Dragnerok X Posted April 7, 2007 Share Posted April 7, 2007 The Official Combat DX Battlefield Design Contest If you've been through the batari Basic forum lately, no doubt you've heard of Combat DX, my latest homebrew project. If not, read on. Combat DX is my latest hombrew offering for the Atari 2600 Video Computer System. The premisis of it was to write a stand-alone Combat-like game from scratch in batari Basic (the official 2600 basic compiler), but whilst doing this, I've added many new features such as reverse driving direction, highly improved physics, an "explosive" death sequence and (soon to come) artificial intelligence. My current build has most all of the "basics" implemented minus the sound and a few extras. Here's the latest binary of it. Combat_DX.bas.bin ...and a few screenshots The problem is, I'm in need of a few levels for it! As you can see, my standard built-in "cave" level is okay, but you can do better! Here's how: Contest Rules: Levels are structured in a standard 32 x 11 pixel grid, with the X's standing for a solid piece of terrain and .'s standing for grass. Here's an example of this, using my "cave" level. ................................ ................................ XX.XXXXXXXXXXXXXXXXXXX....XXXX.. XX.XXXXX.........XXX........XXX. X....XXX..XXXXX..XX..........XX. XXX..XXX......X..............XX. X....XXXXXXX..XXXXX..........XX. X................XXX........XXX. XXXXXXXXXX.......XXXX......XXXX. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.. XXXXXXXXXXXXXXXXXXXXXXXXXXXX.... Players (tanks) have the ability to move through this "world" freely up to the edge of the borders of the screen, and can fit through holes 1 pixel high by two pixels wide. Though the tanks randomly respawn upon death, they intially start out in a preset position including the direction they are facing. There are 16 possible, from 1 being east (right), 5 being south (down), 9 being west (left) and 13 being north (up). The numbers in-between those represent directions such as north-west (11) and east-north-east (16). Here's how it all comes to play on the grid. ................................ ................................ XX.XXXXXXXXXXXXXXXXXXX....XXXX.. XX.XXXXX.........XXX...05...XXX. X....XXX..XXXXX..XX..........XX. XXX..XXX......X..............XX. X....XXXXXXX..XXXXX..........XX. X.01.............XXX........XXX. XXXXXXXXXX.......XXXX......XXXX. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.. XXXXXXXXXXXXXXXXXXXXXXXXXXXX.... As you can see, each tank (taken from the first screenshot) is represented by a two-digit number (in order to accurately represent the tank's position on the field) with a 0 if the direction represented is less then 10. So really, besides specifying the tank color, that is all you need to get started. Here's a template to help. Just copy the code into your favorite text-editor, grab your favorite variety of pop-tarts and most importantly, have fun! ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ Quote Link to comment Share on other sites More sharing options...
haroldoop Posted April 8, 2007 Share Posted April 8, 2007 (edited) Okay, here are my contributions: XX............................XX X..............................X .....XXXX..............XXXX..... ....X..........XX..........X.... ....X..........XX..........X.... .01......XXX...XX...XXX......09. ....X..........XX..........X.... ....X..........XX..........X.... .....XXXX..............XXXX..... X..............................X XX............................XX ...............05............... ....XXXX................XXXX.... ...X....X..............X....X... ...X....X.....XXXX.....X....X... ....XXXX.....X....X.....XXXX.... .............X....X............. ....XXXX.....X....X.....XXXX.... ...X....X.....XXXX.....X....X... ...X....X..............X....X... ....XXXX................XXXX.... ...............13............... XX............................XX X....XXXXXXX..XXXXXXXXXXX......X ....X......................07... ...X.......XXXXXXXXXXXXX........ ...X....................X....... ...X...X......XXXX......X...X... .......X....................X... ........XXXXXXXXXXXXX.......X... ...15......................X.... X......XXXXXXXXXXX..XXXXXXX....X XX............................XX Edited April 8, 2007 by haroldoop Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted April 8, 2007 Author Share Posted April 8, 2007 Okay, here are my contributions: XX............................XX X..............................X .....XXXX..............XXXX..... ....X..........XX..........X.... ....X..........XX..........X.... .01......XXX...XX...XXX......09. ....X..........XX..........X.... ....X..........XX..........X.... .....XXXX..............XXXX..... X..............................X XX............................XX ...............05............... ....XXXX................XXXX.... ...X....X..............X....X... ...X....X.....XXXX.....X....X... ....XXXX.....X....X.....XXXX.... .............X....X............. ....XXXX.....X....X.....XXXX.... ...X....X.....XXXX.....X....X... ...X....X..............X....X... ....XXXX................XXXX.... ...............13............... XX............................XX X....XXXXXXX..XXXXXXXXXXX......X ....X......................07... ...X.......XXXXXXXXXXXXX........ ...X....................X....... ...X...X......XXXX......X...X... .......X....................X... ........XXXXXXXXXXXXX.......X... ...15......................X.... X......XXXXXXXXXXX..XXXXXXX....X XX............................XX Nice, however if it's fine with you I'll have to tweak level two and make those pillars solid, else risking having a tank spawn in them. Still, thank you for your contribution. I'll add these as soon as I can. Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted April 8, 2007 Author Share Posted April 8, 2007 Just finished. What do you think? Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted April 9, 2007 Author Share Posted April 9, 2007 On a side note which I forgot to mention earlier, I have plenty of room for levels. An entire 4k bank to be exact. So doing the math... 4096 (4k) - 3065 bytes (current free space with 9 levels) / 9 = ~114.5 bytes per level 4096 / 114.5 = 35.7 -> 35 levels open for this game. Plenty of room. So, don't be afraid to keep posting! Quote Link to comment Share on other sites More sharing options...
haroldoop Posted April 9, 2007 Share Posted April 9, 2007 Just finished. What do you think? Pretty nice! Quote Link to comment Share on other sites More sharing options...
espire8 Posted April 10, 2007 Share Posted April 10, 2007 Nice playfields haroldoop! Hope too see more from others as well, looks interesting. Dragnerok X, think there can be different colors for the playfield as well? nice game btw. Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted April 10, 2007 Author Share Posted April 10, 2007 (edited) Nice playfields haroldoop! Hope too see more from others as well, looks interesting. Dragnerok X, think there can be different colors for the playfield as well? nice game btw. Technically, yes, but it depends on your interpretation. If you mean unique colors shared by every level, then yes. If you mean colors unique to each level, no, because it would take up a ton of romspace; nearly halving the amount of possible levels, in fact. Forget it. Just show me what you mean and I'll come up with a better answer. Edited April 10, 2007 by Dragnerok X Quote Link to comment Share on other sites More sharing options...
espire8 Posted April 10, 2007 Share Posted April 10, 2007 Just show me what you mean and I'll come up with a better answer. Sorry for not being specific, I'll show you as you suggested... not sure if these examples take alot of space? I also toyed around with the tanks and explosion gxf. Combat_DX_new_tanks_.bas.bin You can use them in your next game post if you like them Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted April 10, 2007 Author Share Posted April 10, 2007 Sorry for not being specific, I'll show you as you suggested... not sure if these examples take alot of space? Well... though *individually* those would be quite a burden on my level-space, you've given me a great idea. Instead of applying those color-schemes to individual levels, why not set up a global world-like color scheme. In short, my idea is to have 5-6 color palettes for the background and playfield such as "traditional", "desert" or "tundra", selectable by the select switch, and show the current "theme number" in the score, applying all of this to whatever level is selected. This would also be quite a bit more flexable then your idea in that any level could hold any desired color. I also toyed around with the tanks and explosion gxf. Combat_DX_new_tanks_.bas.bin You can use them in your next game post if you like them Though I don't particularilly care for the look of the tanks, care to post the frames of that explosion so I can make a few changes? Quote Link to comment Share on other sites More sharing options...
haroldoop Posted April 11, 2007 Share Posted April 11, 2007 (edited) Here are some additional designs: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXX..........XXXXXX..........XXX X......03......................X X..............................X XXX..........XXXXXX..........XXX XXXXXX....XXXXXXXXXXXX....XXXXXX XXX..........XXXXXX..........XXX X..............................X X......................11......X XXX..........XXXXXX..........XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ................................ .03.XX.....XX......XX.....XX.... ...XXXX...XXXX....XXXX...XXXX... ...XXXX...XXXX....XXXX...XXXX... ....XX.....XX......XX.....XX.... ................................ ....XX.....XX......XX.....XX.... ...XXXX...XXXX....XXXX...XXXX... ...XXXX...XXXX....XXXX...XXXX... ....XX.....XX......XX.....XX.11. ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXX..........XXXXXXXXXXX XXXXXXX..................XXXXXXX XXXX...........XX...........XXXX XX............XXXX............XX X...01........XXXX........09...X XX............XXXX............XX XXXX...........XX...........XXXX XXXXXXX..................XXXXXXX XXXXXXXXXXX..........XXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ....X...X..............X...X.... ...X...X....X......X....X...X... ......X....X........X....X...... ......X...X....XX....X...X...... ..X.......X...X..X...X.......X.. ..X..09..................01..X.. ..X.......X...X..X...X.......X.. ......X...X....XX....X...X...... ......X,...X........X....X...... ...X...X....X......X....X...X... ....X...X..............X...X.... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXX....................XXXXXX XXXXXX.........XX....07...XXXXXX XXXXXX.........XX.........XXXXXX XXXXXX....................XXXXXX XXXXXX....XXXX....XXXX....XXXXXX XXXXXX....................XXXXXX XXXXXX.........XX.........XXXXXX XXXXXX...15....XX.........XXXXXX XXXXXX....................XXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX I also toyed around with the tanks and explosion gxf. Combat_DX_new_tanks_.bas.bin I personally think those tank graphics would look better either with the "turrets" centered with the cannon, to make them "realistic", or with both the turret and cannon shifted to the tank's left to give them a "Tron-like" look. The explosion looks cool! Edited April 11, 2007 by haroldoop Quote Link to comment Share on other sites More sharing options...
espire8 Posted April 12, 2007 Share Posted April 12, 2007 Though I don't particularilly care for the look of the tanks, care to post the frames of that explosion so I can make a few changes? Sure, here ya' go... and the tank as well. I personally think those tank graphics would look better either with the "turrets" centered with the cannon, to make them "realistic", or with both the turret and cannon shifted to the tank's left to give them a "Tron-like" look. The explosion looks cool! Thanks. About the tanks, I tried to give them a little foreshorting effect which is why the turrents look off-centered. I know it don't look so great in the still picture but sure works alot better in action as the tank's top is perfectly centered while rotating. Move the tank forward and backward while turning to see what I mean. It looks really cool -at least to me. I thought I could give it the same tron look as with another hack I made in Armour Ambush but the resolution is different so I went as close as I could get. Quote Link to comment Share on other sites More sharing options...
bomberpunk Posted April 13, 2007 Share Posted April 13, 2007 (edited) BOMBERMAN LEVEL!! VERSION 2.1 X01............................X X..XX..XX..XX..XX..XX..XX..XX..X X..XX..XX..XX..XX..XX..XX..XX..X X..............................X X..XX..XX..XX..XX..XX..XX..XX..X X..XX..XX..XX..XX..XX..XX..XX..X X..............................X X..XX..XX..XX..XX..XX..XX..XX..X X..XX..XX..XX..XX..XX..XX..XX..X X............................09X ................................ Edited April 13, 2007 by bomberpunk Quote Link to comment Share on other sites More sharing options...
bomberpunk Posted April 13, 2007 Share Posted April 13, 2007 (edited) HOURGLASS ARENA!!! FART! Edited April 13, 2007 by bomberpunk Quote Link to comment Share on other sites More sharing options...
bomberpunk Posted April 13, 2007 Share Posted April 13, 2007 (edited) EYE OF THE STORM!! this one's a lost cause. ......05...XX................... .........XX..........XX......... .......XX......XX......XX....... .....XX......XX..XX......XX..... ...........XX......XX......XX... ..XX...........XX...........XX.. ...XX......XX......XX........... ....XX.......XX..XX.......XX.... ......XX.......XX.......XX...... ........XX............XX........ ....................XX...13..... Edited April 13, 2007 by bomberpunk Quote Link to comment Share on other sites More sharing options...
bomberpunk Posted April 13, 2007 Share Posted April 13, 2007 (edited) THE RUN AROUND!!! VERSION 2.1 05.............XX............... ...............XX............... ....XXX.............X......X.... ....X...............X......X.... ....X............XXXXXX....X.... ....X....XXXXXX............X.... ....X......X...............X.... ....X......X............XXXX.... ...............XX............... ...............XX.............13 ................................ i edit these because i keep forgetting to put the damn tanks in. Edited April 13, 2007 by bomberpunk Quote Link to comment Share on other sites More sharing options...
bomberpunk Posted April 13, 2007 Share Posted April 13, 2007 (edited) VIENNA SAUSAGES!! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXX......XXXXXXXXXXXXX XXXXXXXXXXXXX.0901.XXXXXXXXXXXXX XXXXXXXXXXXXX......XXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX OR XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXX.........XXXXXXXXXXX XXXXXXXXXXXX..09.01..XXXXXXXXXXX XXXXXXXXXXXX.........XXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Edited April 13, 2007 by bomberpunk Quote Link to comment Share on other sites More sharing options...
bomberpunk Posted April 13, 2007 Share Posted April 13, 2007 (edited) TUNNELS O FUN!! VERSION 2.0 XX............................XX XX............................XX XX..XXX...XXXXX..XXXXX..XXXX..XX XX..XXXX...XXXX.......13XXXX..XX XX..XXXXX...XXX..XXXXXXXXXXX..XX XX............................XX XX..X..XXXXX..X..XX..XXXXXXX..XX XX..X...05....X......X........XX XX..XXXX..XXXXX..XXXXX..XXXX..XX XX............................XX XX............................XX Edited April 13, 2007 by bomberpunk Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted April 13, 2007 Author Share Posted April 13, 2007 Sorry I haven't replied in a while, I was just a bit busy. Here's a new binary with a few of my favorite maps thus far, the new (slightly modified) explosion sprite and a slightly tweaked score. More to come. Combat_DX.bas.bin ...and while I'm at it, I might as well post some updated source code (in case my Hard Drive dies between now and the next ten levels ) Combat_DX.bas Quote Link to comment Share on other sites More sharing options...
bomberpunk Posted April 13, 2007 Share Posted April 13, 2007 hm, the 11th row isn't playable?? Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted April 13, 2007 Author Share Posted April 13, 2007 (edited) hm, the 11th row isn't playable?? Oh! I see what you're saying. Sorry about this, but I forgot to mention something. Due to the score's boundry lines, the tanks can only drive as far as the playfield extends on the bottom; blocking out the "11th row" as you call it (technically it's the 12th). So when you design your next level, make note of that. Again, sorry. Edited April 13, 2007 by Dragnerok X Quote Link to comment Share on other sites More sharing options...
bomberpunk Posted April 13, 2007 Share Posted April 13, 2007 okay. with that in mind i revised most of my levels. Quote Link to comment Share on other sites More sharing options...
bomberpunk Posted April 13, 2007 Share Posted April 13, 2007 (edited) COMBAT PINBALL!!!! (with a good imagination) or perhaps JESUS LOVES YOU THIS MUCH ...............XX............... ................................ ...X.........X....X.........X... ...X..X.......X..X.......X..X... ...X..XX.......XX.......XX..X... ...X..XXX..............XXX..X... ...X..XXX..............XXX..X... ...X..XX...X........X...XX..X... ............X......X............ ................................ ................................ Edited April 13, 2007 by bomberpunk Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted April 13, 2007 Author Share Posted April 13, 2007 okay. with that in mind i revised most of my levels. Nice work! I'll see if I can add a few more of those once I get the playfield color-switching working. Quote Link to comment Share on other sites More sharing options...
espire8 Posted April 14, 2007 Share Posted April 14, 2007 Sorry I haven't replied in a while, I was just a bit busy. Here's a new binary with a few of my favorite maps thus far, the new (slightly modified) explosion sprite and a slightly tweaked score. More to come. Very good maze entries. I like the selection! I'm thinking of doing a couple myself later as this is turning out well. I like the different color idea you came up with Dragnerok (glad I was able to help it )! However, something is wrong with the explosion-- It looked jerky and I just realized it's because the first explosion pic got distorted when I enlagred it and the distortion showed up in the sprite modification of your last binary. My fault. I fixed it here so you can try again in your next bin post. Beforehand I also did some slightly different explosions and reappearing tanks since you have separate sprites for them and thought the varity would be nice but I don't have the pics of them here because I'm not sure if you want to use them? Nobody likes the new tanks I did. .. anyway, here's the varity bin.CDX_new_explosion_reappear_.bas.bin ...and the corrected explosion pic. Quote Link to comment Share on other sites More sharing options...
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