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Plague (Atari 2600)

homebrew

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#1 MemberAtarian OFFLINE  

MemberAtarian

    Space Invader

  • 36 posts

Posted Fri Jan 12, 2018 2:00 AM

Just started experimenting with Batari Basic a few days ago, just made a stupid little game with a cat protecting a giant cheese from mice (https://www.youtube...._id=ThV41Ur_ltA), but now I started a bigger project, working on it nearly in my whole freetime. :)

 

2018.01.15. Update:

New rooms, objects and the cave. :)

 

 

2018.01.14. Update:

 

This is the state I'm right now. Unfortunately I had to remove a lot of ideas (mostly collectible items) because I just had ran out of variables. Of course there are var0-var8 besides a-z, but they are part of the playfield, so after I redraw the playfield, they are set as the playfield is set at that. This would make these variables only usable inside of the room, but I mostly need counters and these varx-es can only have 0 or 1 as a value.

 

The other thing I don't know how to solve right now is making you jump across the pf above if there is only one block in your way, so two or more blocks should punch you back. The problem with this is that you cannot place two pfread commands in one f statement, even if you create two values for the pfreads and compare only the values.

 

The third thing is I used the p1 for the doctor because the kernel settings I done removes the missile0 (I will have to use it in the last battle) and the multispite kernel only works for p1 sprites, so the stages look a bit hollow, I know.

 

 

You are the famous and misanderstood plague doctor of the middle ages, collecting herbs and at the end, duel a battle with Death itself. (That will be the only part of the game where you can use the projectile). A still have to manage scrolling the screen and putting there the other objects. :)

 

Gameplay: 

Attached Thumbnails

  • 000.png
  • 001.png

Attached Files


Edited by MemberAtarian, Mon Jan 15, 2018 1:59 PM.


#2 Keatah OFFLINE  

Keatah

    Quadrunner

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Posted Fri Jan 12, 2018 2:36 AM

dark..



#3 xybot67 OFFLINE  

xybot67

    Chopper Commander

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Posted Fri Jan 12, 2018 7:42 AM

I really like the atmosphere you are creating. Can't wait to see where you take this.



#4 MemberAtarian OFFLINE  

MemberAtarian

    Space Invader

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  • 36 posts

Posted Fri Jan 12, 2018 7:51 AM

I gave up on horizontal scrolling, it's too much of pain, but started doing the rooms with objects. :) There will be a lot of NUSIZ0 XD (I use p1 for the doctor)



#5 TrekMD OFFLINE  

TrekMD

    River Patroller

  • 3,354 posts
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Posted Fri Jan 12, 2018 7:59 AM

I like how this looks. 



#6 atari2600land OFFLINE  

atari2600land

    Waffles:

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Posted Fri Jan 12, 2018 8:03 AM

It needs color. What you have now would be good if the switch was set to b&w.



#7 StanJr OFFLINE  

StanJr

    Web-slinger

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Posted Fri Jan 12, 2018 8:52 AM

For horizontal scrolling check out The Gizzle Wap and the Blizzard of Firn in the Bb forum.  MountainKing has a really nice, smooth horizontal scroll going on in that game.  Maybe he can help.

 

Love the subject matter of the game, very unique.



#8 SpiceWare OFFLINE  

SpiceWare

    Draconian

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  • Medieval Mayhem
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Posted Fri Jan 12, 2018 9:14 AM

Nice! Definitely the appropriate color palette for the subject matter.



#9 Greenfuzz OFFLINE  

Greenfuzz

    Space Invader

  • 38 posts

Posted Fri Jan 12, 2018 10:28 AM

Looks GREAT. Please keep us posted.



#10 Jinroh OFFLINE  

Jinroh

    Dragonstomper

  • 621 posts
  • Catgirl Maid Lover

Posted Fri Jan 12, 2018 12:29 PM

Rad very cool shadowy minimalism. :D Loving it so far.

 

Jumping physics, animation, and collision look on point too. :)



#11 SPIKE OFFLINE  

SPIKE

    Star Raider

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Posted Sat Jan 13, 2018 3:28 AM

PLAGUE looks really interesting.

 

can't wait to see the finished version!

 



#12 MemberAtarian OFFLINE  

MemberAtarian

    Space Invader

  • Topic Starter
  • 36 posts

Posted Sun Jan 14, 2018 8:28 AM

Hi guys,

 

This is the state I'm right now. Unfortunately I had to remove a lot of ideas (mostly collectible items) because I just had ran out of variables. Of course there are var0-var8 besides a-z, but they are part of the playfield, so after I redraw the playfield, they are set as the playfield is set at that. This would make these variables only usable inside of the room, but I mostly need counters and these varx-es can only have 0 or 1 as a value.

 

The other thing I don't know how to solve right now is making you jump across the pf above if there is only one block in your way, so two or more blocks should punch you back. The problem with this is that you cannot place two pfread commands in one f statement, even if you create two values for the pfreads and compare only the values.

 

The third thing is I used the p1 for the doctor because the kernel settings I done removes the missile0 (I will have to use it in the last battle) and the multispite kernel only works for p1 sprites, so the stages look a bit hollow, I know.

Attached Files


Edited by MemberAtarian, Sun Jan 14, 2018 8:28 AM.


#13 MemberAtarian OFFLINE  

MemberAtarian

    Space Invader

  • Topic Starter
  • 36 posts

Posted Mon Jan 15, 2018 1:57 PM

https://www.youtube....bed/5QZ-LYJNbtQ

 

Another progress. :) Many errors corrected and other rooms, like the cave added. :)

Attached Files


Edited by MemberAtarian, Mon Jan 15, 2018 1:59 PM.


#14 Greenfuzz OFFLINE  

Greenfuzz

    Space Invader

  • 38 posts

Posted Mon Jan 15, 2018 2:13 PM

Man...looks fantastic...with unique and difficult jumps and very impressive sprites. I also love the NO HOPE and NO CURE messages...

 

I don't understand the cave section, however.



#15 MemberAtarian OFFLINE  

MemberAtarian

    Space Invader

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  • 36 posts

Posted Mon Jan 15, 2018 2:36 PM

Man...looks fantastic...with unique and difficult jumps and very impressive sprites. I also love the NO HOPE and NO CURE messages...

 

I don't understand the cave section, however.

There will be only this tree cave section. :) The first has really no hard part, you only have to jump across. The second had floating platforms, so you have to guess jumps. The third has that annoying "bridge fall" and a little trick at the end. I know it's only easy for me because I know the layout. :) Score works as continue here, but if you waste too much, you can't create enough medicine.
Messages are important part of this game. :)



#16 TrekMD OFFLINE  

TrekMD

    River Patroller

  • 3,354 posts
  • Location:Coral Gables, FL

Posted Mon Jan 15, 2018 4:06 PM

I like what I'm seeing so far.  :)



#17 Gibstov OFFLINE  

Gibstov

    Combat Commando

  • 8 posts

Posted Yesterday, 9:17 AM

This game looks pretty cool.



#18 Swami OFFLINE  

Swami

    Stargunner

  • 1,080 posts
  • Location:Twin Cities, MN

Posted Yesterday, 7:47 PM

The creature on the front screen looks familiar. My first thought was Dark Crystal, but I think it is closer to something else, maybe animated, but not sure. What was your inspiration?



#19 StanJr OFFLINE  

StanJr

    Web-slinger

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Posted Yesterday, 8:27 PM

That's a standard plague doctor's mask circa 14c.

 

But it also looks a lot like Spy vs. Spy

Attached Thumbnails

  • Spy-vs-Spy.png


#20 Swami OFFLINE  

Swami

    Stargunner

  • 1,080 posts
  • Location:Twin Cities, MN

Posted Yesterday, 10:09 PM

That's a standard plague doctor's mask circa 14c.

 

But it also looks a lot like Spy vs. Spy

 

It was the plague doctors mask. Still can't remember where, but it was something like this:

cccc7f00dfdb668bdb0cec23e1fd19dc--plague



#21 RamrodHare OFFLINE  

RamrodHare

    Dragonstomper

  • 534 posts
  • Lost in Time.
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Posted Today, 5:17 AM

I'll be keeping an eye on this. It looks cool so far. :thumbsup:







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