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Adventures of the 50-foot-tall Stalk of Celery


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#1 atari2600land ONLINE  

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Posted Sun Oct 16, 2011 12:39 PM

It's a side-scrolling Mario-type game where you can move left or right. This is the beginning, a test to see whether I could do this, so I guess i can, so I'm going to continue. Right now, I'm working on level 1, which is the bridge level. Watch out because there are gaps in the bridge. I haven't programmed this game very far, so there's not a lot to do, but this will change as I add in enemies and make more of the level.

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#2 atari2600land ONLINE  

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Posted Sun Oct 16, 2011 11:09 PM

Hi all. Big update for the celery. I've added some actual water, and an enemy: a pig. He grunts whenever he's on screen. Also I've added sound effects for the celery jumping. Enjoy!

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#3 Random Terrain OFFLINE  

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Posted Sun Oct 16, 2011 11:20 PM

. . . I've added some actual water . . .

If you made the Atari 2600 create water, you'll probably win a Nobel Prize and make a lot of scientists poo their pants and cry.

#4 atari2600land ONLINE  

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Posted Sun Oct 16, 2011 11:31 PM

I also made the Atari 2600 make pigs. What do you think about that? ;)

#5 Gemintronic OFFLINE  

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Posted Mon Oct 17, 2011 3:40 PM

Dat's pretty awesome! We must bring Maryo style platforming to the 2600! Code seems pretty short for something as complicated as side-scrolling platforming. Keep going :)

#6 atari2600land ONLINE  

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Posted Tue Oct 18, 2011 1:19 AM

Removed the option to go left. It was maddening me to no end to make it the way I wanted it (I'm a perfectionist) and figured that it wasn't really necessary, so it got axed. In return, scrolling is much more smoother now when going right. I don't know what I could do about adding another bank, right now if I make it 8k and just put the vblank in the second bank, it needs more cycles for some reason. Anyone want to look at the code and modify it to make it 8k and figure that out? I'll try again once the first bank has been filled. I also added a timer, so when the level is done being programmed, you have 99 seconds to complete it and 3 lives.

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#7 Gemintronic OFFLINE  

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Posted Tue Oct 18, 2011 7:16 AM

You could have the main engine duplicated per bank. Or, at least the draw screen routine. I kind of liked the Super Mario 2 style where you could move left and right. But Super Mario 1 style is still quite impressive. I could see someone turing your left & right scrolling code into a Metriod or Heros of the Lance inspired game.

#8 atari2600land ONLINE  

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Posted Tue Oct 18, 2011 8:04 AM

I made it more like SMB1 where when you start (actually I played a bit of Super Mario Land to get a feel for how I want the game to scroll right), you go to the center of the screen to make the game go right. You can go left, but only to the left edge of the screen. I'm just wondering how long to make the level so it can be completed in less than 99 seconds. I'm thinking maybe 30 screens long (right now it's at 9) because I can get to the end of this with about 75 seconds left on the clock. And the pigs are faster, so you might need to go left and jump over to avoid them (because collision detection on the pigs has been activated.) What do you think?

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  • 50celerypic.png

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#9 gambler172 OFFLINE  

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Posted Tue Oct 18, 2011 10:36 AM

Hi Chris
Plays very well.Great work.
greetings Walter

#10 KevinMos3 OFFLINE  

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Posted Tue Oct 18, 2011 1:56 PM

It's looking good. The scrolling is nice.

#11 atari2600land ONLINE  

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Posted Wed Oct 19, 2011 12:03 AM

Added a little tune. What do you think of it?

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#12 KevinMos3 OFFLINE  

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Posted Wed Oct 19, 2011 7:24 AM

I like the tune. :thumbsup:
Can you lower the volume of it though? It's a little overbearing as it is.

#13 atari2600land ONLINE  

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Posted Wed Oct 19, 2011 7:27 AM

Will do.

#14 disjaukifa OFFLINE  

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Posted Wed Oct 19, 2011 8:05 AM

Meant to try this out last night and got completely sided tracked (wife got a dog), if Iget a break tonight I'll try the game out on my Harmony!

#15 Mr SQL ONLINE  

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Posted Wed Oct 19, 2011 1:31 PM

Atari2600Land,
Nice side scroller! I think it would be cool to add the ability to let the player move left and right a bit before the scrolling kicks in.

#16 Mr SQL ONLINE  

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Posted Wed Oct 19, 2011 1:35 PM

Atari2600Land,
Nice side scroller! I think it would be cool to add the ability to let the player move left and right a bit before the scrolling kicks in.

Ah, I see you have this implemented already in the version with the tune, I just had to make the character back up a bit for it to kick in - nice game, the tune adds to the playability too!

#17 atari2600land ONLINE  

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Posted Wed Oct 19, 2011 7:33 PM

Added a new thing: Items! The first item is a moldy pretzel (continuing with the foods that taste like cardboard theme.) If you nab it, you'll be granted invisibility from those pigs for ten seconds (although you can still fall in a hole and die.) For the longest time I had trouble making the scanline count be a stable 262, but I think I did it this time. Thanks for the kind words thus far.

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  • 50celerypretzel.png

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Edited by atari2600land, Wed Oct 19, 2011 7:34 PM.


#18 atari2600land ONLINE  

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Posted Thu Oct 20, 2011 7:47 AM

Well, level 1 is completed. An even 32 screens (even, at least in computer talk), so it should be finishable with about 1 or 2 seconds on the clock, the time limit I put on the level is 67 seconds. Let me know if I need to change that. Also, to end the level, you touch the second item, called, oddly enough, the ender. Touching this will end the level. I'd like to make the level longer, but I need to leave room for an impressive title screen, which I have about 650 bytes left in the bank before I need to move on and try to make the cycle count be OK with more than one bank (I still don't understand why it would be different with two banks instead of one.) Level 2 will be a mud pit. And you know how much pigs like mud, but first I need to create a title screen. Any ideas on what it should do? Anyway, I was wondering, could I use the title screen kernel and still have missile1 be free to use? (I made the celery missile1 in case you haven't figured it out yet. This is why everything that is player1 green.)

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  • 50celeryender.png

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#19 ComputerSpaceFan OFFLINE  

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Posted Thu Oct 20, 2011 1:53 PM

Is anyone able to get this working in a FB2 modded to play carts combined with a Harmony cart? I have tried a couple of versions in my combo and all I get is a scrolling screen.

#20 KevinMos3 OFFLINE  

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Posted Thu Oct 20, 2011 10:20 PM

It's looking good. I like the music (it's catchy), and the volume is just right now. :thumbsup:

#21 atari2600land ONLINE  

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Posted Fri Oct 21, 2011 10:18 AM

Well, after fiddling around with the code for a few more hours, I think I finally have an 8k version. Please tell me if there are any bugs. I know, the music has been sped up. Please tell me if you like it or if I should slow it down. In the quest of making this 8k, I somehow altered the way the pigs move, so I have changed the time limit to 70 seconds to accomodate this unwanted change. Anyway, here it is.

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#22 atari2600land ONLINE  

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Posted Sat Nov 19, 2011 10:59 AM

I'm jumping from project to project, I know. This time, it's the celery's turn. Level 2 is a hole where the object is to go down deeper into it. I've always wanted to make a Mario-type game level where the object is to fall down to the bottom of a hole. I guess kind of like the Sunken Ghost Ship level part in Super Mario World where Mario keeps falling. Sometimes the score jumps around a pixel or so, but I checked and the scanline remains steady at 262, which is odd and I don't know why. After hours of fighting with this stupid thing, I finally got a working playable version of level 2. There isn't very much I've done yet, and so he'll forever be falling once you get past where I stopped working on it. And I'm going to add some enemies in, too, like bats.

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#23 atari2600land ONLINE  

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Posted Sun Nov 20, 2011 1:51 PM

Anyone want to design a flying bat for me? Anyway, in this version, I've added a little bit more of the level, and you can go up and down as opposed to just down.

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#24 atari2600land ONLINE  

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Posted Tue Nov 22, 2011 4:16 PM

Added a little more of the level. Let me know if it's too hard or easy or whatever.

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#25 Gemintronic OFFLINE  

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Posted Tue Nov 22, 2011 5:28 PM

The first bat matches my speed such that I can't dash past it.

Also, with vertical and horizontal levels.. isn't this more like 2600 Metroid? You could beat the 2600 Megaman demo with progress like this!




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