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New Game: Air Hockey

new game air hockey development

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#1 8-bit_d-boy OFFLINE  

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Posted Tue Jul 25, 2017 4:55 PM

Hey, since I've already posted asking for help with this, I thought I may as well introduce my project: 

 

Air Hockey

 

Which may be usurped by RealSports Air Hockey once the Intellivision releases its contender to Air Hockey, and finally Super Air Hockey with it's at-table perspective and red label when the Atari 2600 gets re-released as the Atari Jr.

Only Kidding.

 

Move your paddles in not one--but TWO distinct directions!

Hold fire to move TWICE AS FAST!

Hit reset to reset the game when YOUR FRIEND STARTS TO BEAT YOU!

Realize it's still just a work in progress when THE PUCK STARTS TO CLIP WITH THE PADDLE!

Here's a screenshot of it so far: 

airhockey.bas

 

Still a work in progress, here's the ROM so far:

Attached Files


Edited by 8-bit_d-boy, Wed Jul 26, 2017 9:25 PM.


#2 kdgarris OFFLINE  

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Posted Tue Jul 25, 2017 4:58 PM

Looks great! I'm looking forward to seeing how it develops. :)

#3 8-bit_d-boy OFFLINE  

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Posted Tue Jul 25, 2017 5:04 PM

Thanks! Me too.



#4 Keatah OFFLINE  

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Posted Tue Jul 25, 2017 5:39 PM

What emulator was used to make the screenshot?



#5 8-bit_d-boy OFFLINE  

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Posted Tue Jul 25, 2017 6:24 PM

Stella with the S-Video TV mode setting with scanline intensity at 42 and interpolation on, found under "Video Settings" in the menu.


Edited by 8-bit_d-boy, Tue Jul 25, 2017 6:24 PM.


#6 Keatah OFFLINE  

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Posted Tue Jul 25, 2017 6:30 PM

What version of stella? Never mind, the PNG header says 3.7.2

 

I would humbly suggest testing it in 5.0.1 because there are significant changes between old and new Stella. Significant as in a complete remake of the TIA.

 

In fact, the game looks normal on old stella. But on new stella, the score is cut-off at the bottom. And new stella emulates the hardware better than ever.


Edited by Keatah, Tue Jul 25, 2017 6:38 PM.


#7 TheMajorHavoc OFFLINE  

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Posted Tue Jul 25, 2017 6:36 PM

     :thumbsup: The ball clipping was a crazy surprise :thumbsup:



#8 StanJr OFFLINE  

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Posted Tue Jul 25, 2017 9:08 PM

This is stupid amounts of fun.  With a game this straightforward do you have room for some whistles and bells and other fancy bits?  Pele had fireworks after all...



#9 8-bit_d-boy OFFLINE  

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Posted Tue Jul 25, 2017 9:54 PM

     :thumbsup: The ball clipping was a crazy surprise :thumbsup:

Yeah, collision is not finished yet, lol.

 

 

This is stupid amounts of fun.  With a game this straightforward do you have room for some whistles and bells and other fancy bits?  Pele had fireworks after all...

Thanks!

I wanted the win screen to cycle thru the luminances of the win color at 1 color per second, but it's not working for some reason, I can post the code if you're interested.

I also plan on making a more robust deflection system so the ball collides and bounces off the paddles more realistically, as if it's colliding with a circle, and not just reversing direction + paddle momentum.
In addition to that, I want to add pausing with either the BW-Color switch or game select and left-handed controls selected by the difficulty switches.

 

What version of stella? Never mind, the PNG header says 3.7.2

 

I would humbly suggest testing it in 5.0.1 because there are significant changes between old and new Stella. Significant as in a complete remake of the TIA.

 

In fact, the game looks normal on old stella. But on new stella, the score is cut-off at the bottom. And new stella emulates the hardware better than ever.

I'll have to check it out! 

Checked it out, Updated accordingly.

Attached Files


Edited by 8-bit_d-boy, Tue Jul 25, 2017 10:35 PM.


#10 8-bit_d-boy OFFLINE  

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Posted Tue Jul 25, 2017 9:55 PM

Currently working on new collision and deflection system.

Anyone have pointers to not only prevent collision, but also have the ball deflect in different directions, dependent upon where the ball collides with the paddle and doing so efficiently?

Thanks in advance.


Edited by 8-bit_d-boy, Wed Jul 26, 2017 9:20 PM.


#11 Random Terrain OFFLINE  

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Posted Thu Jul 27, 2017 1:35 AM

Currently working on new collision and deflection system.

Anyone have pointers to not only prevent collision, but also have the ball deflect in different directions, dependent upon where the ball collides with the paddle and doing so efficiently?

Thanks in advance.

 

There might be something here:

 

atariage.com/forums/topic/211497-chipoff-breakout-style-example-program/



#12 AtariLeaf OFFLINE  

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Posted Thu Jul 27, 2017 5:07 AM

Posting here to keep an eye on the thread. Looks interesting and you had me at "hockey" :D



#13 8-bit_d-boy OFFLINE  

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Posted Thu Jul 27, 2017 10:02 AM

Thanks! Looking over it now.

 

 

Posting here to keep an eye on the thread. Looks interesting and you had me at "hockey" :D

Does it count if it's Air Hockey? :P



#14 accousticguitar OFFLINE  

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Posted Thu Jul 27, 2017 10:34 AM

Looking forward to this one. :thumbsup:

#15 sramirez2008 OFFLINE  

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Posted Thu Jul 27, 2017 11:00 AM

I love air hockey...great concept. :thumbsup:   Will keep on eye this too.



#16 AtariLeaf OFFLINE  

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Posted Thu Jul 27, 2017 3:34 PM

Yea air hockey is a great idea for the 2600. Also another hockey game in general is a great idea, maybe even for the 7800. Unfortunately I think the Atari fan/hockey fan is a small blip on the venn diagram



#17 8-bit_d-boy OFFLINE  

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Posted Thu Jul 27, 2017 4:51 PM

Yea air hockey is a great idea for the 2600. Also another hockey game in general is a great idea, maybe even for the 7800. Unfortunately I think the Atari fan/hockey fan is a small blip on the venn diagram

I think if a hockey game was to be done on the Atari, it would have to use vertical scrolling. It'd be cool to do it in a Super Football style with a sort of 3/4ths overhead perspective.

 

I've also been thinking of making a Foosball game.



#18 hizzy ONLINE  

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Posted Thu Jul 27, 2017 5:40 PM

Really nice! I'll be following this for sure! :)



#19 Neuronic OFFLINE  

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Posted Thu Jul 27, 2017 6:00 PM

Simple but fun! The essence of a good 2 player Atari game!



#20 8-bit_d-boy OFFLINE  

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Posted Thu Jul 27, 2017 9:25 PM

So I've been refactoring the movement and collision code to better be able to do the kind of deflection I want, but I'm running into some problems with the ball sticking into the playfield/players with it. Could someone take a look at my code and help me figure out what's wrong?

Attached Files



#21 Neuronic OFFLINE  

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Posted Fri Jul 28, 2017 7:54 AM

So I've been refactoring the movement and collision code to better be able to do the kind of deflection I want, but I'm running into some problems with the ball sticking into the playfield/players with it. Could someone take a look at my code and help me figure out what's wrong?

Just a quick look & thought, I may be missing something...

 

The line that reads

 

if bally > player0y || bally < player0y + 2 then goto _skip_to_p0_y_reflect

 

is this really an "or", should it be a "and"? (line 283)



#22 8-bit_d-boy OFFLINE  

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Posted Fri Jul 28, 2017 11:20 AM

Just a quick look & thought, I may be missing something...

 

The line that reads

 

if bally > player0y || bally < player0y + 2 then goto _skip_to_p0_y_reflect

 

is this really an "or", should it be a "and"? (line 283)

That part acually gets skipped, due to the "goto _new_col" line above it.



#23 Random Terrain OFFLINE  

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Posted Fri Jul 28, 2017 11:51 PM

So I've been refactoring the movement and collision code to better be able to do the kind of deflection I want, but I'm running into some problems with the ball sticking into the playfield/players with it. Could someone take a look at my code and help me figure out what's wrong?

 
It won't compile for me. I noticed that you weren't using def correctly. Check out the note here:

 

randomterrain.com/atari-2600-memories-batari-basic-commands.html#def

 

After removing the spaces, it still won't compile, but at least I get an error message this time:

 

--- Unresolved Symbol List
xboolean                 0000 ????         (R )
boolean                  0000 ????         (R )

 

 



#24 RamrodHare OFFLINE  

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Posted Sat Jul 29, 2017 1:44 AM

This looks awesome. I'll be keeping an eye on it too. :-D



#25 8-bit_d-boy OFFLINE  

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Posted Sat Jul 29, 2017 2:49 PM

 
It won't compile for me. I noticed that you weren't using def correctly. Check out the note here:

 

randomterrain.com/atari-2600-memories-batari-basic-commands.html#def

 

After removing the spaces, it still won't compile, but at least I get an error message this time:

 

--- Unresolved Symbol List
xboolean                 0000 ????         (R )
boolean                  0000 ????         (R )

 

 

Strange, it compiles for me with spaces, although I'm still using the older BB, I think. Not 100% sure.
Anyway, here's the latest source and binary:

 

EDIT:

Well I just figured out why the ball was getting stuck on the walls(I think(so far)), I just had to remove the minus signs from the lines that said:

bvx = -bvx + p1_x + p1_x
bvy = -bvy + p1_y + p1_y

Forgot about those.

 

EDIT 2:

Also just realized  that the ball ricochets off of the blue paddle, but clips through red.

 

EDIT 3:

Also also just realized that the ball only ricochets off EITHER paddle on the left, but clips through on the right.

 

EDIT 4:

Got that kinda fixed, ball still clips through red paddle if blue serves it straight left and red doesn't move. STILL can't figure out why. Updated source and binary.

Attached Files


Edited by 8-bit_d-boy, Sat Jul 29, 2017 8:01 PM.






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