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haroldoop

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About haroldoop

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    Chopper Commander
  • Birthday 09/10/1979

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    Male
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    Brazil

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  1. Pretty nice idea! Did something actually come out of the concept?
  2. This is a food-themed shoot-em-up for the Sega Master System, originally made for the SMSPower 2022 Competition. It is heavily inspired by MegaMania Github Repo: https://github.com/haroldo-ok/food-fighter Page on SMS Power:https://www.smspower.org/forums/18954-CodingCompetition2022FoodFighterByHaroldoop FoodFighter-SMS-0.2.zip
  3. If everything fails, you could always develop from a browser: https://8bitworkshop.com/
  4. This is a competitive four player game for the Sega Master System. Try to get your chicken across the road before the other players do. Controls: Player 1: up and down on joypad 1; Player 2: button 1 and button 2 on joypad 1; Player 3: up and down on joypad 2; Player 4: button 1 and button 2 on joypad 2. This was originally made for the "Honest Game Jam III": https://itch.io/jam/honest-jam-3/rate/1311786 This is a competitive four player game for the Sega Master System. Try to get your chicken across the road before the other players do. Controls: Player 1: up and down on joypad 1; Player 2: button 1 and button 2 on joypad 1; Player 3: up and down on joypad 2; Player 4: button 1 and button 2 on joypad 2. This was originally made for the "Honest Game Jam III": https://itch.io/jam/honest-jam-3/rate/1311786 Short gameplay video: Page on itch.io: https://haroldo-ok.itch.io/chicken-crossing GitHub repo: https://github.com/haroldo-ok/chicken-crossing Topic on SMS Power: https://www.smspower.org/forums/18793-WIPChickenCrossingACompetitiveFourPlayerGame chicken_crossing-0.4.sms.zip
  5. Yes, while, in theory, Blockly can be adapted to generate code for any programming language, trying to create a 1:1 correspondence with the target language will create something that's unconfortable to use. The trick is to step back a bit and create blocks that are abstract enough to be used simply, without having to add too many blocks to the program.
  6. Version 0.8.0 is now available! Now, you can add or remove sprite animation frames.
  7. Version 0.7.0 has been released! It now allows the sprite animations to be edited.
  8. One workaround would be to compile Stella into WebAssembly using Emscripten, or a similar cross-compiler. Retro JS seems to include a version of Stella ready to compile into WebAssembly, though it is 6 years old, meaning it could need extra work to update to a DPC+ compatible version.
  9. Yes, you should be able to make simple games, even if you don't know anything about programming. As for putting into a cart, the tool already allows you to export the game into an Atari 2600 ROM file; it should be able to run on most emulators and, in theory, the ROM file should be able to run on real hardware, too.
  10. Version 0.6.0 has been released! It now allows the background to be edited. Only supports a single background, for now; future versions will allow multple backgrounds.
  11. Hello, again; Version 0.5.0 is now available! Updates since the previous release: 0.4.0: generated bBasic code is now displayed on its own page; as a side bonus, the action editor now has more space on screen; 0.5.0: now, it is possible to import and export projects.
  12. Hello, again; The tool has been updated to 0.3.0, and now the variables work.
  13. Thanks for the interest! BTW, version 0.2.0 has just been released; not much done here, just a block for collision checking.
  14. Hello; I am currently implementing a tool named "VCS Game Maker". This online tool is a no-code environment designed to allow someone to create a game for Atari 2600 without knowing much about programming and without installing anything on their computer. You can use it online on itch.io: https://haroldo-ok.itch.io/vcs-game-maker Source code is available on Github: https://github.com/haroldo-ok/vcs-game-maker It uses Blockly to allow the user to implement the logic using blocks and then, behind the scenes, generates a Batari Basic source code, that is then be compiled using batari-basic-js in order to generate an Atari 2600 ROM, which is then emulated using Javatari. So far, it is a work in progress, with only an event editor with just a few commands. The "if" block and math operations work okay, the joystick reading and access to the players/missiles and balls seem OK so far.
  15. Compared to C, bB imposes some restrictions on how you can use your statements in order to better align with how 6502 instructions work, so it would be closer to the final assembly than a less constrained language would be, but of course, doing it in ASM would certainly save a bit more of space. It would certainly be interesting to have some hard data on how big the gains could get.
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