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peteym5

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  1. Like
    peteym5 got a reaction from RickR in PUTT 18 MINIATURE GOLF for Atari 8-Bit Computers   
    Over the past six months we've been working on a Miniature Golf game called "Putt Eighteen." Now I know there had been several Miniature Golf games written for the Atari 8-bit, most of them in Basic. As usual I build these games up from assembly code and as you seen in the past, they can have much more going on with the screen. This game will be a combination concept of the 2600 Miniature Golf and the NES Mini Golf. It will have obstacles, several on screen at once, and can be one of 8 animated shapes, moving like the red square in the 2600 Miniature Golf. Has the hills with chevrons pointing which way is down hit. Also has sand traps, water hazards, and ledges. One or Two people will be able to play. Several courses will be included onto the cartridge. Currently it is a work in progress as things are being figured out during the game development. I am posting this game early to get some feed back about what people would like to see with this game.
     
  2. Like
    peteym5 got a reaction from MaximumRD in PUTT 18 MINIATURE GOLF for Atari 8-Bit Computers   
    Over the past six months we've been working on a Miniature Golf game called "Putt Eighteen." Now I know there had been several Miniature Golf games written for the Atari 8-bit, most of them in Basic. As usual I build these games up from assembly code and as you seen in the past, they can have much more going on with the screen. This game will be a combination concept of the 2600 Miniature Golf and the NES Mini Golf. It will have obstacles, several on screen at once, and can be one of 8 animated shapes, moving like the red square in the 2600 Miniature Golf. Has the hills with chevrons pointing which way is down hit. Also has sand traps, water hazards, and ledges. One or Two people will be able to play. Several courses will be included onto the cartridge. Currently it is a work in progress as things are being figured out during the game development. I am posting this game early to get some feed back about what people would like to see with this game.
     
  3. Like
    peteym5 got a reaction from correagonzalez in TEMPEST ELITE for Atari 400/800 XL XE   
    This is a game we have been working on for almost 5 years. Tempest Elite runs on a standard 64K Atari computer and has the ability to detect VBXE and Stereo Pokey. When detected it loads the subroutines (drivers) to take advantage of the upgraded hardware in 320x192 256 color mode. If not detected it will run with original Atari 8-bit Antic GTIA player/missile graphics in 160x192 4 color mode.
     

     
  4. Like
    peteym5 got a reaction from Justin in TEMPEST ELITE for Atari 400/800 XL XE   
    We Finally have unlocked the video with commentary with people playing the actual game with different controllers. I know when people were asking about these controllers, I pointed out various issues with using those controllers like needing to constantly moving your hands or not having a separate direction for the SuperZapper. So the Space Bar acts as the switch to activate the superzapper, and escape acts as pause when using something other than the joystick. When joystick is selected as the game controller, Space Bar will just pause the game. You also need to use SELECT and OPTION to cycle through the controller options on the title splash screen as someone will need to plug in another controller before starting the game.
     
    Please stand by for the official announcement about the release of the Cartridge Game as we are hard at work preparing everything.
  5. Like
    peteym5 got a reaction from DegasElite in TEMPEST ELITE for Atari 400/800 XL XE   
    This is a game we have been working on for almost 5 years. Tempest Elite runs on a standard 64K Atari computer and has the ability to detect VBXE and Stereo Pokey. When detected it loads the subroutines (drivers) to take advantage of the upgraded hardware in 320x192 256 color mode. If not detected it will run with original Atari 8-bit Antic GTIA player/missile graphics in 160x192 4 color mode.
     

     
  6. Like
    peteym5 got a reaction from The Professor in PUTT 18 MINIATURE GOLF for Atari 8-Bit Computers   
    Over the past six months we've been working on a Miniature Golf game called "Putt Eighteen." Now I know there had been several Miniature Golf games written for the Atari 8-bit, most of them in Basic. As usual I build these games up from assembly code and as you seen in the past, they can have much more going on with the screen. This game will be a combination concept of the 2600 Miniature Golf and the NES Mini Golf. It will have obstacles, several on screen at once, and can be one of 8 animated shapes, moving like the red square in the 2600 Miniature Golf. Has the hills with chevrons pointing which way is down hit. Also has sand traps, water hazards, and ledges. One or Two people will be able to play. Several courses will be included onto the cartridge. Currently it is a work in progress as things are being figured out during the game development. I am posting this game early to get some feed back about what people would like to see with this game.
     
  7. Like
    peteym5 got a reaction from Arenafoot in PUTT 18 MINIATURE GOLF for Atari 8-Bit Computers   
    Over the past six months we've been working on a Miniature Golf game called "Putt Eighteen." Now I know there had been several Miniature Golf games written for the Atari 8-bit, most of them in Basic. As usual I build these games up from assembly code and as you seen in the past, they can have much more going on with the screen. This game will be a combination concept of the 2600 Miniature Golf and the NES Mini Golf. It will have obstacles, several on screen at once, and can be one of 8 animated shapes, moving like the red square in the 2600 Miniature Golf. Has the hills with chevrons pointing which way is down hit. Also has sand traps, water hazards, and ledges. One or Two people will be able to play. Several courses will be included onto the cartridge. Currently it is a work in progress as things are being figured out during the game development. I am posting this game early to get some feed back about what people would like to see with this game.
     
  8. Like
    peteym5 got a reaction from Justin in PUTT 18 MINIATURE GOLF for Atari 8-Bit Computers   
    Over the past six months we've been working on a Miniature Golf game called "Putt Eighteen." Now I know there had been several Miniature Golf games written for the Atari 8-bit, most of them in Basic. As usual I build these games up from assembly code and as you seen in the past, they can have much more going on with the screen. This game will be a combination concept of the 2600 Miniature Golf and the NES Mini Golf. It will have obstacles, several on screen at once, and can be one of 8 animated shapes, moving like the red square in the 2600 Miniature Golf. Has the hills with chevrons pointing which way is down hit. Also has sand traps, water hazards, and ledges. One or Two people will be able to play. Several courses will be included onto the cartridge. Currently it is a work in progress as things are being figured out during the game development. I am posting this game early to get some feed back about what people would like to see with this game.
     
  9. Like
    peteym5 got a reaction from TrekMD in PUTT 18 MINIATURE GOLF for Atari 8-Bit Computers   
    Over the past six months we've been working on a Miniature Golf game called "Putt Eighteen." Now I know there had been several Miniature Golf games written for the Atari 8-bit, most of them in Basic. As usual I build these games up from assembly code and as you seen in the past, they can have much more going on with the screen. This game will be a combination concept of the 2600 Miniature Golf and the NES Mini Golf. It will have obstacles, several on screen at once, and can be one of 8 animated shapes, moving like the red square in the 2600 Miniature Golf. Has the hills with chevrons pointing which way is down hit. Also has sand traps, water hazards, and ledges. One or Two people will be able to play. Several courses will be included onto the cartridge. Currently it is a work in progress as things are being figured out during the game development. I am posting this game early to get some feed back about what people would like to see with this game.
     
  10. Like
    peteym5 got a reaction from Yo-Yo in SECRETUM LABYRINTH for Atari 400/800 XL XE   
    http://members.tcq.n...1/secretum.html
     
    "Secretum Labyrinth : The Legend" Is now available on cartridge. The Game requires an Atari XL/XE computer with 64K RAM, a joystick and some keyboard usage to select and use items in your inventory. This is a Role Playing Adventure Game that fills in a gap for the Atari 8-bit in that there had been many Arcade Action Role Playing Adventure type games. We put a lot of hard work into this game, months of extensive beta testing.
     
    The cartridge is available for $39.95, and comes with an instruction manual.
     
    "Secretum Labyrinth The Legend" (cartridge) and "Secretum Labyrinth Kings Gold" makes use of Super IRG, and Multicolor mode on player/missile graphics that provides many colors on screen at once. Some of the rooms vary the color palettes slightly. I hope to keep things positive on this thread. This is my first attempt to make extensive use of this mode that alternates between two fonts, checkerboard and bar dithering techniques.
     
    There are differences between "Kings Gold" and "The Legend" both with the game and with the programming. In "Kings Gold," you can only advance to skill level 7, and cannot go beyond 99 hitpoints. Has a limit of 95 rooms. There is also a different weapon. You only need to collect 6 treasures to solve, 3 gold coins, and 3 gold stars.  This is designed to fit inside the 64K RAM on a stock Atari without any extended memory.
     
    "The Legend" you can advance as far as level 21 and have up to 254 hitpoints. Has 256 rooms map, and weapons are available. You need to collect 16 treasures, each with a different image. You need to do certain tasks to get beyond some points in the game.
     
    A sequel game is in the planning stage right now and I am asking what would people like to see. More rooms, monsters, weapons, and perform different tasks to get beyond a certain point in the game.  Going with many more rooms makes it harder to debug, so I am setting up a more idiot proof system for the room set up. 
     
    Might add an armor system, upgrading armor. Collecting money and going to places to buy things. More items that you need to get beyond points inside the game.  It will be much more involved game. I am working on ways to save your progress. Anybody interested in seeing it complete.
  11. Like
    peteym5 got a reaction from Justin in SECRETUM LABYRINTH for Atari 400/800 XL XE   
    I had considered an Atari 7800 port, Jaguar Port, as well as porting to other platforms. I need to figure out a good way to set up a character mode screen on the 7800 to start with and work up from there,
  12. Like
    peteym5 got a reaction from Justin in SECRETUM LABYRINTH for Atari 400/800 XL XE   
    http://members.tcq.n...1/secretum.html
     
    "Secretum Labyrinth : The Legend" Is now available on cartridge. The Game requires an Atari XL/XE computer with 64K RAM, a joystick and some keyboard usage to select and use items in your inventory. This is a Role Playing Adventure Game that fills in a gap for the Atari 8-bit in that there had been many Arcade Action Role Playing Adventure type games. We put a lot of hard work into this game, months of extensive beta testing.
     
    The cartridge is available for $39.95, and comes with an instruction manual.
     
    "Secretum Labyrinth The Legend" (cartridge) and "Secretum Labyrinth Kings Gold" makes use of Super IRG, and Multicolor mode on player/missile graphics that provides many colors on screen at once. Some of the rooms vary the color palettes slightly. I hope to keep things positive on this thread. This is my first attempt to make extensive use of this mode that alternates between two fonts, checkerboard and bar dithering techniques.
     
    There are differences between "Kings Gold" and "The Legend" both with the game and with the programming. In "Kings Gold," you can only advance to skill level 7, and cannot go beyond 99 hitpoints. Has a limit of 95 rooms. There is also a different weapon. You only need to collect 6 treasures to solve, 3 gold coins, and 3 gold stars.  This is designed to fit inside the 64K RAM on a stock Atari without any extended memory.
     
    "The Legend" you can advance as far as level 21 and have up to 254 hitpoints. Has 256 rooms map, and weapons are available. You need to collect 16 treasures, each with a different image. You need to do certain tasks to get beyond some points in the game.
     
    A sequel game is in the planning stage right now and I am asking what would people like to see. More rooms, monsters, weapons, and perform different tasks to get beyond a certain point in the game.  Going with many more rooms makes it harder to debug, so I am setting up a more idiot proof system for the room set up. 
     
    Might add an armor system, upgrading armor. Collecting money and going to places to buy things. More items that you need to get beyond points inside the game.  It will be much more involved game. I am working on ways to save your progress. Anybody interested in seeing it complete.
  13. Like
    peteym5 got a reaction from AtariHero in SECRETUM LABYRINTH for Atari 400/800 XL XE   
    I had considered an Atari 7800 port, Jaguar Port, as well as porting to other platforms. I need to figure out a good way to set up a character mode screen on the 7800 to start with and work up from there,
  14. Like
    peteym5 got a reaction from TrekMD in SECRETUM LABYRINTH for Atari 400/800 XL XE   
    I had considered an Atari 7800 port, Jaguar Port, as well as porting to other platforms. I need to figure out a good way to set up a character mode screen on the 7800 to start with and work up from there,
  15. Like
    peteym5 got a reaction from Lost Dragon in SECRETUM LABYRINTH for Atari 400/800 XL XE   
    http://members.tcq.n...1/secretum.html
     
    "Secretum Labyrinth : The Legend" Is now available on cartridge. The Game requires an Atari XL/XE computer with 64K RAM, a joystick and some keyboard usage to select and use items in your inventory. This is a Role Playing Adventure Game that fills in a gap for the Atari 8-bit in that there had been many Arcade Action Role Playing Adventure type games. We put a lot of hard work into this game, months of extensive beta testing.
     
    The cartridge is available for $39.95, and comes with an instruction manual.
     
    "Secretum Labyrinth The Legend" (cartridge) and "Secretum Labyrinth Kings Gold" makes use of Super IRG, and Multicolor mode on player/missile graphics that provides many colors on screen at once. Some of the rooms vary the color palettes slightly. I hope to keep things positive on this thread. This is my first attempt to make extensive use of this mode that alternates between two fonts, checkerboard and bar dithering techniques.
     
    There are differences between "Kings Gold" and "The Legend" both with the game and with the programming. In "Kings Gold," you can only advance to skill level 7, and cannot go beyond 99 hitpoints. Has a limit of 95 rooms. There is also a different weapon. You only need to collect 6 treasures to solve, 3 gold coins, and 3 gold stars.  This is designed to fit inside the 64K RAM on a stock Atari without any extended memory.
     
    "The Legend" you can advance as far as level 21 and have up to 254 hitpoints. Has 256 rooms map, and weapons are available. You need to collect 16 treasures, each with a different image. You need to do certain tasks to get beyond some points in the game.
     
    A sequel game is in the planning stage right now and I am asking what would people like to see. More rooms, monsters, weapons, and perform different tasks to get beyond a certain point in the game.  Going with many more rooms makes it harder to debug, so I am setting up a more idiot proof system for the room set up. 
     
    Might add an armor system, upgrading armor. Collecting money and going to places to buy things. More items that you need to get beyond points inside the game.  It will be much more involved game. I am working on ways to save your progress. Anybody interested in seeing it complete.
  16. Like
    peteym5 got a reaction from The Professor in SECRETUM LABYRINTH for Atari 400/800 XL XE   
    http://members.tcq.n...1/secretum.html
     
    "Secretum Labyrinth : The Legend" Is now available on cartridge. The Game requires an Atari XL/XE computer with 64K RAM, a joystick and some keyboard usage to select and use items in your inventory. This is a Role Playing Adventure Game that fills in a gap for the Atari 8-bit in that there had been many Arcade Action Role Playing Adventure type games. We put a lot of hard work into this game, months of extensive beta testing.
     
    The cartridge is available for $39.95, and comes with an instruction manual.
     
    "Secretum Labyrinth The Legend" (cartridge) and "Secretum Labyrinth Kings Gold" makes use of Super IRG, and Multicolor mode on player/missile graphics that provides many colors on screen at once. Some of the rooms vary the color palettes slightly. I hope to keep things positive on this thread. This is my first attempt to make extensive use of this mode that alternates between two fonts, checkerboard and bar dithering techniques.
     
    There are differences between "Kings Gold" and "The Legend" both with the game and with the programming. In "Kings Gold," you can only advance to skill level 7, and cannot go beyond 99 hitpoints. Has a limit of 95 rooms. There is also a different weapon. You only need to collect 6 treasures to solve, 3 gold coins, and 3 gold stars.  This is designed to fit inside the 64K RAM on a stock Atari without any extended memory.
     
    "The Legend" you can advance as far as level 21 and have up to 254 hitpoints. Has 256 rooms map, and weapons are available. You need to collect 16 treasures, each with a different image. You need to do certain tasks to get beyond some points in the game.
     
    A sequel game is in the planning stage right now and I am asking what would people like to see. More rooms, monsters, weapons, and perform different tasks to get beyond a certain point in the game.  Going with many more rooms makes it harder to debug, so I am setting up a more idiot proof system for the room set up. 
     
    Might add an armor system, upgrading armor. Collecting money and going to places to buy things. More items that you need to get beyond points inside the game.  It will be much more involved game. I am working on ways to save your progress. Anybody interested in seeing it complete.
  17. Like
    peteym5 got a reaction from AtariHero in SECRETUM LABYRINTH for Atari 400/800 XL XE   
    http://members.tcq.n...1/secretum.html
     
    "Secretum Labyrinth : The Legend" Is now available on cartridge. The Game requires an Atari XL/XE computer with 64K RAM, a joystick and some keyboard usage to select and use items in your inventory. This is a Role Playing Adventure Game that fills in a gap for the Atari 8-bit in that there had been many Arcade Action Role Playing Adventure type games. We put a lot of hard work into this game, months of extensive beta testing.
     
    The cartridge is available for $39.95, and comes with an instruction manual.
     
    "Secretum Labyrinth The Legend" (cartridge) and "Secretum Labyrinth Kings Gold" makes use of Super IRG, and Multicolor mode on player/missile graphics that provides many colors on screen at once. Some of the rooms vary the color palettes slightly. I hope to keep things positive on this thread. This is my first attempt to make extensive use of this mode that alternates between two fonts, checkerboard and bar dithering techniques.
     
    There are differences between "Kings Gold" and "The Legend" both with the game and with the programming. In "Kings Gold," you can only advance to skill level 7, and cannot go beyond 99 hitpoints. Has a limit of 95 rooms. There is also a different weapon. You only need to collect 6 treasures to solve, 3 gold coins, and 3 gold stars.  This is designed to fit inside the 64K RAM on a stock Atari without any extended memory.
     
    "The Legend" you can advance as far as level 21 and have up to 254 hitpoints. Has 256 rooms map, and weapons are available. You need to collect 16 treasures, each with a different image. You need to do certain tasks to get beyond some points in the game.
     
    A sequel game is in the planning stage right now and I am asking what would people like to see. More rooms, monsters, weapons, and perform different tasks to get beyond a certain point in the game.  Going with many more rooms makes it harder to debug, so I am setting up a more idiot proof system for the room set up. 
     
    Might add an armor system, upgrading armor. Collecting money and going to places to buy things. More items that you need to get beyond points inside the game.  It will be much more involved game. I am working on ways to save your progress. Anybody interested in seeing it complete.
  18. Like
    peteym5 got a reaction from AtariHero in HeliCommander. Arcade like Choplifter coming soon to the Atari 8-bit   
    HeliCommander
    A New Arcade Game for Atari XL/XE Computers
     
     
     
     
     
     
    An Arcade Action Game in the style of Chopper Command and Choplifter
      Game Cartridge requires an Atari Computer with 16K of RAM and 1 Joystick
      Parallax Scrolling creating a great 3D effect and colorful scrolling objects and background
      Enemies - Choppers, Tanks, Bombers, Trucks, Bunkers, to challenge you.
      Many Challenging Levels to play
      This game was extensively beta tested to assure quality
      See video for more  









  19. Like
    peteym5 got a reaction from Justin in TEMPEST ELITE for Atari 400/800 XL XE   
    TIA and Pokey would give you six voices. We use a program called RMT to generate the Music on the 8-bit. Not sure how Pokey is mapped on those cartridges. Don't have a ton of information on those. I had given thought about trying that 7800 Basic to see if I can port my Adventure/RPG project over. 
  20. Like
    peteym5 got a reaction from Justin in TEMPEST ELITE for Atari 400/800 XL XE   
    We are getting ready to release the Atari 8-bit cartridge and I hope there would be enough cartridges available for immediate sales. We thought we had enough for Tempest Xtreme, We found someone that sold us parts to make more for both games. 
  21. Like
    peteym5 got a reaction from Justin in TEMPEST ELITE for Atari 400/800 XL XE   
    Joystick will be default controller. I am waiting for reports from beta testers that are testing it with the Trackball and Driving Controller.
  22. Like
    peteym5 got a reaction from Justin in TEMPEST ELITE for Atari 400/800 XL XE   
    Well doing the ship and objects coming up the web should be easy with the 7800. I am wondering what would be a good way to do the web graphics itself.
  23. Like
    peteym5 got a reaction from The Professor in TEMPEST ELITE for Atari 400/800 XL XE   
    TIA and Pokey would give you six voices. We use a program called RMT to generate the Music on the 8-bit. Not sure how Pokey is mapped on those cartridges. Don't have a ton of information on those. I had given thought about trying that 7800 Basic to see if I can port my Adventure/RPG project over. 
  24. Like
    peteym5 got a reaction from Yo-Yo in TEMPEST ELITE for Atari 400/800 XL XE   
    We are getting ready to release the Atari 8-bit cartridge and I hope there would be enough cartridges available for immediate sales. We thought we had enough for Tempest Xtreme, We found someone that sold us parts to make more for both games. 
  25. Like
    peteym5 got a reaction from Yo-Yo in TEMPEST ELITE for Atari 400/800 XL XE   
    This is a game we have been working on for almost 5 years. Tempest Elite runs on a standard 64K Atari computer and has the ability to detect VBXE and Stereo Pokey. When detected it loads the subroutines (drivers) to take advantage of the upgraded hardware in 320x192 256 color mode. If not detected it will run with original Atari 8-bit Antic GTIA player/missile graphics in 160x192 4 color mode.
     

     
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