Retro schedule + Notificar evento
No email or explanation, but at least I have my account back.
The entire episode remains unsettling.
I tried to log into Twitch this morning and found out I was banned! They wouldn't tell me why, however, nor was any email sent to me explaining the reason.
A quick search online sees tons of other users getting banned for apparently no reason (likely an automated system is to blame).
I suspect that the cause is that I had been streaming "Big Easy Sleazy" (my game, see post below) and they flagged it as either copyright infringement (because it's footage of a non-finished game) or as non-gaming material (because they don't know what it is).
I've appealed their decision, but I felt like I had to make a post here because I've said a lot of good things about twitch recently, and also streamed some stuff like Crawl, ToME, Dwarf Fortress, GTA3, GTA4, and Need for Speed World. I can't really support Twitch anymore, and I strongly suspect that I'm never going to be unbanned and that I'll never hear back from them. Most others online report that this is almost always the case.
As someone who put a lot of time into developing a small subscriber base (55+ users and over 5k views in a month, thanks!) this is a drag. My time could have been better spent elsewhere. I've read several cases where people subscribed to twitch for the added features, then found their accounts banned with no explanation, no feedback, and no customer support.
This isn't exactly "breaking news" but I'll be fair to twitch. If they send me some response, I'll post it here. If they don't respond in about two weeks, I'll post a follow up. In the meantime: be skeptical of all things twitch.tv.
This game is called "Big Easy Sleazy" and it's a console-style RPG+Roguelike hybrid. It is set in a fake 1985 New Orleans. An angelic Power has brought you back to life because the city it watches over has become infested with street crime. You gotta grab your baseball bat, chains, broken bottles and crack some teeth.
This post might be haphazard, but what the hell, the game is good. Inspired by Nethack, Dungeon Crawl Stone Soup, River City Ransom, Shenmue, and Persona 4.
You pick a character/profession combo (currently there are 9 characters and 10 starting professions, with plans for even more.)
Character classes are not always your typical fantasy fair...
'80s Guy - Uses guns and sleaze to fight his way through the city.
Mantis - Giant praying mantis that can not equip most of the awesome gear in the game, but gains insect powers like Acid Spit and Summon Swarm.
Zard 3 - A Pro Wrestler who deals tremendous damage. Suplex and Backbreak your enemies.
Warlock - Wield unholy demon magic.
Doctor - Use nanomachines and drugs to heal your team. Clone dead teammates and bring them back to life.
Necromancer - An undead skeleton who can, in turn, summon even more skeletons to fight his battles.
Currently there are almost 200 unique items in the game, and they can be found in briefcases around the town.
Most briefcases have a 50/50 chance of spawning in any given game -- requires risk vs reward calculations and preventing "perfect" runs.
Collect Teenage Mutant Ninja Turtle action figures from Gachopons (capsule machines) in the style of Shenmue!
-Permadeath if your party is wiped out
-Randomized dungeons. But not totally random. You will face similar versions of maps, somewhat similar to Diablo 2. Some maps may only have a few versions, others have over 1024 possible configurations.
-Huge city with at least 100 buildings you can actually enter.
-BRIEFCASES are the Treasure Chests of Big Easy Sleazy, they can all drop any item in the game, with an equal chance of a dropping a lowly soda or the coveted Plate Armor.
Computers and Chemistry
Chemistry sets can be used to perform advance transmutations (i.e. turn a tooth into a skeleton or an eye into a swarm of frogs that will fight by your side). But you have to know chemistry first...
Terminals can be used by a knowledgable hacker to do everything from ordering pizza to downloading disks with permanent stat boosts which can be applied to your team.
Executive - Start with all the cold, hard cash you need. But nothing else.
Psycho - Start with a huge random selection of gear for a unique game.
Chemist - Start with knowledge of advanced transmutations and a chemistry set in your apartment.
Chef - Start with the Couteau and Apron, solid items that almost anyone can equip. Also begin with more food than you can eat and your very own soda machine.
Entomologist - Begin the game with some Mantis and Ant eggs, which you can grow into deadly soldiers.
Also play as a Knight, King, Hacker, Gangster...and more!
7 days to live
You only have 7 days to live in the "Big Easy." If you sleep in a bed to revive a character, you will lose a day. If all days are gone, you lose. If you clean up the city before then, you win.
Some Chemistry transmutations may require an entire day.
If you spend too much time on a computer you might waste a day playing an addicting video game!
You can collect as many heros as you can, but only 4 can fight at once. If your battle party dies, it's game over.
I can't wait to show off more, I'll try to get a video of the current build up sometime soon.
Treasure Adventure Game (2011)
By: Robit Studios Genre: Arcade Adventure Players: 1 Difficulty: Medium
Featured Version: PC
Also Available For: Nothing
The prospect of free video games is certainly an enticing one (as long as they don't suck arse) but, without sinking to the thoroughly reprehensible depths of piracy, it's not one that ever reared its head too often back in the 'golden age'. In my Speccy days we used to get an occasional freebie, usually by way of a magazine cover-mounted cassette, but that was about it. These days it's somewhat more common, what with so many indie developers trying to make a name for themselves, but even so - free stuff of any kind usually carries with it some conditions (intrusive adverts, mandatory downloads of crappy toolbars and stuff) as well as a certain level of expectation... or lack thereof. It was therefore with much apprehension that I installed and started Treasure Adventure Game which, as you may have guessed by now, is one such freebie.
|Hanging around near home. Look, there's Grandma Ethor!|
|One of the first areas you'll find with enemies...|
|Avast, ye scurvy land lubber, arrr!|
|The first boss is this angry (and spiky) rock monster...|
|Crabs guard the base of a great pyramid...|
|Multi-coloured Fuzzballs patrol this feature-laden area...|
|Don't get led astray in the big scary city!|
|Crawling around maze-like caverns...|
|Hanging with the monkeys on a rainforest island...|
|This dapper fellow sure has a nice house...|
|Baggus waits outside his museum while I explore a tree...|
|Sailin' the seas as the sun goes down...|
RKS Score: 9/10
You can download Treasure Adventure Game for free here and I implore you to do so!
Gallery: Commodore VIC-20 ASSY 251040-01 Empty PCB.
- Added Blizzard 1230-IV and Blizzard 1260 board options. Do not use if you only want to run WB and other programs, it is not JIT direct compatible due to memory address space aliasing. Only emulates memory layout (which is Blizzard unique), matching CPU is not 100% required if you want to try weird configs. Map ROM is also emulated, old map rom checkbox in ROM panel enables Blizzard hardware maprom if Blizzard board is selected. Requires matching Blizzard flash ROM images. (Only difference between 1230IV and 1240/1260 is slightly different boot rom, hardware ram addresses appear to be exact same) Mostly useless, mainly meant to help development and testing. (Useful for aros m68k testing for me at least)
– Added Warp Engine board emulation (It has already emulated 53C710 SCSI), autoconfig works, ROM code runs, SCSI (53C710) does not work yet, not yet sure how jumpers are mapped to board address space.
– Really fixed CD32 data track checks. (CD32 Commodore Demo Disc 2.0 MPEG tracks)
– Disk Swapper panel drag’n’drop or file dialog multiselect mangled file names strangely.
– Added A590 XT drive emulation. A590 emulation is now complete :) WARNING: XT drives use real physical CHS geometry, don’t attempt to use hardfiles formatted using other controller, it won’t work in real world. (Emulation includes work around hack) Largest XT drive was 40M and protocol max limit is 511 cylinders, 15 heads and 63 sectors = ~235M. Both SCSI and XT drive can be active at the same time in same controller. Interesting fact about ROM xt.device: It uses WD33C93 Translate Address command to convert LBA to CHS which means WD33C93 chip needs to be inserted and working or XT (which has nothing to with SCSI) port won’t work.
– Fixed A590/A2091 SCSI emulation crash if SCSI ID was non-zero.
– Z3 autoconfig was broken (b1).
– Serial port data rate register (SERPER) was not saved correctly to statefile.
– Serial port transmit interrupt and transmit related status bits are now more accurately timed in cycle-exact CPU modes. (If some software really cares, probably not)
– Inter-process serial port emulation added, when selected, automatically creates virtual null modem cable between two winuae processes. Uses shared memory, no latency. (Says “Master” in serial port selection menu if WinUAE instance created shared memory and “Slave” if shared memory was already created by some other instance. If nothing = something failed)
– Added support for short text messages, appears in OSD bar’s unused space and windowed mode bottom bar. Currently only shows disk image eject/insert and input device autoswitch information. OSD messages won’t appear in following configurations: native mode + DirectDraw + no filter and RTG mode + DirectDraw. (In DirectDraw mode status bar is drawn directly to target surface, erasing gets annoying because it should not be read. In D3D mode it is another texture, hardware does the rest)
– Added remove all button to Disk Swapper panel.
– Game controllers can be now optionally kept active when winuae window is not active or minimized.
Download: Accelerator board roms
Todays updates over at Games that weren’t 64 are as follows:
- The Rocky Horror Adventure Show
- Body Slam
- Rent-a-cop Reloaded
- Zwei Bereten
- Total Recall V1
- Heavy Barrel
Erich released a new Botticelli Bilderdisk for the Commodore C16 and the Plus/4. This double-sided diskette is filled with pictures in the Botticelli format. The Magica viewer is used to display the pictures. The pictures are a mix of handmade and digitized pictures.
Return magazine is a German print magazine about 8-bit computers from A (Atari) to Z (ZX Spectrum). In this edition: 30 Years Atari 7800, The Epyx-Story, Warshaws Welten, Putty Squad, 25 Years Game Boy, Oh Mummy, Perplexity, Ultimate Wizard, Tetris 8-Bit, C64 Musik, ACA 500, Atari-7800-Games, Golden Axe, Starwing (CZ-Tunes) and the news from the scene.
Scene World Podcast Episode #1 is out!
The guys over at Scene World are talking about C64 SID copyright issues, privacy, world events and loads of other interesting scene related stuff! Also this first episode they have freelance reporter and former demoscene member “Ghandy” (Lars Sobiraj) as a special guest!
You can listen on the website or if you prefer you can download the mp3.
So what you waiting for? A jam packed first episode of ‘Pure Scene’ Love!
Click the link below to tune in!
Vimfuego developed a new hardware device for the Commodore 64. With the device you have a 100% internal Reset switch and ROM selector, with no ugly external switches on your C64. The switch works together with the Restore key and is based on a Arduino Pro Mini. Vimfuego can program the kit but you need to install it yourself which includes soldering wires.
When Paul Driscoll (AKA The Drisk) was asked to help the Retro Asylum team out with research for the forthcoming Psygnosis themed episode of their podcast he seemed to get more than a little carried away.
What started off as a few bits of research here and the odd note there turned into something much larger than originally planned, with the final product landing in the form of a 140-page PDF e-zine. This document covered the days at Imagine Software, the much-publicised demise of the company, the early days of Psygnosis, the buyout by Sony, and the eventual closure of Sony Computer Entertainment Liverpool, as it had become known, in 2012.
Not only that, but the document lists every game released by Psygnosis plus a selection of what the author considers to be the best cover artwork produced by the company.
How much does this cost? Absolutely nothing. The kind team over at Retro Asylum are letting you download this for free! Madness, I tell you.
You can download the PDF directly from THIS link, and find out more about the Retro Asylum Podcast by going HERE.
Enjoy the read.
My thanks go to the French games site ROM Game, for the heads-up on this story.
The Arok 2014 party has wound down, the competitions are over, and we have the releases! Here they are:In the graphics compo, Grass released Mechfight and Chronos released Partyland Revisited. Unreal created a C64 graphics, which came in first (a Plus/4 version coming soon)! Results are now up.In the wild compo, BSZ and Stinky of NST presented something extraordinary: 50 fps animation and 12 bit music on a Plus/4, with the help of some special hardware. It's called Evo Lution, check the video on YouTube!In the demo competition, there were only two entries: Afterglow by Csio/Absence and a C64 invitation intro. Unsurprisingly, the Plus/4 entry won :-) Congrats to the authors! The current release is only a party version, so we're hoping to see a full release soon.
Gallery of the repair: Texas Instruments TI-99/4A Repair (#1) Defect: Blue Screen with tiny Vertical lines. Replaced parts: 1 x MCM6810P (128 x 8-Bit Random-Access Memory TTL/DTL) Texas Instruments TI-99/4A Repair (#2) Defect: Blue Screen with tiny Vertical lines. Wave/Raster Lines. Replaced parts: 2 x IC MCM6810P (128 x 8-Bit Random-Access Memory TTL/DTL) 1 x [...]
18th July 2014
Over the past few weeks, I have been working on a brand new Commodore 64 space blaster called 'X-Force'. It is a horizontal scrolling shoot 'em up (SURPRISE), which will be featuring stunning graphics and level designs by Saul Cross, and also some great music, which was composed back in the 1990's by Feekzoid from a stunning Sideways SEUCK preview of Breakthrough, whereas the full game never saw the light of day. I have of course asked Jon for his kind permission if I could use Feekzoid's Breakthrough music for this game, and permission was granted by Jon, himself.
So what's this X-Force game all about then? Well, you have been held prisoner, while exploring an alien planet called 'Darx'. The aliens recaptured your X-Force fighter, and has held you prisoner in the underground world. You manage to break out of your cell, and reach for the X-Force fighter. Just as you take off to make your escape, aliens start coming after you.
The mission is to escape from the underground worlds of planet 'Darx'. Simply by using a joystick in port 2, you must guide your X-Force fighter across enemy territory, and shoot down the aliens which to to stop you. One hit at the alien, and they're gone. To be able to escape from the each underground world, you have to face an end of level guardian. It will try and stop you before it gets away. Should the boss be destroyed after enough hits, you will gain bonus points. Should you let it escape, then you get no bonus points.
The X-Force fighter can pick up podules in which will give the space craft upgraded / downgraded lasers. Depending on whether a red or green podule has been picked up. Blue ones will give the space craft a shield and the grey ones will act as mines. Touch a grey one, if not carrying a shield, and the X-Force fighter will explode. Aliens and deadly background, animated lazers will also make the player explode - unless the player's shield has been activated.
The C64 game, 'Subterrenea' by Hewson inspired me to work on this game. 'X-Force' is being produced for the Commodore Format power pack 63, which is planned to be launched some time in October 2014 and will not be release before then (Announced on Commodore Format Archive's blog). As soon as the game is finished, it should feature loads of stunning levels, to blast your way through.The game will also be available on the TND web site a week later :) Of course, the game is going to be FREE. :)
Hope to do more work on this game some time tomorrow.
WATCH THIS SPACE :)
Having work with Microsoft BASIC most of the time, I have the clear idea how strings work in BASIC, but few moments after starting to work with Atari BASIC my world feel apart!
First, in Atari BASIC you have to declare string variables before using it, giving the maximum size that string will need and for that you have to use the syntax:DIM A$(10)
When I first saw that syntax I thought “oh, it is declaring an array of 10 strings” but in fact, it declares a single string with a length of 10 characters. As far I can see, there is no array in Atari BASIC and to use something similar you have to manipulate a big string as if it is an array of strings using the index. There are several places on internet with great explanations about Atari strings, so here I just want to point few things:
- DIM A$(10) – Declares a string with 10 characters
- PRINT A$(2,5) – Prints out a string containing the characters from 2 to 5 – the equivalent in MS BASIC would be PRINT MID$(A$,2,3)
- A$(2) = “AWESOME” will add the “AWESOME” string from the position 2 onwards.
This all is actually pretty cool and way more versatile than the Microsoft way to do it, in my opinion.
One important part of the Retrochallenge is only use the actual computer and a cassette tape as storage unit. This alone turned out to be a very hard thing to do, because when I am learning something new, I like to keep
saving code snapshots with small tests all the time, and to manage several small programs in cassette is very difficult.
The main game itself is being saved in two different tapes to be safe, but the small programs where being saved in one of them, after the main program. I decided to give some “tape counters” room between the main program and the tests. For example, the game is recorded at position (tape-counter) zero, and the first test program at position 30. I didn’t realize that 30 is too little and my main program is quickly reaching this mark as it grows.
I will keep following this idea where I determine fixed gaps to save programs, but I will try to give way more room between the end of one and the beginning of the other. For that it is mandatory to keep a up to date directory on paper! That is so old school!
The guys over at Commodore Format Archive are so pleased with the responce they received from releasing Powerpack 62, that they have decided to work on another one which of course will be Power Pack 63!
Commodore Format Power Pack 63 will be released in October. And just like before, they want to fill it with your software. Have you written a game? Want it to be seen by Commodore Format and C64 fans the world over? The last Power Pack was discussed way beyond the C64 community: it was on Reddit, Spectrum, Amiga and the Retro Gamer forums. Make your game famous!
Even if your game isn’t finished yet, why not submit a demo? The same goes if you’ve written a utility or, indeed, anything that will work on a Commodore 64!
As before, the CF Power Pack 63 will be a free download that will run on a Commodore 64 emulator. Commodore is Awesome will have the latest news for the next release so watch this space!
Jorito releases an orchestral arrangement with a solid rock base of the "Waterfall" level song from Konami's Contra.