[align=center:1dozpz1x](http://i193.photobucket.com/albums/z280/mrkizza/Dimo1_zps40813036.png)
[size=140]Atari Age member 8Bitjunkie is currently working on a new Atari 8-bit game for the upcoming ABBUC software contest. It is a conversion of the Amiga. PC and Philips CD-i game Dimo's Quest by Infernal Byte Systems, itself a clone of Epyx's popular puzzler Chip's Challenge. Some 20 years later comes this demake for the Atari 8-bit computers. [/size]
(http://i193.photobucket.com/albums/z280/mrkizza/Dimo3_zps18903256.png)
[size=140]Although hardly a prerequisite for puzzle games, there IS a plot here: in order to marry Princess Dori, Dimo the frog has to collect all the sweets her father King Greenfoot wants. The game is a series of levels, seen from the top view, filled with candies to be collected. Once you've collected them all, you find the exit to move on to the next level. Impeding your progress are lethal bad guys, cannons, trains, lava pits, water, fire, etc. You can avoid some hazards by finding spiked shoes (which allow you to walk on ice rather than slide on it), life-savers (allow you to wade through water without drowning), and fire extinguishers (for walking through fire). You can push rocks to various ends, from bashing bad guys to building bridges. Finding colored keys allows you to open doors of the corresponding color. If you die, you restart the level. You have an infinite number of lives, but you have to finish a level to move forward in the game.[/size]
(http://i193.photobucket.com/albums/z280/mrkizza/Dimo2_zps4611abea.png)
[size=140]The game is at an early stage right now with the full release scheduled for autumn 2014 so for now you will just have to be happy with gazing at the screenshots and watching the short video. You can read the development thread on Atari Age here (//http). Dimo's Quest will no doubt make an excellent addition to the A8's library and we will bring you more news on this exciting conversion as soon as we have it![/size]
Dimos Quest returns on Atari 8Bit - Game Engine Demo (//http)[/align:1dozpz1x]
I am really really excited about this one! I absolutely love the CD-i version!Â
Quote from: "The Laird"I am really really excited about this one! I absolutely love the CD-i version!Â
Thanks a lot. There is still a lot of work to do. :-)
Quote from: "8Bitjunkie"Quote from: "The Laird"I am really really excited about this one! I absolutely love the CD-i version! :1:
Quote from: "8Bitjunkie"Quote from: "The Laird"I am really really excited about this one! I absolutely love the CD-i version!Â
Thanks a lot. There is still a lot of work to do. :-)
Looks absolutely fantastic so far fella. Great work and please keep us updated.
@The Laird: Update: because of the limited amount of characters (128), the Atari 8bit version have to go without the cannons & trains. :113:
No biggie, it still looks awesome!
Thanks for the update!Â
Update:
Dimos Quest returns on Atari 8Bit - Game Engine Demo II (//http)
I fixed the video for you.
This is superb work! I really love the way you implemented the animated sweets and parallax scrolling. Very exciting project indeed!Â
That looks great!
Does look very good so far, what's your timeline on this or is it a case of when it's done?
Quote from: "zapiy"Does look very good so far, what's your timeline on this or is it a case of when it's done?
As this in an entry for the ABBUC Software Contest, it is to be published in autumn 2014.
Probably october 26th.
There will be a free version for download.
And there will be a physical version with printed manual in a real little box with a 5.25" disk
(with additional content and free download atr-file) for very low fair money...
Quote from: "8Bitjunkie"Quote from: "zapiy"Does look very good so far, what's your timeline on this or is it a case of when it's done?
As this in an entry for the ABBUC Software Contest, it is to be published in autumn 2014.
Probably october 26th.
There will be a free version for download.
And there will be a physical version with printed manual in a real little box with a 5.25" disk
(with additional content and free download atr-file) for very low fair money...
Sounds great but what I would really love is a cartridge!Â
me too, believe me! Maybe i find out how to handle the game to be published on a cart!
Quote from: "8Bitjunkie"me too, believe me! Maybe i find out how to handle the game to be published on a cart!
I might be able to help you there! Are you in Europe?
Yes, North of germany...
Quote from: "8Bitjunkie"Yes, North of germany...
I am guessing you live in Poland then! So much great stuff comes out of Jack Tramiel's homeland!
I know somebody who publishes homebrew games on cartridge in the UK who could probably help if you are interested.
No, i'm really from Germany, not from PolandÂ
My town "Bad Oeynhausen" is 100 km south from Hanover, the town of the CeBit Fair & Expo 2000.
Yes, sounds good. How would such a cart release be produced?
Quote from: "8Bitjunkie"No, i'm really from Germany, not from poland :-[
I just wrote an article for Retro Gamer magazine on one of the most famous German software companies Thalion :1:
Oh, yes, the final barrier :36: )
i have heared of RGCD, but i thought they only do C64 modules ?!?
Quote from: "8Bitjunkie"Oh, yes, the final barrier :36: )
i have heared of RGCD, but i thought they only do C64 Modules ?!?
Yes very true actually :109:
RGCD do anything really, they just started publishing Atari Jaguar games for example.
But i do not have a clue how to read data from a Module, as the game will NEVER fit into 64 KB.
I do know how to support the extra-RAM to load data from disk only once...
...but how would this be handled by a module ?!?
Quote from: "8Bitjunkie"But i do not have a clue how to read data from a Module, as the game will NEVER fit into 64 KB.
I do know how to support the extra-RAM to load data from disk only once...
...but how would this be handled by a module ?!?
With a cartridge you can load data whenever you need to and very quickly, so each level could be 64k if you wanted. Space Harrier on the XL/XE is 1MB in size! I am not a programmer, so I don't know the exact technical detail but I am sure I you or I can find somebody to help you.
That's definitly worth thinking about...Â
I am just working on the last feature of the game engine: The moving enemies.
My sprite multiplexer seems capable of drawing one enemy per line without flickering.
As the CPU time (while drawing the screen layout) is really occupied with alternating fonts and changing color registers i only have CPU-time to multiplex one pair of player.
(The display list interrupt is already turned off, as saving the registers takes too long.)
I now have the choice, if two enemies were in the same line:
a) Draw each enemy only every second frame (enemies will flicker)
b) Show the odd lines of enemy 1 and the straight lines of enemy 2 every frame.
The picture gives an example of b) on line 7
what do you think?
Thanks for your feedback
Thomas
I think in this case the flicker would be better, it worked well in Space Harrier. That technique makes the sprites really hard to make out.
Just testet: It runs on modul on PAl and NTSC Ataris!
(even on my NTSC Atari 400 with 48KB)Â :-)
Unique:
Quote from: "8Bitjunkie"Just testet: It runs on modul on PAl and NTSC Ataris!
(even on my NTSC Atari 400 with 48KB)Â :-)
Unique:
:69: :69: :69: :69: :69: :69:
Today a few friends of mine played Dimo's Quest with our brandnew "Bluetooth Wireless Joystick" :-)
Quote from: "8Bitjunkie"Today a few friends of mine played Dimo's Quest with our brandnew "Bluetooth Wireless Joystick" :-)
Awesome!!!!Â
One step further: moving monsters :-)
(http://atariage.com/forums/uploads/monthly_04_2014/post-38160-0-74181600-1397853530.png)
They can have more than 3 colors - but of course, they still need to be drawn by Tobias :-)
(as this is only a test-shape)
Excellent stuff!!!!Â
Nice stuff!Â
A little update: the scorebar is ready to display the stuff needed...
(http://atariage.com/forums/uploads/monthly_06_2014/post-38160-0-88433400-1401802723.png)
(http://atariage.com/forums/uploads/monthly_06_2014/post-38160-0-13379700-1401803770.png)
(http://atariage.com/forums/uploads/monthly_06_2014/post-38160-0-24362900-1401803959.png)
There are just a few weeks left for the deadline of the abbuc software contest - so you might have a look to level one and two...
New video on youtube:Â
http://youtu.be/sltx5nNmsys (//http)
Have fun
Thomas
This looks really good! Is it a game that can be ported to the Atari 5200?
I do not know the EXACT differences between the 8 bit Computer and the 5200 (the Sound, obvious), but it should be possible...
why you ask?
Quote from: "8Bitjunkie"I do not know the EXACT differences between the 8 bit Computer and the 5200 (the Sound, obvious), but it should be possible...
why you ask?
Just in case you may be interested in porting it over to the console.Â
Quote from: "8Bitjunkie"I do not know the EXACT differences between the 8 bit Computer and the 5200 (the Sound, obvious), but it should be possible...
why you ask?
The only real differences are the analogue controllers and the RAM, the 5200 only has 16k so that is probably going to cause you problems.
Oh, than it is not possible, sorry.
My game needs nearly all RAM between $0700 and $BFFF, so no chance to port over to the 5200 without a complete redesign
What a pity :-(
But i have plans to port Dimo's Quest to more platforms next year.
There will be ports to
 * Windows / Mac OS / IOS / Android (done by myself)
 * C64 (done by Ernst Neubeck)
If anyone is interested to port Dimo's Quest to another plattform, please feel free to contact me...
That is a real shame.
That is a shame indeed but good to see Android in there as a platform that will see the game ported to.Â
Maybe you want to have a look to a little "making of"?
http://youtu.be/gG_6NpVerdI (//http)