+atari2600land Posted February 17, 2009 Share Posted February 17, 2009 (edited) Since Jack and the Beanstalk is almost done with, I've begun work on a new game. I've decided that NybBles could be an Easter Egg in this game i've begun. Here's what I have so far. If you're wondering why it's a guy watching TV, it's because while he does, he begins to hear strange sounds. He looks to the window and sees a huge flying saucer and aliens. "Well, it's time to go kill them." he thinks. So he grabs his gun and goes outside, only to find that the aliens are much more powerful than he thought. So level 1 is a platformer where he tries to outrun the aliens to get into his own flying saucer equipped with guns, where then it becomes something like a cross between Asteroids, Space Invaders and Vault Assault. This may be too ambitious, but I'm toying with something like that. Anyway, for now, here's a program of a guy watching TV Kinda boring what he's watching. I wish it could be a test pattern, too bad the 2600 can't do vertical color changing. tv1.bas.bin tv1.bas Edited May 9, 2009 by atari2600land Quote Link to comment Share on other sites More sharing options...
gambler172 Posted February 21, 2009 Share Posted February 21, 2009 Hi Chris Looks cool.Want to see more. greetings Walter Quote Link to comment Share on other sites More sharing options...
BSA Starfire Posted February 26, 2009 Share Posted February 26, 2009 Be fun to see what you can do with this a real 50's B-movie vibe. look forward to see how it goes. Best regards, Chris Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 9, 2009 Author Share Posted May 9, 2009 I've added some more things to this because I got bored. At the end is the title screen, which I'm hoping someone could do a really long, groovy title screen song to (I have 1,598 bytes left in what will soon be bank 1). By the way, "Plim" is what the race of aliens that land here are called. Enjoy! plim.bas.bin plim.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 9, 2009 Author Share Posted May 9, 2009 Added the alien walking around the title screen as well as some title screen music. 508 bytes left in what will soon be bank 1. Level 1 will start as a platformer chase where you try to shoot the alien while dodging his bullets. plim3.bas.bin plim3.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 10, 2009 Author Share Posted May 10, 2009 This is what I meant by "platformer chase." Press fire at the title screen to start the game. Since fire is jump, right will be used to fire the bullets. You can jump, but you can't fire yet. Neither can the alien. I'm also wondering why there's 1,768 bytes left in bank 2 when there's nothing in there yet. plim4.bas.bin plim4.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 11, 2009 Author Share Posted May 11, 2009 Added firing for both the guy and the alien. To fire, press right. When it's finished, you'll need to shoot the alien 50 times to go to the next level. Is that too many times? plim.zip Quote Link to comment Share on other sites More sharing options...
MausGames Posted May 12, 2009 Share Posted May 12, 2009 I really like this idea, and what you've got done so far looks great. I think you made great choices on kernel options, it's good to see your games get more colorful. I noticed that the 6th score digit is buggy in your games too, have you asked fred about that particular bug? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 12, 2009 Author Share Posted May 12, 2009 (edited) The bug is probably there because I use digit 'A' when I refer to a score digit. I fixed this by making a score graphics asm file that actually has A (and B) as a blank, what I intended it to be. Thanks for the compliments. plim5.bas.bin Edited May 12, 2009 by atari2600land Quote Link to comment Share on other sites More sharing options...
yuppicide Posted May 12, 2009 Share Posted May 12, 2009 You keep adding things. How about adding a screen shot for us lazy people who won't fire up an emulator without seeing the screen shot first? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 13, 2009 Author Share Posted May 13, 2009 The first two screenshots are of the opening cinema scene and the third is of level 1. Quote Link to comment Share on other sites More sharing options...
yuppicide Posted May 13, 2009 Share Posted May 13, 2009 No way! That's freakin sweet! Quote Link to comment Share on other sites More sharing options...
MausGames Posted May 13, 2009 Share Posted May 13, 2009 Triple-width sprites are cool, but they can eat up a lot of rom. Have things changed with bB as far as all the sprite data being moved to one bank? If not, making an intro like this can use up a good chunk of what is available. I think MR has posted a trick for grabbing sprite data from any bank, you should consider using it in your intro if your game is going to have a lot of different sprites. It also makes it possible to alter only certain lines of a sprite, so you could pretty easily animate his eyes, mouth, arm, etc; without having to completely redefine the sprite. Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted May 18, 2009 Share Posted May 18, 2009 I like the cinematic intro. -John Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 7, 2010 Author Share Posted September 7, 2010 After over a year, I have returned to this game. I added holes as well as hills. If you fall down a hole, I will make it so you lose a life. plim6.bas plim6.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 7, 2010 Author Share Posted September 7, 2010 After about 3 more hours of programming, I finally have the beginnings of an end sequence to level 1. To see it, shoot the alien and hit it 20 times. I might change the number of times to shoot the alien, but there's no time limit, so I don't know. In the end, I want this to be either 32k or 64k, provided if bB ever starts supporting 64k... plim7.bas.bin plim7.bas Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted September 7, 2010 Share Posted September 7, 2010 Any new screenshots? -John Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 7, 2010 Author Share Posted September 7, 2010 I took one of the new holes I put in as well as the beginning of the ending sequence from level 1. Enjoy! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 7, 2010 Author Share Posted September 7, 2010 Argh! Why won't this compile?! I started level 2 at line 1,496. If I rem 1,631-1,633 it works. Those lines have ballx=ballx+1, but I don't really know why it hates ballx=ballx+1 so much and bally=bally+1 is fine. plim8.bas Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted September 7, 2010 Share Posted September 7, 2010 What error do you get? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 7, 2010 Author Share Posted September 7, 2010 I get a syntax error on the line I was last on. Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 7, 2010 Share Posted September 7, 2010 (edited) There's a syntax error on line 1634... "if c=3 then ballx=ballx+1 : bally-bally+1" Edited September 7, 2010 by RevEng Quote Link to comment Share on other sites More sharing options...
yuppicide Posted September 8, 2010 Share Posted September 8, 2010 I like the way this feels like a story, but the game play is kind of slow and uninteresting.. I managed to get past that part and see the guy get in a ship and take off. Really nice work. Quote Link to comment Share on other sites More sharing options...
TooSlowGamer Posted September 8, 2010 Share Posted September 8, 2010 I like the game idea. The cinematics are great, and the different genre levels is intriguing. I think the platforming needs work, it's kinda boring. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 8, 2010 Author Share Posted September 8, 2010 How about if I sped up the action on level 1? Does that work? plim8.bas.bin plim8.bas Quote Link to comment Share on other sites More sharing options...
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