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Looking for a few people to make a game with!


8 replies to this topic

#1 AskewTV OFFLINE  

AskewTV

    Space Invader

  • 45 posts

Posted Mon Aug 8, 2016 7:47 PM

Hello, I am looking for a few members to help make a game with. I can do some level and sprite designing, I am not that good at coding in Batari Basic. I have tried doing some and made a small game, not much though. I am open to really anything! If you would like to work together, comment below or PM me!



#2 SIO2 OFFLINE  

SIO2

    Stargunner

  • 1,155 posts
  • Location:Nebraska

Posted Mon Aug 8, 2016 8:01 PM

Maybe you could post your game code and see if it inspires anyone.

#3 AskewTV OFFLINE  

AskewTV

    Space Invader

  • Topic Starter
  • 45 posts

Posted Thu Aug 11, 2016 3:05 PM

Can someone help me make the enemy chase the player?
 

 

set kernel_options pfcolors

 
 
  b{7}=1
 
 
 
 
 playfield:
 XX....X.X...X.X..X..XX..........
 X.X...X.X...X.X.X..X..X.........
 X..X..X.X...X.XX...XXXX.........
 X...X.X.X...X.X.X..X..X.........
 X....XX..XXX..X..X.X..X.........
 ...........................XX...
 XX..XXX.XXX..XX..X..X.....XXXX..
 X.X.X.X.X...X..X.X.X.....XXXXXX.
 XX..XXX.XXX.XXXX.XX......XXXXXX.
 X.X.XX..X...X..X.X.X.....XXXXXX.
 XX..X.X.XXX.X..X.X..X....XXXXXX.
end
 
 pfcolors:
 212
 212
 212
 212
 212
 212
 212
 212
 212
 212
 212
end
 
 rem Loop the screen until the spacebar is pressed
title
 COLUBK = $b6
 COLUPF = 212
 drawscreen
 if joy0fire || joy1fire then goto beginning
 goto title
 
 
beginning
 playfield:
  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  ..X.X.X.X.X.X.X..X.X.X.X.X.X.X..
  ..XXXXXXXXXXXXX..XXXXXXXXXXXXX..
  ..X.X.X.X.X.X.X..X.X.X.X.X.X.X..
  ..XXXXXXXXXXXXX..XXXXXXXXXXXXX..
  ..X.X.X.X.X.X.X..X.X.X.X.X.X.X..
  ..XXXXXXXXXXXXX..XXXXXXXXXXXXX..
  ..X.X.X.X.X.X.X..X.X.X.X.X.X.X..
  ..XXXXXXXXXXXXX..XXXXXXXXXXXXX..
  ..X.X.X.X.X.X.X..X.X.X.X.X.X.X..
  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end
 
 pfcolors:
$1A
 $42
 $1A
 $42
 $1A
 $42
 $1A
 $42
 $1A
 $42
 $1A
 $1A
end
 
 COLUBK = 0
 
 COLUPF= $1A : COLUP0=$1A : scorecolor = $1A
 player0x=77 : player0y=48 : h=$1A
 player1x = 77 : player1y = 48
 if b{7} then AUDV0=8 : AUDV1=8 : AUDC0=4 : AUDC1=4
 b{6}=0
 
 drawscreen
 
 
 player0:
 %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 
 player1:
 %10010010
 %01111100
 %00111000
 %11111110
 %00111000
 %01111100
 %10111010
 %00010000
end
 
noise
 if b{7} then a=a+1
 if !b{7} then c=0 : goto main
 if a>16 then a=0 : c=c+1
 if c=1 then AUDF0=4 : AUDF1=18 
 if c=2 then AUDF0=12 : AUDF1=14
 if c=3 then AUDF0=4 : AUDF1=18
 if c=4 then AUDF0=8 : AUDF1=14
 if c=5 then k=0 : c=0 : goto anim
  
 
 
 goto beginning 
 
 
 
anim
 if c<3 then goto anim_lr
 if c=3 then goto anim_up
 if c=4 then goto anim_dn
 
 
 
anim_lr
 if a<5 then goto frame_1
 if a>4 && a<10 then goto frame_2
 if a>9 && a<15 then goto frame_3
 if a>14 then goto frame_2
 
anim_up
 if a<5 then goto frame_1_up
 if a>4 && a<10 then goto frame_2_up
 if a>9 && a<15 then goto frame_3_up
 if a>14 then goto frame_2_up
 
anim_dn
 if a<5 then goto frame_1_down
 if a>4 && a<10 then goto frame_2_down
 if a>9 && a<15 then goto frame_3_down
 if a>14 then goto frame_2_down
 
anim_death
 if p<4 then goto death_frame_1
 if p>3 && p<8 then goto death_frame_2
 if p>7 && p<12 then goto death_frame_3
 if p>11 && p<16 then goto death_frame_4
 if p>15 && p<20 then goto death_frame_5
 if p>19 && p<24 then goto death_frame_6
 if p>23 then goto death_frame_7
 
death_frame_1
 player0:
 %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 
 goto main
 
death_frame_2
 player0:
 %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 goto main
 
death_frame_3
 player0:
 %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 goto main
 
death_frame_4
 player0:
 %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 goto main
 
death_frame_5
 player0:
 %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 goto main
 
death_frame_6
 player0:
 %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 goto main
 
death_frame_7
 player0:
 %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 goto main
 
 
frame_1_down
 player0:
 %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 goto main
 
frame_2_down
 player0:
 %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 goto main 
  
frame_3_down
 player0:
  %00110110
 %00011100
 %01011101
 %00111110
 %00011100
 %00111110
 %00101010
 %00111110
end
 goto main 
 player0:
 %00100010
 %00011100
 %01011100
 %00111110
 %00011101
 %00111110
 %00101010
 %00111110
end
frame_1_up
 
 goto main
 
 
 
frame_2_up
 player0:
 %00100010
 %00011100
 %01011100
 %00111110
 %00011101
 %00111110
 %00101010
 %00111110
end
 goto main
 
 
 
frame_3_up
 player0:
 %00100010
 %00011100
 %01011100
 %00111110
 %00011101
 %00111110
 %00101010
 %00111110
end
 goto main
 
frame_1
 player0:
 %00000000
 %00100100
 %00011000
 %00011000
 %00011000
 %00111100
 %00111100
 %00111100
end
 goto main
 
 
frame_2
 
 player0:
 %00000000
 %00100100
 %00011000
 %00011000
 %00011000
 %00111100
 %00111100
 %00111100
end
 goto main
 
 
frame_3 
 player0:   
 %00000000
 %00100100
 %00011000
 %00011000
 %00011000
 %00111100
 %00111100
 %00111100
end
 
main
 b{7}=0
 AUDV0=k : AUDV1=0
 if collision(player0,playfield) && g<70 then k=9 : b{5}=1 : score=score+1 : g=g+1 : pfpixel e f off
 if !collision(player0,playfield) && b{5} then b{5}=1
 if b{5} then k=k-1 : AUDC0=9 : AUDF0=9
 if b{5} && k<1 then k=0 : b{5}=0
 if collision(player0,playfield) && g=70 then g=0 : b{5}=0 : k=0 : b{4}=1 : c=0 : a=0 : b{3}=0 : AUDV0=0
 if b{4} then j=j+1
 
 if b{6} then AUDV0=k : AUDF0=m : AUDC0=4 : n=n+1 
 if n=4 then k=k-1 : n=0 : o=o+1 : p=p+1
 if n=3 then m=m-1 
 if o>5 then k=0
 if o>6 then o=0 : k=15
 if b{6} && m=2 then o=0 : p=0 : k=0 
 if b{6} && m=2 then b{6}=0 : n=0 : c=0 : q{0}=1 
 
 
 b{0}=0 : b{1}=0
 if player0x=17 then b{1}=1
 if player0x=77 then b{1}=1
 if player0x=137 then b{1}=1
 if player0y=16 then b{0}=1 
 if player0y=32 then b{0}=1
 if player0y=48 then b{0}=1 
 if player0y=64 then b{0}=1 
 if player0y=80 then b{0}=1 
 
  COLUP0=26 : scorecolor=$1A
 
 drawscreen
 
 if q{0} then goto pause
 if b{6} then goto anim_death
  
 if !b{4} then a=a+1
 if a>20 then a=0
 if b{4} && j=20 then j=0 : i=i+1 
 if b{4} && i=5 then i=0 : b{4}=0  : AUDV0=0 : goto beginning
 if b{4} && j>10 then pfcolors:
 14
 14
 14
 14
 14
 14
 14
 14
 14
 14
 14
end
 if b{4} && j<9 then pfcolors:
 130
 130
 130
 130
 130
 130
 130
 130
 130
 130
 130
end
 if b{4} then goto main
 
 if joy0fire && !b{6} && !b{5} then k=15 : m=31 : b{6}=1 : c=0 
 
 
 if joy0left && b{0} then c=1 
 if joy0right && b{0} then c=2  
 if joy0up && b{1} then c=3  
 if joy0down && b{1} then c=4 
 
 if b{2} then b{2}=0 else b{2}=1
 if b{2} && c=1 && player0x>17 then player0x=player0x-1 : b{3}=1
 if b{2} && c=2 && player0x<137 then player0x=player0x+1 : b{3}=0
 if b{2} && c=3 && player0y>16 then player0y=player0y-1
 if b{2} && c=4 && player0y<80 then player0y=player0y+1
 
 if b{3} then REFP0=8 else REFP0=0
 
 if b{3} then e=(player0x-17)/4
 if !b{3} then e=(player0x-10)/4
 f=(player0y-1)/8
 
 
 
 goto anim
 
pause
 r=r+1 : player0x=77 : player0y=48
 if r>60 then r=0 : b{7}=1 : q{0}=0 : AUDF0=4 : AUDF1=18 : a=0 : c=1 : goto beginning
 goto anim
 


#4 SIO2 OFFLINE  

SIO2

    Stargunner

  • 1,155 posts
  • Location:Nebraska

Posted Tue Aug 16, 2016 7:57 PM

Let's start here with a better way to post code in these forums: as a source that will compile coupled with a compiled .bin

 

People will probably look at the .bin first to decide if they are interested in the project and then start digging into the code if they like what they see.

 

The request was to have the enemy chase the player. I would probably have the enemy do its own thing and have the player try to avoid the enemy (or enemies if more are added).

 

Attached File  Nuka.bas   7.41KB   30 downloads

Attached File  Nuka.bin   4KB   52 downloads



#5 DanOliver OFFLINE  

DanOliver

    Moonsweeper

  • 333 posts
  • Location:Phoenix AZ

Posted Tue Aug 23, 2016 8:05 AM

Another alternative is to pitch your game idea. I'd always be interested writing code for in an original and great idea. Especially if the game would work on other platforms too. But, beware, pitching game ideas is really difficult. Hard to convey an idea. Storyboards and/or art helps a lot. And a lot of great and original ideas sound terrible when pitched unfortunately. More original the more they sound like they suck.

 

Actual game play is normally developed as the game is written, lots of tweaks. So what I look for in a teammate is great artistic skill, great design taste, and crazy out of the box thinking. Someone who has a dozen ideas how a single game could be done. Then I just try to write the code to whatever pops into their head each day.



#6 SIO2 OFFLINE  

SIO2

    Stargunner

  • 1,155 posts
  • Location:Nebraska

Posted Wed Aug 24, 2016 11:43 AM

@DanOliver: Nice thoughts Dan. A description of what the person hoped or imagined the game could be would be helpful. When I looked at this, my thoughts are, there is a bug looking sprite and a human looking sprite. Which is the good guy? Is the human really a human or some other biped that is taking bug eggs?

Also, with this many escape routes and only one enemy it will be difficult to for the enemy to put pressure on the player unless the enemy is so fast that it is unavoidable and that would not be fun. Plus, both sprites start at the same location which means collision detection needs to be disabled until they are clear of each other. Would be better to have different start locations.

#7 DanOliver OFFLINE  

DanOliver

    Moonsweeper

  • 333 posts
  • Location:Phoenix AZ

Posted Wed Aug 24, 2016 2:51 PM

I think the concept of "which is the good guy" is a very sweet concept, a modern concept. That can transcend the 2600. I wouldn't get too caught up in the implementation too much, or even 2600 limitations. More like designing Pac Man, better to design a great game and scale it to the 2600. Just stay in the ballpark, low res, not too many sprites. There sure have been some low res few sprite indie games in the past 10 years.

 

The other way is to design specifically to the 2600, which is how virtually all were done back in the day. That really has to be done by a programmer who can find a few tech tricks. This can result in very good games, but not classic games. For example few original 2600 games were ported to more powerful systems, or were big hits off the 2600. I can't think of any, hopefully some others can.



#8 enthusi ONLINE  

enthusi

    Dragonstomper

  • 539 posts
  • Location:Potsdam, Germany

Posted Wed Aug 24, 2016 4:05 PM

H.E.R.O. :-)

#9 Papa OFFLINE  

Papa

    Dragonstomper

  • 751 posts

Posted Sat Oct 1, 2016 7:51 AM

I can program.  :-D