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haroldoop

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Everything posted by haroldoop

  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 This is a food-themed shoot-em-up for the Sega Master System, originally made for the SMSPower 2022 Competition.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 This was originally made for the "Honest Game Jam III": https://itch.io/jam/honest-jam-3/rate/1311786 This is a competitive four player game for the Sega Master System.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 This was originally made for the "Honest Game Jam III": https://itch.io/jam/honest-jam-3/rate/1311786 Short gameplay video: Page on itch.io: https://haroldo-ok.itch.io/chicken-crossing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.
  16. Hello, again! Version 0.3 is now available: Now, the game has sound effects; Increased player's shot speed; Adjusted the difficulty curve; now, it should be less steep. sub_rescue-0.3.zip
  17. This is subaquatic shoot-em-up for the Sega Master System. It is heavily inspired by SeaQuest for the Atari 2600. In this game, you have to use your submarine to rescue the divers, while fighting off enemy submarines and sharks. Keep an eye on your oxygen gauge: if it depletes, you lose a life; climb your submarine all the way up in order to fill your oxygen. Once you have collected 6 divers, climb your submarine all the way up in order to go to the next level. Game's page on itch.io: https://haroldo-ok.itch.io/sub-rescue Github repo: https://github.com/haroldo-ok/sub-rescue/ Video on Youtube: sub_rescue-0.2.zip
  18. Hello, and thanks for the report... I tested the provided source file on 8bitworkshop (which is what I used as a basis for this experimental tool), and, yes, in either case, it does not work. Both tools aren't restricted to just default "kernel_options", since the Duck Chase example does customize them, but there seems to be limitations.
  19. Hello, again; I've turned this into a "npm" package: https://www.npmjs.com/package/batari-basic
  20. Thanks for pointing the typo; I corrected it. 👍
  21. Hello; This is a quick and dirty experiment to compile Batari Basic source files directly from the browser. Tool available at: http://www.haroldo-ok.com/bb4web/ Source code on Github: https://github.com/haroldo-ok/bb4web It uses a few pieces of JS source code from 8bitworkshop (only the strictly minimum ammount needed for Batari Basic compilation) and provides a simple custom interface on top of it. As you edit the bB code on the left panel, it automagically compiles it displays the generated ASM files on the middle pabel, and runs the assembled ROM on the Javatari emulator on the right panel. That's all it does; nothing else. This is mostly a proof of concept in order to make a future code generator.
  22. Exactly. If you know how to implement the logic for making a one player game, you basically already know how to make a two player game, there would be no real special tricks involved. What have you tried so far, and what kind of problems are you having?
  23. Thanks for the tip! 👍 Unfortunately, though, even after triple checking that all images were using the same palette as 8bit-Unity's examples, the problem persists. Strangely enough this seems to be affecting only the backgrounds, but not the portraits. Anyway, I opened an issue on 8bit-Unity's repository: https://github.com/8bit-Dude/8bit-Unity/issues/12
  24. Hello, again; Version 0.2.1 is now available; it fixes the bug that prevented the Lynx build from working when using portraits: https://github.com/haroldo-ok/BlocklyVN8bit/releases/tag/v0.2.1 Known bugs: - Background palette is still being displayed incorrectly on Lynx: https://github.com/8bit-Dude/8bit-Unity/issues/12 - Sometimes, the ".bat" file responsible from generating the Lynx ROM and calling the emulator will fail to function if executed from inside the editor; if that happens, please try to execute it manually by going to "Folder-Where-The-Application-Was-Installed\8bit-Unity\build\yourprojectname-lynx.bat"; see also: https://github.com/haroldo-ok/BlocklyVN8bit/issues/8
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