![Smile :)](./images/smilies/icon_e_smile.gif)
Inhabitants
-
- Mental DCEmu
- Posts: 369
- https://www.artistsworkshop.eu/meble-kuchenne-na-wymiar-warszawa-gdzie-zamowic/
- Joined: Sat Apr 20, 2002 10:54 am
- Location: London, England, (UK)
- Has thanked: 0
- Been thanked: 0
-
- Mental DCEmu
- Posts: 324
- Joined: Thu Aug 08, 2002 3:53 am
- Location: The Village
- Has thanked: 0
- Been thanked: 0
Awesome. I get the impression that some who visit here may be too young to know who The Prisoner is. "I'm not a number! I'm a free man!" Be seeing you...CyberMick wrote:Thanks BurnerO for the sbi file and Number 6 im glad you escaped from The Village and joined here i loved that old TV show.
![Wink :wink:](./images/smilies/icon_e_wink.gif)
And, BTW, this game rules! I'd wager to say that it is actually more addictive than Sega Swirl. Thanks to all coders/artists/porters (is that a word?) involved, and hopefully we can expect more "pro-looking" HB releases in the future.
DARKGATE wrote:look me in the my balls eyes![]()
-
- DC Developer
- Posts: 24
- Joined: Sat Dec 06, 2003 11:23 pm
- Location: Here, There, Everywhere
- Has thanked: 0
- Been thanked: 0
- Contact:
Whee
Yup, Steve is right, It was his idea, and Andrew did all of the graphics. I just ported it to the DC. It is still very beta. And the final version is coming soon, with more graphics, more modes, more bug fixesS. Thompson wrote:Hello everyone. Just to clear some things up here and thank all of you for the kudos, I was the one who was lead programmer for Inhabitants (PC version) and the concept is my own. The graphics were done by Andrew Bado. The project is released under S+F Software. As for Brandon, the Dreamcast version is very, very well done and will soon match the quality of the PC version.
![Smile :)](./images/smilies/icon_e_smile.gif)
Things that I know are screwy.
1) Does not work with a) no controller or b) no VMU
2) PAL probably does not work, and apparently not VGA. I don't have the hardware to test it with, but if anyone wants to contact me and let me send them builds, I can.
3) You can click on tiles before before they all fall down, causing them not to fall all the way.
Anyways, thanks for the kind words. Feel free to send me any feedback, bugs, etc, it is appreciated
- S. Thompson
- The Fuzmeister
- Posts: 1356
- Joined: Sat Dec 06, 2003 4:23 pm
- Location: A Galaxy Far, Far Away
- Has thanked: 0
- Been thanked: 0
- Contact:
A Possibility
I really think porting other S+F Software titles to Dreamcast would be great... especially any of the games in the Trevor series. I am really glad you all enjoy Inhabitants. We have a new puzzle game for PC in the works this week, as well. It's not mentioned on the site, but all I can say is it is more of a logic game than Inhabitants was. ![Smile :)](./images/smilies/icon_e_smile.gif)
Steve Thompson
![Smile :)](./images/smilies/icon_e_smile.gif)
Steve Thompson
-
- DCEmu Veteran
- Posts: 850
- Joined: Mon Sep 01, 2003 11:12 am
- Location: NC/Iraq
- Has thanked: 0
- Been thanked: 0
- Contact:
Re: Whee
VGA works fine with me, but not with others. Only thing that seems wierd is that it seems to hang initially, then it runs fine. Maybe I should try this out on my t.v. to see if it's the same way.Barret7sc wrote: 2) PAL probably does not work, and apparently not VGA. I don't have the hardware to test it with, but if anyone wants to contact me and let me send them builds, I can.
-
- Psychotic DCEmu
- Posts: 679
- Joined: Wed Oct 17, 2001 7:44 pm
- Has thanked: 0
- Been thanked: 0
I finally managed to get both Inhabitants and Sprint working after my earlier problems. Since I still don't have any blank CDRs, I just burned Dream Inducer and the unscrambled BINs to my multisession Dream Hakker swap disc and then loaded Dream Inducer from Dream Hakker and then I can select either game from the standard Dream Inducer menu and they work fin that way. I still can't get them to load directly from Dream Hakker or demomenu (even tried pressing Y and loading the unscrambled versions and I get the same results as I described before), so I don't know what's wrong there, but at least I can play them now.
Inhabitants is indeed very cool. Quite different from Sega Swirl/Samegame actually since the strategies required to set up 4-ways are a lot more specific than the ones required to just build up big blocks of the same color in Sega Swirl. This game will be great when multiplayer and a time limit and stuff are implemented. My only complaint now is that you can't move the cursor with the digital pad, it seems like that would work well and be a lot more responsive. Also, I'm playing in VGA, by the way, and it works fine that way.
Off topic for this thread, but Ice88's Sprint demo is pretty promising, too. If you're reading this, Ice, you sould consider implementing a random track generator in the final version if you haven't already; I've been looking into this for a Neo Geo Pocket game I'm working on and it's pretty easy to do, basically the same as random maze generation, and it adds a lot of variety to the game without taking up much space or time as designing a whole lot of pre-defined tracks does.
Man, 2004 is gonna be a huge year for Dreamcast homebrews, I can't wait.
...word is bondage...
Inhabitants is indeed very cool. Quite different from Sega Swirl/Samegame actually since the strategies required to set up 4-ways are a lot more specific than the ones required to just build up big blocks of the same color in Sega Swirl. This game will be great when multiplayer and a time limit and stuff are implemented. My only complaint now is that you can't move the cursor with the digital pad, it seems like that would work well and be a lot more responsive. Also, I'm playing in VGA, by the way, and it works fine that way.
Off topic for this thread, but Ice88's Sprint demo is pretty promising, too. If you're reading this, Ice, you sould consider implementing a random track generator in the final version if you haven't already; I've been looking into this for a Neo Geo Pocket game I'm working on and it's pretty easy to do, basically the same as random maze generation, and it adds a lot of variety to the game without taking up much space or time as designing a whole lot of pre-defined tracks does.
Man, 2004 is gonna be a huge year for Dreamcast homebrews, I can't wait.
...word is bondage...
-
- Mental DCEmu
- Posts: 458
- Joined: Fri Dec 27, 2002 11:27 am
- Location: Prisoner of the Nintendo Police?
- Has thanked: 0
- Been thanked: 0