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Chainclaw

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  1. You've forgotten to attach them. Oops, looks like I missed a step. For some reason after choosing a file you have to click a few more buttons? I think I fixed it? HoverRacer.zip HoverRacer.zip
  2. I've realized that I'm probably not going to get around to putting any reasonable work into this game for a long time, so here's what I have so far if anyone wants to check it out for any reason. This is a two player top down racing game, with multiple tracks. At the title screen you can press up / down to change what track you race on. What track you select is based on the color of the score. Blue is Track 1 Easy, green is Track 2 Medium, red is Track 3 Hard, pink is Track 4 Random Short Easy, lighter pink is Track 5 Random Long Easy, teal is Track 6 Random Short Hard, and Track 7 is Random Long Hard. Pressing fire begins the race. Most tracks are 3 laps long. The players each move their ship with the joystick. Going off the course over the grass brings your hovercraft to a stop. The higher up you are on the screen, the faster you go, but the tougher it is to see ahead. The score provides a timer of how long your race was, in case you want to do a single player time trial. This game would be best described as "First Playable". I have a proof of concept up, but the game is not fun yet, and is light on features. Here's my TBD list: -Fire button does nothing. I was thinking about using it as a "boost" or power up activator, and potentially littering the track with power ups. -Collision with environment and grinding to a stop isn't fun. The best way to handle this would be to slow the player down slightly, and slide them towards the track. -When in random mode, both players get their own track, and neither player can see the other player to know who is farther ahead. -Interface for track selection is unusable. At the very least the score should display the track number, at the best each track should have a title displayed to the screen. -Track layout and design needs a few passes. Tracks could be made much more fun, and difficulty ramping of tracks from easy / medium / hard could be cleaned up. -Tracks currently need to be individually mirrored. It would be nice to provide the player with tracks that are not mirrored for variety. -Selectable ships and ship colors would be great, even if it is purely cosmetic. -Sound -Music -Lap counter goes up when the starting line loads, lap counter should increase when the player actually crosses the finish line. -Car syncing feels broken, but it is due to the non-smooth movement of cars, moving one "tile" up at a time. -I'm sure there was way more, but I haven't even looked at this code in like a year, unfortunately. Attached is a compiled binary runnable in Stella, and the source.
  3. Dropped the price on some things, $35 for the 5200 bundle, and $40 for the Colecovision bundle.
  4. Hey, I want to clear out some space in my apartment, so I'm getting rid of some of the stuff that is either duplicates, or I never play. I've setup a google spreadsheet for this (it's for sale on multiple forums) https://spreadsheets.google.com/pub?key=0AsdSKeTJ72u7dDZJWnk0VDkyRXU2OVNKZnlEcVBuWnc&hl=en&output=html If you e-mail me at the address in the spreadsheet I will respond faster, but I'll still check up here. Prices do not include shipping, I will not ship internationally. Highlights include: 50 Atari 5200+games+controllers(wonky)+power supply Pac-Man, Defender, Star Raiders, Berzerk, Football, Super Breakout, Qix, Galaxian, Space Invaders (non-working) 50 Colecovision+games+controllers+power supply Smurf Rescue In Gargamel's Castle, Venture, Space Fury, Donkey Kong, Zaxxon, Donkey Kong Junior, Pitfall, Buck Rogers, Mr. Do, Ladybug, Gorf, Keystone Kapers (non-working) 40 Boxed Intellivision games Advanced Dungeons & Dragons, APBA Backgammon, Astrosmash, Boxing, Las Vegas Poker & Blackjack, NHL Hockey, Night Stalker, Sea Battle, Space Armada, Space Battle, Star Strike, Triple Action, Tron Deadly Discs, Tron Maze-A-Tron, Utopia Thanks for looking!
  5. Hey, Visual BB is awesome and I use it all the time, and I finally got around to updating to the latest version. I encountered a bug in VBB and felt I should report it. Every time I access the size of a data using _length, VBB reports it as a warning. Here's a quick example: data tLevel0 %11110000, %11110000, %11110000, %11110000, ... end ... if currentTrack = 0 then worldPY0 = tLevel0_length - 1 I get a warning on that last line, "tLevel0_length is not a valid keyword, known variable, or constant." The code still compiles fine, so it doesn't stop me from working or anything, but it is technically valid. edit: I would also like to point out that the version of VBB I upgraded to (1.0 build 544 from 532) runs much much slower on my netbook.
  6. Thanks, that seems like it might do what I want. I will have to test it when I get a chance to sit down and work on this a little more. My only concern is the 256 array size limit.
  7. tColumn0Level0 is the pointer. This should have the information you're looking for Click Here I read that, and couldn't find what I was looking for. Here is what I want to do: dim currentLevel = a dim selectedLevelIndex = b data tColumn0Level0 some data for the first level end data tColumn0Level1 some data for the second level end if selectedLevelIndex = 0 then currentLevel = tColumn0Level0 if selectedLevelIndex = 1 then currentLevel = tColumn0Level1 rem fill in the playfield with the level data var25 = currentLevel[index] var29 = currentLevel[index+1] var33 = currentLevel[index+2] Is there any way to do something like that?
  8. I am trying to implement a level selection in my current game, and am not quite sure how to do it. I tried making an array like "data tColumn0Level0", and then I wasn't sure how to assign a variable like a pointer to it. I am on my phone, so I did minimal searching but it's really slow to find info
  9. Excellent suggestions, because they would not be that difficult to implement, and would add a bit of depth to the game. The ideas I had for making the game more interesting when I was working on it, were too difficult to do in Batari Basic quickly. I wanted to have one mode where the objects moved around the screen, but I realized that it would be difficult, and take a while to write movement code for the objects that did not make the game frustrating (I wanted to finish this project in less than a day, so how quickly I could add features was important) Maybe I'll do a second pass on this game at some point in the future.
  10. Thanks for kind words, but it's actually not that big of a deal. Like a lot of the homebrew writers here, programming is my day job. This was actually a project meant to be easy and relaxing, my other homebrew game is stalling out a bit.
  11. Any other thoughts on this? It's been half a month.
  12. For older systems, late '70s, early '80s, the 2600 is really easy to collect for in the wild. Colecovision / Intellivision are harder to collect for, but still show up every once in a while. 5200 / 7800 and really tough to find, and Channel F, Vectrex, and a bunch of other systems might show up once every couple years if you are lucky. People are crazy with pricing 2600 stuff in the wild, though. Often times it's pretty cheap because it doesn't move, but you do run into people charging $5 for Combat, or $50 for Pac-Man.
  13. You should be able to find a 32X with no cables for about $5 no problem.
  14. Atari : 2600, 5200, 7800, Lynx, Jaguar Nintendo : NES, SNES, N64, Gamecube, Virtual Boy, Gameboy Micro (games for vegetable green Gameboy to Gameboy Advance), DS Lite (I own some Wii games, but no Wii yet) Sony : Playstation 2, Playstation 3, PSP (and PS1 games because they play on all 3 systems) Sega : Master System, Genesis, Game Gear, 32X, CD, Saturn, Dreamcast Microsoft : Xbox, Xbox 360 NEC : PC Engine, Turbo Grafx 16, PC Engine CD / Turbo CD (although I'm missing a power supply for the CD) SNK : NEO-GEO MVS, NEO-GEO Pocket (I have a couple AES games, but no system yet) Misc : Colecovision, Channel F, 3DO, Wonderswan Color, Odyssey 2, Tapwave Zodiac (Intellivision games, but no INT yet) Most of my collection is US release titles, but I have about 60 Japanese releases, and one Euro release so far. My goal for new systems for next year are an Atomiswave motherboard, at least one CPS-2 title, the Nintendo 64 DD, and maybe a Turbo Duo or Sharp Twin Famicom. A Vectrex is on my list, but I would not want to risk ordering one over the internet, I can imagine the shipping destroying it. I'll pick up an Intellivision or NEO-GEO AES if they show up cheap on Craigslist.
  15. I don't have a lot of 2600 games yet, here is all I have so far: I recently sorted them by style, and then alphabetically, and I'm really liking how they look lined up now. Under the supercharger, on the left, are 7800 games, and on the right are Coleco games. The 5200 and Jaguar games are on another shelf, but those aren't 2600. I know this isn't all 2600 games, but I didn't feel like cropping the picture.
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