So I couldn't find a program that did what I wanted -- allow you to compose music using sound commands from the Sound Manager. So I created one! I am calling it SimpleTracker, and it is a very quick and dirty implementation which is not user friendly at all, but this was a proof of concept to...
So, just following up on this, I did a really quick and dirty test by hard-coding in sound commands into my game and telling them to play asynchronously:
And it does in fact generate square wave notes and play them in the background. According to IM, these sound commands can be contained in a...
Yes, I’ve written the code to have sound play asynchronously during gameplay, it’s pretty straightforward. For testing I just used a random snd resource I found, but it’s recorded sound and compressed to the point it doesn’t sound great. But performance is good, even on the Mac Plus.
My goal is...
So perhaps I’m misunderstanding what the documentation meant when it said a snd resource could contain sound data and sound commands. The sound commands can alter the sound that is playing, but do you always need a sampled sound to start with? I read it as the sound manager could actually...
I'm looking for help finding software to compose music using square wave and wave table instructiosn which can be saved to a ' snd' resources. I'm trying to create a soundtrack for my game that I'm developing, but haven't found any software that is suitable. The programs that I have found will...
If you have 3 minutes and 39 seconds, Classic Mac Gaming has just released a video showing more of the gameplay!
Check it out:
Also, the Kickstarter has now launched, if you're interested in getting a physical copy...
Thanks to everyone who has tested and provided feedback!
Since I had several requests to make this easier to access on real vintage Macs, check out the new old-browser friendly website:
http://legacy.criminalcaterpillar.com
The website includes a download of a .sit file with the demo.
I had...
I’d love to see it tested on the 512 if you can! I’ve tested it in emulation with a ROM from a 512k but would love to see if there are any issues with the real hardware. I’d also like to see if it runs okay on the newer PPCs in Classic environment. Thanks!
I’m running the kickstarter to...
Since there were some questions about this, here's a peek at the level editor that will be included with the final game:
Levels can be up to 48 x 48 tiles, and can have up to 50 entities (enemy robots or tiles that can change without the player touching them). I'm planning to make the...
I have nothing of value to add, other than I feel your pain. I was excited to retrobrite my LC580, then was defeated when all the clips basically turned to crumbs taking it apart. My solution has just been to put it back together as best I can and just never take it apart again. Enough clips...
A lot of the mechanics are what you’re used to in chips challenge, but now that I’m turning to focus more on level design, I’ll likely be adding more traps or changing the way some work to better suit how I want the gameplay to work.
The game was actually developed as black and white first...
I actually do have a tile-based level editor for it! I used it to create all the levels in the demo, and intend to include it with the finished game. It’s relatively unpolished and undocumented right now, however. During development of the game engine, I was constantly changing behaviour of...
I can see the comparison, though I think my game is more of a puzzle game, whereas PETSCII Robots is more action/strategy. The name Angry Robots actually comes from my little nephew who used to run around the house pretending to be an angry robot, so the similarity in names is a coincidence...
Over the past two years, I've been tinkering away on a new game for my Macintosh Plus. I'd like to share a working demo of the game and welcome any feedback anyone has about the game. I'd also love to hear reports of how it works on real hardware. I've done my testing on my Mac Plus, my Mac...