jchase1970 Posted March 11, 2010 Share Posted March 11, 2010 (edited) I am very please to share this one. While I am happy with Caynon Bomber I had to make a few cuts to get the game play I wanted. This time I think I was able to capture the atari 2600 original that I remember playing and maybe even improved on it a tiny bit. I hope you enjoy this one as I am still enjoying it even after all the play testing that I had to do. I would have really liked to have done dual controls, keyboard/joystick but 30 lines wasn't able. I may expand this one later on. 10 DATA "60F0F8F8FCFFFFFFFF7F0000000000000000000000FFFFFCFBFB070707070F0E","0000000000FFFF01FEFDF8F0E0C080000000000000FCF2F9FFFE" 20 DATA "00000000003F4F9FFF7F0000000000000000000000FFFFC0BFDF0F070301","0000000000FFFF3FDFDFE0E0E0E0F070060F1F1F3FFFFFFFFFFE" 30 DATA 030705170B0503010101020204040808C0E0A0E8D0A0C0808080404020201010,0307050703011F010101020202040404C0E0A0E0C080F8808080404040202020 40 DATA 03070507030103050911010102020202C0E0A0E0C080C0A09088808040404040,0307050703011F010101020202040404C0E0A0E0C080F8808080404040202020 50 DATA 033F7FFFFFFC70202010100808040402C0FCFEFFFF3F0E040408081010202040,00000000000F1020405955595555407F0000000000E0100804645464444404FC 60 DATA 0000397FFFFFFF7EBDC37F3F60DFFE7C3CFEE7DBFFFF7EF0FCEFDF3FFFFE7800 70 call clear::DISPLAY AT(2,11):"TI-Trooper"::call screen(6)::for i=1 to 10::call color(i,2,6)::next i 71 DISPLAY AT(3,1):"Press difficulty 0 hardest - 3 easiest":: call key(0,k,s) :: if (s=0)+(k<48)+(K>51) then 71 else D=k-48 72 DISPLAY AT(5,1):"Press Q to jump out of the plane, then press X to open your chute." 73 display at(8,1):"Press S and D to guide your chute once it is open but bewary of the wind speed, watch the clouds." 74 display at(12,1):"Be a dare devil and wait as long as possible to deploy your chute for the highest scores." 75 display at(18,1):" Enjoy playing, John Chase":: display at(22,5):"Press any key to play"::call key(0,k,s)::if s=0 then 75 100 FOR I=0 TO 10::READ C$::CALL CHAR(I*4+96,C$)::NEXT I::CALL CHAR(33,"FFFFFFFFFFFFFFFF")::CALL COLOR(1,3,6,2,15,6)::PS=8::F=0::FS=8 110 RANDOMIZE :: CALL CLEAR :: CALL MAGNIFY(3) :: CALL SPRITE(#1,96,2,20,1,0,PS,#2,100,2,20,17,0,PS)::hi=0 111 CALL SPRITE(#10,136,16,40,1,#11,136,16,48,15,#12,136,16,42,29)::CALL CHAR(40,"FFFFFFFFFFFFFFFF") 118 CALL HCHAR(23,1,33,64)::PO=INT(RND*27)+2::CALL HCHAR(23,PO,40,2+D)::display at(1,10):"HIGH SCORE="&str$(hi)::DISPLAY AT(2,14):SC 119 WS = 5-INT(RND*(10+2*(3-d)))::CALL MOTION (#10,0,WS,#11,0,WS,#12,0,WS) 120 CALL KEY(1,K,S)::IF S=0 THEN 180 140 IF (P=2) * (K=2) THEN CALL MOTION(#3,2,WS-4,#4,2,WS-4) ::GOTO 180 150 IF (P=2) * (K=3) THEN CALL MOTION(#3,2,WS+4,#4,2,WS+4) :: GOTO 180 160 IF (P=0) * (K=18) THEN P=1 :: CALL POSITION(#2,Y,X) :: CALL SPRITE(#3,112,12,Y+10,X,FS,PS/2) :: GOTO 120 170 IF (P=1) * (K=0) THEN SC=SC+TSC:: P=2 :: CALL POSITION(#3,Y,X) :: CALL SPRITE(#3,116,12,Y,X,2,WS,#4,128,7,Y-10,X,2,WS) 180 IF P=2 THEN 181 else goto 190 181 SC=SC-1::if sc<0 then sc=0 182 DISPLAY AT(2,14):SC::CALL POSITION(#3,Y,X)::CALL MOTION(#3,2,WS,#4,2,WS)::IF Y>159 THEN 400 190 IF P=3 THEN CALL POSITION(#4,Y,X) :: IF Y>176 THEN 500 200 IF P=1 THEN 210 ELSE 120 210 F=F+1 :: FS=FS+.5 :: IF F=4 THEN F=0 211 TSC=TSC+10::CALL MOTION(#3,FS,PS/2) :: CALL PATTERN(#3,112+F*4) :: CALL POSITION(#3,Y,X) :: IF Y>159 THEN 300 220 GOTO 120 300 CALL SPRITE(#3,132,2,160,X,0,0) :: P=0 :: FS=8 :: GOTO 120 400 CALL SPRITE(#3,112,12,160,X,0,0) :: P=3 410 IF (X+4>PO*8-9)*(X+11<PO*8+9+8*D) THEN SC=SC*2::CALL SOUND(300,262,0,330,0,392,0)::CALL SOUND(2000,523,0,659,0,784,0) 420 DISPLAY AT(2,14):SC :: if sc>hi then hi=sc::GOTO 120 else goto 120 500 CALL SPRITE(#4,128,7,176,X,0,0) :: P=0 :: FS=8 :: TSC=0 ::SC=0::GOTO 118 TROOPER.zip trooper.bmp Edited March 11, 2010 by jchase1970 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted March 11, 2010 Share Posted March 11, 2010 That’s funny. I’ve been thinking about a sprite based XB game, and after a bit of trouble, I went for a character based (Chronicle of Sniffing Zombie). I was working on a shooter with crosshairs. Well, before that (and after ...) I had the Skydiver lurking in my mind. You’ve done a nice job there. And it’s responsive and playable at normal CPU speed. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted March 11, 2010 Share Posted March 11, 2010 Love it man--- very impressive what we're coming out with here!!! Quote Link to comment Share on other sites More sharing options...
jchase1970 Posted March 11, 2010 Author Share Posted March 11, 2010 That’s funny. I’ve been thinking about a sprite based XB game, and after a bit of trouble, I went for a character based (Chronicle of Sniffing Zombie). I was working on a shooter with crosshairs. Well, before that (and after ...) I had the Skydiver lurking in my mind. You’ve done a nice job there. And it’s responsive and playable at normal CPU speed. Skydiver, yeah that was the name of it, thank you I couldn't remember what the game was called but I loved it. I want my games to work under the normal cpu speed so I try to tweek them as much as possible in the main loop. I could do some nice stuff with cpu overdrive but I have a feeling once I use it, I will never go back. Jchase Quote Link to comment Share on other sites More sharing options...
unhuman Posted March 11, 2010 Share Posted March 11, 2010 (edited) Cool work you're doing... You say you don't have a lot of room to add more features... I see a lot of white space. Each line holds 1After you get stuff working, you gotta rework stuff so that - even if "logically" they don't make sense, you move lines of code around so they run correction... Sometimes you gotta separate 2 aspects of the same operation to "pile it in". Switching to joystick-only (instead of keyboard) controls will save you some space too - as well as improve run times. Edited March 11, 2010 by unhuman Quote Link to comment Share on other sites More sharing options...
The Codex Posted March 12, 2010 Share Posted March 12, 2010 This one looks great, but for some reason there is no motion when I run it. The plane stays put, the jumper appears when I press the correct key and also will deploy a parachute, but nothing actually moves anywhere. Any ideas? Is there perhaps a patched version of this that I missed? Quote Link to comment Share on other sites More sharing options...
Tursi Posted March 13, 2010 Share Posted March 13, 2010 I was working on a shooter with crosshairs. Well, before that Funny thing was, that was my first goal for this contest, but I assumed we'd be able to poke in a little assembly support, so when that was nixed I dropped it. This is another fine looking entry! You guys are all pretty good artists! Quote Link to comment Share on other sites More sharing options...
unhuman Posted March 13, 2010 Share Posted March 13, 2010 I was working on a shooter with crosshairs. Well, before that Inaccurate Invaders started out as crosshairs - think a cross between missile command & Space invaders... but I thought the inconsistent err inaccurate experience would work better in the traditional manner. Quote Link to comment Share on other sites More sharing options...
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