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Posts posted by satyrsfaction
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40 minutes ago, TwentySixHundred said:can that be done with the joystick movement instead of the fire button? How would I do that?
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1 minute ago, chewy said:like the mark knopfler soundtrack featuring gerry rafferty local hero?
haha. no, never heard it -- but it might make good listening while playing.
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4 minutes ago, Nathan Strum said:When you try to select the costume, the joystick doesn't let you stop where you want. I think it needs debounce added to it.
Thats a good point. Ive been testing it on an emulator, and the keys make it easier to move through the costumes slower. Does anyone have any pointers on how to debounce the joystick?
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Here's my new game called Local Hero -- I always wanted to make a game where you can create your own superhero, and this is my attempt. In this update (the second update today), I added tons of new costumes, for a total of 40, and fixed some bugs that were present in the first update.
Just to offer some explanation: when you start, you'll have to select your powers. you have four choices in each of the three categories (offense, defense and misc.). after that you get to select a costume. right now there are 30 costumes to choose from. once you're done creating your hero you are taken to the map section of the screen. move around looking for crimes (the Xs), people in distress (the !s) and clues (the magnifying glasses). You need to collect clues in order to move further in the game, face more and more powerful threats, and eventually face the scarlet-robed boss villains. When you find a person in distress, you'll be taken to the other half of the screen and you will move through the doors until you find the person. when you rescue the person, you are healed slightly. When you find crimes, you will be taken to the right half of the screen again, this time there will be enemies to face using whatever powers you selected. the powers are as follows:
ATTACK POWERS
Blast: you shoot an energy blast to attack.
Strong: you charge your opponent for a powerful hand-to-hand attack.
Snare: you stretch your arms or shoot webs to trap your opponent. they will either eventually escape or exhaust themselves trying.
Clone: you can create a clone of yourself which you can control, and which attacks any criminal it collides with.
DEFENSE POWERS
Armor: attacks do much less damage to you.
Speed: you move faster in combat, making it easier to dodge attacks.
Cloak: when you stand at the top of the combat area, the enemies won't see you and won't shoot.
Dazzle: you confuse your enemies by some means, causing them to move slower and shoot less often, and sometimes even shoot each other.
MISC. POWERS
Fly: on the map area, you move faster and move over buildings unobstructed.
Sense: you find crimes, clues, and distress more easily (from further away).
Heal: you slowly gain back lost health.
Shift: you can change your shape -- during the game you can select what power you want to use, but only one power at a time. Attacks also do less damage to you.
(When you chose shift, whatever powers you chose for attack and defense are cancelled out, you can choose only what is available for the Shift power.)
Thats it. Enjoy! Let me know about any bugs or suggestions you may have. Thanks.
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9 hours ago, Random Terrain said:You could give the player color sets to choose from. If you tried to give a player row by row color choices of over 100 colors for each row, you could run out of ROM space pretty fast.
well, what i was after was letting the player design their costume -- you would have a choice of boot color, pants color, etc. What I'll probably end up doing is just designing a bunch of outfits and letting the player choose. Not exactly what I wanted, but it would work.
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1 hour ago, Karl G said:No. Just like the sprite data, the color data is stored in ROM, so the values cannot be changed.
but you CAN change them any time you want by assigning new values. I was interested in setting it up so the player could select his own colors for his sprite. Not sure how or if that is possible.
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Is it possible to use variables when assigning colors to a sprite, like in a "playerXcolor" statement? I tried, and got weird results -- not the colors I intended.
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I'm working on this game, a sequel to Text Adventure --- it works fine on Stella, but I'm told it has line count issues on real hardware. Any pointers on how to clean up the code?
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4 hours ago, bogax said:presumably you want to switch characters the first time you see the switch is pressed and ignore it if it's still pressed
ie you need to remember the switch state from last time and then change characters only if it wasn't pressed last time
and is pressed this time.
something like this
if switchselect && enable then gosub change_character if switchselect then enable = 0 else enable = 1
that worked perfectly! thanks.
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2 hours ago, TwentySixHundred said:The basic concept is either using bit operators as an on/off switch or you can use labels. You can use labels if you're not wanting to use bits, for instance:
if switchselect then goto _restrainer goto mainloop _restrainer if !switchselect then goto _blahblahblah goto _restrainer
That's the basic concept, it jumps to the restrainer routine then jumps to whatever routine you're wanting on when the switch is released.
OK, this is what I did -- and its still switching heroes too fast... what am I doing wrong?
if switchselect then goto _restrainergoto sprites_restrainerif !switchreset then gosub _switchhero : goto spritesgoto _restrainer_switchherot = t + 1 : if t > var7 then t = 1 : gosub _sound2 bank5return -
I'm working on a game, and i want the player to be able to switch characters using the select switch. it changes the characters at lightning speed instead of one at a time. I tried using the reset restrainer, i don't know if I'm doing something wrong or if thats not what I should be using. any suggestions?
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12 hours ago, satyrsfaction said:OK, this is the ultimate final version! Everything is fixed, I hope. (3/21/20)
Everything wasn't fixed. Heres the new ultimate everything-fixed version. (3/22/20)
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5 hours ago, hizzy said:I think I found a glitch. After I die and reset the game, my dead character appears on the title screen. Loving the game, though!
3 hours ago, ZeroPage Homebrew said:You don't even need to die. You can just start a game, pick up the axe (you don't have to, it's just easier to see your character that way) and walking anywhere then press select. Your character and the axe will be on the title screen right where you were. Very strange glitch!
OK, this is the ultimate final version! Everything is fixed, I hope. (3/21/20)
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3 hours ago, ZeroPage Homebrew said:You don't even need to die. You can just start a game, pick up the axe (you don't have to, it's just easier to see your character that way) and walking anywhere then press select. Your character and the axe will be on the title screen right where you were. Very strange glitch!
Ugh. thats easily fixable though. any other glitches anyone finds, let me know. Thanks!!!
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3 hours ago, satyrsfaction said:Thanks for using my game for your show -- I guess I didn't expect anyone to take it that seriously. haha. but the problem with the items staying with you when you die, I will fix. The Seer and Hero stay with you when you die. I changed the castle maze so you see only a little bit of it when you have the seer. If you don't have him, you see just black and it's almost impossible to get through the maze.
as of 3/20/20 this is the final version of Text Adventure!
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19 hours ago, ZeroPage Homebrew said:You bet! I've updated my post above with the YouTube archive link for you to check out.
Thanks so much for making a great and unique game, love the text representations of everything. 🙂
- James
Thanks for using my game for your show -- I guess I didn't expect anyone to take it that seriously. haha. but the problem with the items staying with you when you die, I will fix. The Seer and Hero stay with you when you die. I changed the castle maze so you see only a little bit of it when you have the seer. If you don't have him, you see just black and it's almost impossible to get through the maze.
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On 3/17/2020 at 6:43 PM, ZeroPage Homebrew said:We'll be featuring Text Adventure LIVE on tomorrow's (Wednesday) ZeroPage Homebrew stream on Twitch at 6PM PT | 9PM ET | 2AM GMT! Hope everyone can watch!
Twitch Stream: https://www.twitch.tv/zeropagehomebrew/
Games:
- Text Adventure (2020) by @satyrsfaction
- Fish Fight (2020 WIP) by Edward Smith aka @easmith
- Stake Toss Remake (2020 WIP) by @Sknarp
- Tyre Trax (2019 Patch Challenge) by Lewis Hill aka @Muddyfunstercan I watch it after the fact?
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Thank you! Then I guess this is the FINAL VERSION of Text Adventure. I'm already working on the sequel.
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28 minutes ago, SpiceWare said:The playfiled no longer jitters, but the colors used to draw the playfield does. Looking at this fetcher 4 is used for playfield colors, so adding DF4FRACINC before the call to drawscreen should fix it:
DF0FRACINC = 43 : DF1FRACINC = 43 : DF2FRACINC = 43 : DF3FRACINC = 43 DF4FRACINC = 50 drawscreen
ok, let me know if that helped. Thanks!!!
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i think i figured it out...my graphics bank was full....I deleted some of the playfields and it compiled.
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17 hours ago, RevEng said:Try changing your "if value = -1" type lines to "if value = 255", and see where that gets you.
I tried it and am still getting the error...I only started getting the error after I added all those lines in bank 6 and the corresponding lines in bank3. i checked and double checked but I don't see any simple errors.
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11 minutes ago, RevEng said:The segfault shouldn't happen (looking into it) but the underlying error is your "goto skip_room_18 bank3" line. There is no skip_room_18 label.
hmm. thanks....but I put in the missing label and the error is still happening.
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anyone know what this means?
Found dasm version: DASM 2.20.13Starting build of text_adventure2.basbatari Basic v1.5 (c)2020/Users/mikeindovina/.vscode/extensions/chunkypixel.atari-dev-studio-0.3.7/out/bin/compilers/bB/2600basic.sh: line 42: 63710 Done preprocess$EXT < $163711 Segmentation fault: 11 | 2600basic$EXT -i "$bB" > bB.asmCompilation failed.Cleaning up files generated during compilation... -
Oh. der... haha. Thank you.

Local Hero!
in Homebrew Discussion
Posted
Haha, that's cool. I'll have to look for that. I called it Local Hero just to imply "street level" heroes who are based in a single city or neighborhood. The idea is you are a beginning hero who ends up saving the world (if you get that far). Hope you enjoy the game.