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"The dude" - new WIP beatemup game developed in cc65


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Hi all,

 

i have started wokring on a new atari 8 bit game called "The Dude".

it is a beat-em-up type of game. remind of double dragon / target renegade

 

The game will be entirely developed in c laungage (cc65) and will have bits of asm code (as needed, for rmt for example).

 

Attached an image of 2 characters i have been working on "The Dude" and one of the enemies.

 

and also and xex to show the frames movement of the two

 

 

Does anyone wants to join my project?

 

let me know.

 

 

post-61514-0-16659000-1557071988.png

beatemup.xex

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you mean something like 2 players playing this game in network?

 

that would be very ambitious.

 

let's start by having 1 player that beat the crap out of the bad guys :)

 

having only 4 PMGs and 4 Missiles and each PMG is 8 pixel wide only is one heck of restriction that makes it difficult developing this game

 

still looking for gurus who are looking to join this ambitious project....

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Hello Yaron

 

Yes, that's what I'd like. A multiplayer game in a network with nice graphics. It doesn't have to be this game, but.... all your bad guys need to displayed somehow. These bad guys are controlled by the computer. But what if the bad guys (that don't have to be bad guys in a different game) would be controlled by other players via the network?

 

Sincerely

 

Mathy

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Battle of the bad dudes, instead of computer AI, the dudes are all move by the networked jostick inputs and the hits etc count and score as usual and sent down the line. Something to do before during or after development of your main game is how I'd take the idea, perhaps even a selection from the main menu or a stand alone version. Sounds like fun... eventually it could more than likely be made dragon/dracary connected, sounds good

Edited by _The Doctor__
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Problem is, the game has to be built from the ground up to use networking. Mainly it really complicates DLIs. It's something veterans have trouble with, certainly not a feature for your first game. 2 players with 2 joysticks on one screen will be more than enough. And more than this bunch deserves :-D

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Problem is, the game has to be built from the ground up to use networking. Mainly it really complicates DLIs. It's something veterans have trouble with, certainly not a feature for your first game. 2 players with 2 joysticks on one screen will be more than enough. And more than this bunch deserves :-D

HEY! :)

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here is a question i have been strugling with in this development.

 

the dude is 8 pixel wide combined from 2 players with a 3rd color.

 

i have an issue figuring how this dude can punch or kick.

the walk frames are easily fit the 8 pixel wide.

but punch and kick are not.

 

any good ideas? tricks?

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If i understand this correctly, it seems popeye punch uses the trick i was thinking about but just didn't know how to implement it with my dude character as he is very detailed.

 

it seems they used 2 players, where player 1 is normal size and player 2 is doubled size.

 

I see that popeye is 3 colors. so i guess he is combined out of 2 players with a 3rd color although the overlap 3rd color doesn't seem right in his character.

 

perhaps they are using differnt trick here?

post-61514-0-79712700-1557352249.png

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Problem with this type of character (very detailed) the pre-shifting will take a lot of memory consumption

I can create the dude using mode E and when he punches he will be 4 bytes (each byte is 4 pixel wide) so he will be 16 bytes wide times 42 for height ....

and if he walked and jumps that adds more frames into place .... I am afraid it will take a lot of memory

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I don't think Yaron is interested at the moment but with the upcoming 8bit-Unity it is possible to make crossplatform (A8, Apple II, C64) multiplayer online games using C language.

 

Wow, speaking of ambitious....seems kind of unlikely, but you never know I guess.

 

*edit*

Oh, I see, at first I thought it was like unity 3D world engine. Still seems kind of ambitious but he did do that racing game. Will check this out.

Edited by danwinslow
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I would go for soft sprites. Double dragon type game doesn't really have to 1 frame refresh.

You can then use PMG as underlay for adding more color, the way International karate does it.

The degree of details would need software sprites. The way it is done yet, we might not see any background in the game.

PMG used as in IK means to still have no background graphics.

It could be more pleasuring the eyes , if the "sprites" or better "moving objects" , get a common color, while the background gets more distinguished by PM underlay, giving some depth, walls, Windows , or just some items in the background. The "moving objects" seem not to have the "Sprite" feature, to move freely over any background though. PMg in the background is changing the situation.

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As it seems usual to people to misunderstand what it is about, here a quick example:

 

 

 

The "fighters" were build on 32 byte wide Mode E.

 

The "Skyline" is build using PMg .

 

 

 

post-2756-0-83085700-1557661599.png

 

I added some DLIs for the background enhancement.

The Skyline can be scrolled to the left an the right, by setting the 8 PMg x position registers. They also suggest a full horizontal screen usage.

Hint: Background color is white ;)

 

The moving objects in Front can have any size, no bit handling needed to avoid color clashing.

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