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Zapped to the Past podcast (C64)
carleton replied to Unofficial Who's topic in Retro & Arcade Gaming
Enjoyed the new episode, cheers. I never played Theatre Europe so that went over my head a bit but I certainly recall the Cold War fear of the time. The only one I really player was the baseball game as we could afford about one game per month. It was a poor choice I think. -
Zapped to the Past podcast (C64)
carleton replied to Unofficial Who's topic in Retro & Arcade Gaming
I still have my copy of issue one of Zzap64. It's really tatty, as Julian Rignall testified in this Tweet. I finished part 2, I'm really enjoying the podcast so thanks. Am I correct in thinking that they got rid of the "Tacky" accolade quite quickly? -
Zapped to the Past podcast (C64)
carleton replied to Unofficial Who's topic in Retro & Arcade Gaming
Congrats. I’ve really enjoyed it, well done. -
Cheers. Turns out it’s really hard to literally phone in an interview. Still I think it’s a great video.
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Bowser's Fury is but the original game is 60fps according to that DF video.
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You should try some gamedev if you've daydreamed about it before!
carleton replied to robdood's topic in Discussion
This is where I'd have differed. I'd have started by grabbing the levels from Boulderdash and making my game run them. Both Grid Pix and Millie and Molly started like that. There's something satisfying to me about accessing old data like that. From memory Boulderdash has quite a clever way of generating levels. I think they're pseudo-randomly generated. And I agree with Ste, use a modern tool to code something. Trying a 2600 would be tough going. -
You should try some gamedev if you've daydreamed about it before!
carleton replied to robdood's topic in Discussion
Some impressive stuff in here. BoulderDash in a couple of days is some amazing work! I do like Unity though, I converted Millie and Molly from C64 to Android/iOS in less that 6 weeks with no prior knowledge of the system. -
Zapped to the Past podcast (C64)
carleton replied to Unofficial Who's topic in Retro & Arcade Gaming
I think it'd be better without the random sprite enemies for sure. Except the homing mines, they're good. And in no way did I rip them off for an enemy in Runn 'n' Gunn. -
Heh, when I was at Walking Circles we had 6 employees. Three were called David.
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Zapped to the Past podcast (C64)
carleton replied to Unofficial Who's topic in Retro & Arcade Gaming
Braybrook is a hero of mine and reading his diaries were one of the reasons I got into coding. However I didn't get on with much of his later stuff like Intensity, Morpheus and Alleykat. He gets a pass for Gribbly's Day Out, Paradroid and Uridium though. And the amazing Amiga port of Rainbow Islands. -
Zapped to the Past podcast (C64)
carleton replied to Unofficial Who's topic in Retro & Arcade Gaming
I’d forgotten about that one, I remember it being really smooth. Just watched a video and it’s lovely looking. I will say the portion of screen used for the actual track is quite small. I played a lot of Speed King, that was a nice game. -
Zapped to the Past podcast (C64)
carleton replied to Unofficial Who's topic in Retro & Arcade Gaming
I like the side graphics on Power Drift. These are the days when we were impressed if a racer had tunnels. -
Zapped to the Past podcast (C64)
carleton replied to Unofficial Who's topic in Retro & Arcade Gaming
NP, I didn’t take it that way. I was talking about Pitstop II. I think Buggy Boy has the best track routine on the C64. -
Zapped to the Past podcast (C64)
carleton replied to Unofficial Who's topic in Retro & Arcade Gaming
Yeah, it seems to have a few screens drawn in characters to animate bends which it can very quickly switch between. The a simple raster effect for the stripes. It can’t do hills or double bends. -
Zapped to the Past podcast (C64)
carleton replied to Unofficial Who's topic in Retro & Arcade Gaming
Of course. I just often look at games with programmers eyes, I can’t help it.