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Posts posted by LS_Dracon
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Final suggestion before you close the door :
Tomato Ken is too easy even on level 3. I think his special punch could be unblockable
You have one rematch against each opponent. The last version only let you have one rematch per game.Nah, keep the game harder! 1 rematch per game is enought

Or : 3 in easy mode, 2 in mediun and 1 in hard mode....
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Really cool

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I like the new sprites, I think Espire8 sprites looks a bit better for me, but I understand you want to keep the sprites with your style.
I have (probably) my last sugestions :
I think the end screen, the belt shoud be looking gold instead silver.
And color changes for the title screen. I hope you like it

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I'll keep myself informed about this console.
I hope tectoy release dev kits, or a support for LUA language programming, this language was developed in Brazil and I read that is a good language, recently they ported to Sega Saturn (and most interesting, turn the saturn programming easy), also there is a PSP version.
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I had good times with dactar swiched carts

About Zeebo, this console will have build in games?
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I like the new songs

More suggestions :
1 - Add a bright if ko happens, for both fighters. Just blank screen by one frame with #$0C luminance (I think the brightest color coud be too much).
2 - Is there a possibility to hit one jab just for luck? If no, I think coud be cool, if sometimes, in a random possibility, to hit the opponent at anytime. Obviously, this jab do not stunt the opponent, and take less damage.
In later opponents, or in hight difficult levels, the random possibility is short.
2 - Is a quite frustranting cancel one combo for push the player to up (because is too far from opponent). I think the player coud go a bit more to up if the opponent was stunted.
Or push to up maximun as possible, but reduce the opponent dizzy time.
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I agree, original is better, by various factors... Every one can paint Mona Lisa after DaVinci did... John Van Ryzin is a genius, made a 4kb game in 1984 with "precary" tolls... I´m just a mortal with good modern tools .I don't like much to play games on computer, even emulators, this is why I preffer the original. But your version had way better graphics, and I like this.

Zeebo... another tec toy eccentricity... good luck for them anyway.
And welcome to AtariAge H.E.R.O.I.
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That sad, the timed block is bad, indeed. Cancel by hit still better.
My suggestion for the graphics is draw the main character 16 pixels wide, draw one frame the right part and the next frame the left part.
A good side effect is the transparency, and of course, most detailed character.
Here's the mockup :
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This is a Flash game...
Interesting, but I preffer the original for vcs

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I have some feedbacks:
The block is infinite, it's broken if the opponent hit you. I think coud be good "blocking by time"...
You press the block and keep blocking by one second or half of second, then return to stand pose even if you keep holding the button.
This force you to block at right time, giving a better game flow as the player do not stuck blocking.
Also, I think on dodge movement, like nes punch out, pressing down, for avoid unblockable opponent movements. Like blocking by time, this have a limited time.
And for unblockable opponent's punches, shoud be good the boxing gloves bright in a distintive colors, so you will know if the opponent will do a super move. Something like Yellow fade-out.
I have some graphics suggestion for the main player, but don't know if you want to do a dramatic change in this time of final fixes.
I have no comments about AI, for me is great as that.
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Me too.
Tnx for the link

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I not work much on this game in these days.
This new beta shows the gravity system, a very small update. The spider can't be damaged if fall, I never liked this on the old games.
The cutscene is more interesting, I want to use "hiper sprite" (composition of sprites and playfield pixels to draw one image)
as cutscenes between the levels. I think is a good usage of the graphic vcs hardware and don't waste much rom ( I can store 9 images like that in 1kb).
My next step is a bit hard, I need to add the playfield colision code, this must be done by software because both, platforms and columns, are playfield and the spider must be free to walk horizontally on the platform but not to cross one column, or fall even touching one column but stop hitting a platform.
Timdu, one AtariAge user, give-me some suggestions for the game name, and ArachnaMania sonds cool for me, what you think?
Looks great. Perhaps the Spider can be after an aphid ... which does look like a little dot.Aphids are also eaten by lady bugs, hoverflys and wasps. Perhaps these can be your enemies.
Tnx Devin, I'm using one Fly becouse it can be moved fast and turn the hunting more challenging.
I like the idea to use one wasp, some wasps are natural spider's predator.
The enemy list for now:
Scorpion, Bat, Centipede, Explosion beatle, Wasp, Mole.
And not living thinks like fire and others.
Also
and sand beatle, but these are fixed on the floor and don't think if coud be usefull.People, look this funny video about jumping spiders : http://www.youtube.com/watch?v=D92AUXhYZ0M

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suddenly I got a mental image of a man in a mascot-style bomberman outfit running through a large cubefarm planting comically large 'IED's at every intersection.But he doesn't take a safe distance and die in the explosion. XD
Man, if companies got blown up for making crappy games, there wouldn't be any left!We'll live in a nuclear winter.
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Bem vindo ao fórun Kabayashi.
Eu tenho um atari da polivox (conhecido como darth vadder por ser todo preto) que eu achei no porão da casa da minha vó (sério hehehe).
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I think Gamma Atack is not a proto, as the game was sold...
The publisher\software was named Gammation.
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I like the number 6 (last from second row).
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One machine is enough - you're a programmer, and a good one at that
Actually, I have programmed for PC Game engines such rpg maker and mugen, nothing relevant for share here.
The language used on these engines cannot be compared with assembly, so I can't brought any programming experience to 2600 except the gameplay and others factors.
If I can"t do the best code, graphically for me, the things must work.
I have interest to code one game for the 5200, just need to finish my VCS projects (about 4 games).
I just explored the 'HELLO WORLD' demo for the atari and saw the Ballblazer thread. Supercat posted an idea about the change of background color and I thought that I could do that, just STX, STY nothing special: http://www.atariage.com/forums/index.php?s...t&p=1581842 I never thought at that point it would come this far. I did suffer from insomnia (just became daddy) at that time and that made me fuzzy and do strange thingsI hope you finish ballblazer and do others games becouse you did an impressive start on homebrew scene.
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Hehe tnx.
But I learn assembly just for code to the 2600. I can't code for others machines.
Most of programmers here already learned 6502 assembly for the 80's computers or job with programming for modern machines.
I'm still learning and hope one day think mysef as genuine programmer

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Sorry to be such a killjoy.Hehe no problem, I mean original because is not a port from existent game.
Impossible to not be influencied by others games.

I'll look for information about Spider: The Video Game.
But my game will not be called spider game, it's a proto name, I need find one name. Accept suggestions

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Because the graphics too.
I'm curious about what is possible to draw using 2600 hardware.
Then my firsts binaries was graphics demos.
I get funny coding for the TIA and start to code my own games.
But I don't think myself as programmer, I have no tallent in assembly. I'm triyng to code for not be another guy in "programmer idea peddlers" thread.
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Thanks Michael, for your explanation.

I'm using the standard picture size, reducing some lines from kernal. But is good to know more about it.
Do you know something about screen standard used by Activision in their games?
Vblank (?), picture (192) and overscan (?).
I don't know if is my Atari2600, but Activision games works with perfect screen...
Some others games, the screen get a little distortion, nothing annoiyng, but probalby is problem on synchronisation...
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Tnx Impaler.
Here is a example of how the levels can be.
There's nothing new, just changed the codes to display one level.
...
I'll be out by one or two weeks, in january probably I'm return to the works

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Looking good so far! I like the fact that the spider can walk on either the top or bottom of the platforms. That's going to add a lot of possibilities to the gameplay.Tnx.
My next target is a working gameplay, with a definitive code for the spider.
This version show full using of the kernal, in early levels I don't need to set all 10 enemies, walls or platforms.
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Finally, finished the kernal, I don't need to care about how the atari will display the game graphics. It's done

Here's what the kernal support :
10 Independent enemies, 2 per floor. Independent position, speed, direction, sprite and color.
5 Flying dot (item to be collected) 1 per floor, with independent position, direction and speed. They are ball object, so I can't draw one sprite for them and they share playfield color. This object is one Fly (insect)
Probably I'll use Frog Pond's fly like.
1 Floating sprite, the spider, with missile (web) support.
4 Platforms, assimetrical, with possibility to set holes at any desired position (PF1-PF2-PF3-PF4) for now, holes with 3 and 4 pf-pixels size are possible.
5 Columns, simetrical, one per floor. Using PF2 only.
As it is simetrical, changing PF2 the same information goes to PF3. For create a sort of maze.
About the rom information necessary for one level :
10 Bytes, one per enemy. Using left nibble to select the enemy, up to 15, plus blank (no enemy)
And right nibble to select NUMSIZ1 (sprite wide, 2 or 3 copies etc...) Not added yet.
8 Bytes for the platform, 2 bytes per row, one nibble for each PF, I can add up to 16 possible combinations for the holes, including blank PF and full (no hole). 9 combinations already used, Blank, Full, 4 positions of holes with 3 PF-pixels wide and 3 positions with 4 pixels wide.
They can be set at any position of the platform, one hole per PF, maximum of 4 holes per row.
I still have 7 free combinations for future expansion (such 2 holes per PF).
It's added and working.
5 Bytes for columns. 1 byte/column per floor, I can directly draw the wall. Using 1 pixel for example, I have two columns/walls, as it's simetrical. And I'm using PF2 only, it's enough.
Added and working.
10+8+5 = 23.
I can create about 90 unique levels (type of enemies, holes and walls places) using only 2 kb of rom data

And about the game itself (I don't start to code it yet. It's a to do list)
15 possible enemies types (Scorpion, bat etc...), maximun of 10 per screen, I can choose any of them in order of appearance.
Each enemy had own movement pattern. Scorpions just walk foward, turn and walk again. It's most basic.
They don't know where the spider is, and they are slow. Good for the first enemy of the game.
Bats fly fast crossing the screen, such bats from pitfall 2, mountain king etc...

There will be enemies that know where the spider is and attack.
About Fly, I don't know if shoud be good display all five or only one per time... Anyway it's possible display all 5 at same time.
The spider can fix and walk on the upper platform, also reach new floor using the web and crossing the platform's holes.
But the spider can't thru the walls, and not climb on it.
The enemies such scorpions can't too, so I have plans to create enemies able to through the walls.
Hiting the fly you collect it and earn points. Touching enemies, you loose one life.
I Don't know the rules to go for next level, maybe collecting % of Fly, or by time, and if you not collect one amount of fly, you loose one life. I don't care about this for now.
Around 10 levels per stage, each stage with own enemies and tricks, my objetive is about 6 or 7 stages (~70 levels).
It's the game I have on mind. Things can be changed, removed or added.
Edit : Column



What games have the best 2d animation?
in Classic Console Discussion
Posted
Street fighter 3 followed close by Daraki Tenshi - The fallen angel (2d fighter)