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Lillapojkenpåön

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Dragonstomper

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  1. Hello there! I somehow just won a category we where both nominated in, just wanted to say that I was 100% sure you would win, this is a beautiful game, I know the making levels part probably isn't something you're looking forward to, me neither, let's suffer through this together, keep going!!
  2. Thanks James! Yes after dying, when you push the button everything fades to black in an attempt to hide the over cycling that happens when I scroll in the level again (to repair broken playfield blocks) as fast as possible. I was hoping I would get away with it since I sync up before I fade in again, but I was pretty sure there would be problems with upscalers and such. No biggie, I'll make sure to stay bellow 262 even when the screen is just black 👍 Thanks!! Glad you like it!
  3. Thanks, nice to know it works on something 🙂 Yes the Bubble Bobble inspired screen transition isn't necessary, but then again.. what is? 🤷‍♂️ It's the only exciting thing from my point of view so I'm not removing it 😁 I just have to unroll a loop if it over cycles. Thwomp spikes!! so obvious that I didn't think of it, thanks!
  4. Okidoki 🧡 I added support for scrolling nusiz copies on and off the screen, but I would really like to know that it's not over cycling on real hardware before I start making levels, so if anyone wants to volunteer for a test that would be nice bandicam 2024-01-14 17-17-20-183.mp4
  5. It kinda is an NTSC version, PAL60 means NTSC frame rate (60) but the colors are adjusted for a PAL TV, only some rare tube PAL TV's should have a problem handling it, there should just be a small difference in color playing this on a PAL or NTSC console, like that 👇 To simplify it.. on the left Stella emulates how the color value $04 looks on a PAL console/TV and on the right it emulates $04 on a NTSC console/TV, When you change "PAL60" in the filename to NTSC you're not converting the ROM, Stella just looks for those strings in the filename and starts up in that mode, you can use Shift Ctrl + F to switch between the modes instead. That's not good, I can't tell if that's the game or the titlescreen? Did you try pressing the button on the joystick to start the game? If the titlescreen looks the same than you probably have one of the unfortunate PAL TV's I mentioned, which would be great news for me 😄 Otherwise I hope I just put too much stuff in vblank 😬 But I would really like to know more
  6. Thanks! I just wanted to play around with coyote time and jumbuffering (this game has both btw) and I used an old little project as a starting template, and it allready had the pfpixel off function, so I quickly had a walljumping box that removed blocks, and I liked it 🤷‍♂️ This is the bB DPC+ kernel, but since I'm not coloring stuff every scanline, I think you could create a very similar looking kernel without the help of the ARM, the bB standard kernel couldn't do it but maybe the multisprite kernel. Thanks for trying it! lol, good job demolishing the entire DEMO text 😄 Yeah everything is set up to just add levels, I really like it myself, which is a new feeling, so I'll continue making levels after a quick little burnout recovery.
  7. Block breaking walljumps, wallsliding, doublejumps, in game music, portals, spikes and a button, 20 days of intense hyper fixation 😵 CONTROLS: Press against wall to wallslide (You can only wallslide while moving downwards) Jump while doing a wallslide to do a block breaking walljump You have one doublejump, touch ground or a wall to be able to doublejump again. Consider playing with a master system or genesis controller. 👇 Play demo in browser 👆 new Button (Prototype) (PAL60) (unl) [f1].bas.bin(also works on NTSC consoles) old Button 2023-12-31 PAL60.bas.bin Button 2023-12-31 PAL60_nomusic.bas.bin Music in first demo: TIA version of John Carpenter's "Bomb the bass", created by Glafouk Music in new demo: Original track by Glafouk
  8. Thanks for playing! Sorry I missed it live. I made the proto really fast, and just spacing the walls vertically based on the horisontal distance between the previous and next hole so there's enough time to get to the opening was hard, so introducing speedup of both the walls and player would be a challenge for my peabrain, but it would be the next step. I can't change the pattern of the stars, but I did find some constellations and was gonna make a star travel between the stars to highlight them, but I remembered that on some consoles the star pattern is different so it would make no sense, and I turned it into a shooting star instead. Because I thought it wouldn't look like a horizon if it wasn't in the center, but looking at juno first and beamrider you are correct, it would be better and still look good. Thanks, sorry.
  9. Thanks, You couldn't stop as fast with left/left as with left/button, what's wrong with the button? 🙂 Thanks Karl, the whole point of the proto was the precision joystick button combo, but I might change it to a paddle game after all. Maybe you kept pressing a direction when pushing the button, I don't think I handle that case. Thanks!
  10. A minimal vector inspired endless pseudo-3D experiment https://lonewolf-programmer.itch.io/walls-of-nibiru A quick proto I made a year ago, and I found it pretty cool when I just tried it. Would love to see some comments on my first itch upload 🙂 Walls of Nibiru 22-10-11.bas.bin PLAY IN BROWSER
  11. Is there a way to make IntyColor output the cards like this BITMAP ".......#" BITMAP ".......#" BITMAP ".......#" BITMAP "########" BITMAP "...#...#" BITMAP "...#...#" BITMAP "...#...#" BITMAP "########" Instead of one big value?
  12. Maybe there allready is a known workaround? but I would do this in batari Basic asm distance = 66 bytesInColumn = 2 increments = 1 scrollIn = 64 skipBytes = 0 end const distance = distance const bytesInColumn = bytesInColumn const increments = increments const scrollIn = scrollIn const skipBytes = skipBytes Would that work in intybasic?
  13. Thanks for the help! I get it now that you spelled it out for me, I think I also just realised why it can only handle speeds bellow 4 instead of upto 7 it's because the scrolling and backtab doesn't get updated until the next frame, so there's a one frame delay with the background collission detection, you're allway comparing against the previous frame, not the one that's about to be drawn so if speed is 4, and you are 4 pixels into a solid tile, collision detection checks backtab (that is not updated yet) and you are still next to the tile and good to go, and the next frame you move another 4 pixels, it detects a collision, but now you have moved 8 pixels so the first three bits of playerX has rolled over so you align to the solid tile column, atleast that sounds like a reasonable explanation. So I need to check collisions before moving/scrolling, not after.
  14. Exactamento, right() and alignLeft(), left() and alignRight() are commented out if you want to check them instead #temp16 = alignLeft '#temp16 = alignRight temp4 = right * 8 + PF_DIFF 'temp4 = left * 8 + PF_DIFF Had to convert the last one back from column to pixels to display it as a sprite
  15. Ok, so this is the only thing that's wrong.. DEF FN left = (((((#playerX AND $FF00) - $0800) - (fineScrollX *256)) / TILE_WIDTH) / 256) DEF FN right = ((((((#playerX AND $FF00) - $0800) - (fineScrollX *256)) + $0700) / TILE_WIDTH) / 256) It returns the correct columns aslong as fineScrollX is 0, but as soon as you scroll it's wrong, and it was only a coincidence that it would still catch the overlap sometimes. The red box shows the column the white sprites rightmost pixel overlaps (the value from the right function above). The green box is the column you would be moved to if the tile in the red box was a solid stone tile. bandicam 2023-05-04 02-02-29-340.mp4 The red box hides behind the white player box as soon as you start scrolling. Considering the green box (alignLeft()) works no matter what, it should be possible to figure out what needs to change, just not for me... ☹️ climb4.bas
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