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dalves

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  1. It's been a while since I've been here. I've decided to try to update some of my older game ideas and make them into something that offers a lot more playability. I've been doing a lot with sprites and on screen locations to make things happen. I'm aware there is a way to use BACKTAB locations as substitutes for more sprite. I was wondering if anyone knows a good existing .bas file that uses this method that I could research? I think if I could see how this is written, it would help a lot in implementing this into my own games.
  2. Thanks for the help. Before knowing this I spent a lot of time moving the code around. Sometimes I would get lucky and it would work. Other times I'd still have trouble. These methods will help a ton. Thanks again.
  3. It works on my desktop running Windows XP. So I assume I need to add either an updated version of Visual C++ or .NET Framework to my laptop.
  4. Hi, I was just wondering if there are any specific OS requirements for this GUI? I tested it on my Windows 10 machine and it seems to work fine. I put it on my laptop which is still Windows XP, and it won't launch. I get the generic old Windows Crash Error. Just wondering if there may be some other software I may need to get it to launch on XP?
  5. I have been trying to figure out what I am doing wrong on my own, and it seems when I think I figured it out, I don't. I've been having random problems in games with collision detection. The problem is the collision detection seems to double the value of what I want it to do. whether If shooting a target should give you 10 points, it gives you 20. If being hit by a target should take away a life, it takes away two. Below is an example from a game I'm currently working on. This is within the main game loop. The line with "COL3 AND HIT_SPRITE1" calculates the FRTCNT and #SCORE values correctly. However the "IF COL6 AND HIT_SPRITE1" line doubles up the lost of HLTH value each time. SPRITE 0, BSKX+HIT+VISIBLE+ZOOMX2, 80+ZOOMY2, SPR00 + SPR_TAN SPRITE 1, BSKX+HIT+VISIBLE+ZOOMX2, 80+ZOOMY2, SPR01 + SPR_BROWN IF FRTY>79 THEN TOGGLESPRITEHIT(1) WAIT IF COL4 AND HIT_SPRITE3 THEN #FRTCLR=SPR_BROWN:BDFRT=1 IF COL5 AND HIT_SPRITE3 THEN #FRTCLR=SPR_BROWN:BDFRT=1 IF COL3 AND HIT_SPRITE6 THEN GOSUB WORMRESET IF COL3 AND HIT_SPRITE1 AND BDFRT=0 THEN FRTCNT=FRTCNT+1:#SCORE=#SCORE+10:GOSUB FRUITRESET:GOSUB UPDATE IF COL6 AND HIT_SPRITE1 THEN FRTCNT=0:HLTH=HLTH-1:GOSUB WORMRESET:GOSUB UPDATE
  6. Thanks mmarrero, I will check that out. Here's my current version of Pressure Cooker. It is playable, but I still have some bugs to work out along with the speed of the game. The link below is for the Atari 2600 manual for anyone not familiar with the game. Use the top button to throw back any wrong veggies, or to drop a completed burger into the wrapping slot. https://atariage.com/manual_html_page.php?SoftwareLabelID=375 PRESCOOK5.rom
  7. I'll have to give that a try. Still a lot I need to learn... My Pressure Cooker game is taking shape. My code is still basically a million "IF" statements, but I feel I'm making some progress. I want to start adding some sound effects. Does anyone know of some good examples that show different ways to work with SOUND to create different effects. I was looking for something that may show a few ways to incorporate the noise channel to get different results?
  8. Thanks for the help and information. My problem with MUSIC JUMP was I was apparently trying to do it while having the Intro music and Loop music set up as 2 songs. Using it with them as one song works fine. I may try doing them as a 2 song setup as the Loop music needs to be lower in volume than the Intro.
  9. A quick question. I am making a version of Activision's Pressure Cooker for Intellivision. There is intro music that plays when the game starts, and then there is background music that loops during gameplay. I was reading in the documentation about the different MUSIC options. I thought the MUSIC JUMP option may be what I need, but was having trouble getting it to work. Any insight would be appreciated. I was going to post a ROM of the game so far, but I'd like to get a few more of the bugs worked out. I think some of them may be caused but not using WAIT correctly, but I'll have to see.
  10. Thanks. I was thinking it had to be related to it being something in the OS (SP2). I will have to find a way to connect the laptop to the internet and upgrade to SP3.
  11. Thanks DZ. I added the DIM statements and everything is good. I'll have to get into the habit. I was wondering if there are any minimum requirements for running the new 1.2.2 version. I have an old beater desktop running Windows XP (SP3) and 1.2.2 works perfect on it. My laptop recently died and I was trying to use an old one that is also Windows XP but (SP2). I installed Visual C++ 2008. When using INTYBUILD it says "as1600" has crashed. If I close out of the error, it finishes. If I use INTYRUN to launch the ROM, "jzintv" crashes. My guess is something on the old laptop is out of date, but not sure what in particular is causing the crashes.
  12. I've recently downloaded the Windows version of 1.2.2. If I edit an existing game and then use INTYBUILD to compile it, everything works fine. However I created a new game with INTYNEW and when I set up my variables the way I always had, I am not able to compile because I get errors. it says "Error:variable not defined previously". I'm wondering if I have to do something different in this build to define the variables I want to use? I should have added better description earlier. I usually put my games variables at the beginning of my code before I even do my title screen. It is right after the INCLUDE Constants. I was going to try to roll back to a previous version of IntyBasic SDK and see if that works. Just weird that the same code when created on an earlier version worked, but using the same code after creating a new game with INTYNEW in the 1.2.2 gives me this error. VARIABLES: #BAR=304 B=0 T=1 #SCORE=0 #LIVES=5
  13. As always, you guys are fantastic. Thank you so much for the information. I will have a few things to try. The game I'm working on has some potential I think, but when I first created it, I was learning how to do different things and might have added too much to it. I figured I'd try slimming the game down a bit and see if that makes for better game play.
  14. It's been a while since I've worked on any of my games. I am starting to get back into programming them and trying to make my code more efficient. I was wondering if it is possible to use a variable in a PRINT command for the GROM image to be used? I was thinking this may help keep my file sizes smaller if I didn't have to use a new PRINT line to change the GROM image at a specific location. I also was wondering if I could use DATA to store GROM values for the same general purpose?
  15. Thanks again for the help. I was able to use the composite palette and jzintv looks great again.
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