 2006 5:43 AM, said:

The dragon I sent to Darrell is pretty rough. It'll go through some refinements before all is said and done, but the yellow belly is likely to stay. I'm trying to stay (somewhat) faithful to the original.

hi mr Nathan. here's something maybe you want to compare with as well as the rest of us waiting for this game to finalize. hope you like it.
this demo version is the same as the latest found in this trend BUT with the dragon image all 'cleaned up' . Download, play, and check out this right here: Attached File  medieval_mayhem_dragon_sample.bin   32K   80 downloads This game is gonna RULE!

#75 ONLINE  

    River Patroller

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Posted Thu May 11, 2006 12:15 AM

View Postespire8, on Wed May 10, 2006 10:15 PM, said:

here's something maybe you want to compare with as well as the rest of us waiting for this game to finalize. hope you like it.
this demo version is the same as the latest found in this trend BUT with the dragon image all 'cleaned up' .

Nice! Mind if I use that as a starting point for the animation? (With Darrell's approval, of course.)

Edited by Nathan Strum, Thu May 11, 2006 12:16 AM.






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