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Everything posted by LS_Dracon
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S.K.O.B: Some kind of Bombjack (early WIP)
LS_Dracon replied to Steril707's topic in Homebrew Discussion
Like this? I can convert both sizes in pf data, if Steril707 wants. -
S.K.O.B: Some kind of Bombjack (early WIP)
LS_Dracon replied to Steril707's topic in Homebrew Discussion
Yes, I will do it. -
S.K.O.B: Some kind of Bombjack (early WIP)
LS_Dracon replied to Steril707's topic in Homebrew Discussion
Nice playfield Nathan! A way to display this is flickering. One frame display plataforms and bombs, in other display the playfield. -
Don't need pointer or var. Just : ... tay lda colortable,y sta COLUP0 lda (spritepointer),y ... After tay.
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Thank you Chris. Guys the progress are stopped. I'm stuck on AI code Too hard, and I have a big problem now, the 4k of space was gone... The last demo had about 700 free bytes for AI code, aren't enough. I need about 1.2 kb to code a good AI. I'm start to programming entire game from scratch, optimizing maximun as I can the codes to get more precious bytes, but this took much time... The progress of the new code are about 50% of the last beta.
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Nice! Good to see a pacman port for VES.
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Gothic title screen
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I'm not work much on BeeBall, in this week. I made a functional score, and partial game rules. If ball fall in opponent side, you score 1 point. If opponent throw the ball out of range, you score 1 point. If opponent throw the ball, and you can't handle it, and the ball fall or get out after you hit, the opponent score a point. Ya rly. There some bugs, for exemple, direction of ball throwed by judge, and time for it, don't care I'll fix it soon. The ball still bouncing on right side, is better for me test some codes. In left side we see how the game will work. What's new in this beta (version 3.9) - Added Score numbers - Added a function for bee judge - He throw new balls. - Partial game rules. The score roll up after 10 points. - Changed bee's animation speed. The wings looks good for me now. BeeBallProtoV3.9.bin
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True... But I have a problems for use this. The HMOVE line in left, in every lines turn a ugly black collumn. Using a "illegal" hmove, after some machine circles not display this line, but this mess repositioning code And my kernal don't have more space for this too, becouse I need 3 new parameters, HMOVE, HMBL and CTRPF for change the ball size. BTW tnx for advice.
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New version - 3.6 Fixed bug in net collision - Still happen if you do a stroke 4 or 5 times in a row, but this will be impossible when the game rules work. Added ball trick! Yes, now we have a circle ball. Flickering two retangles, and repositioning them, I have a good looking ball using 1 bit object. If ball had horizontal speed too fast, the old square looking ball appear, avoiding collision problems Running on Stella emulator, press Alt+P to enable phosphor mode, this display how the game looks running on a tv. - Fixed net collision bug - Added ball graphic trick
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Tnx for advice, I'll fix this.
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Hi New version released, finally added fire button function: Stroke and Block. Block : Are enabled when the ball is in opponent side. Hold button for it. Of course, if ball come to your side and you keep holding the button, the bee still blocking. You can move while blocking. The ball just has changed horizontal direction, if goes to up-right, change to up-left etc... Stroke move : When the ball is in your side, hit the fire button. You can't move. Hold the button and bee wait the release. If you hit the ball too close, the ball's horizontal speed is high, if you hit far, the horizontal speed is low, but the ball even fall. I don't test well, so probabily this version aren't bug free. Changes : - Added Stroke and Blocking - Added animation for bee judge (it seek the ball) - Minor graphics changes (Is very hard to you test alone, I will start to work on AI code...)
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I'm working on it Tnx R-Type I like your suggestion, but I will use the fire button for atack and blocking... sorry, more movements is impossible with only one button Soo I will keep the speeds according player movement, but if you think that are too fast or slow any speed, I can easy fix it. True... but I try to use the most dark color in background as possible... See the bright green are in top, far from players. Tnx... A good AI for player 2 is a chalenge...
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Hi people. New beta avaliable (version 3.0): - Added background graphics - Added the "judge bee" - Ball a bit slow This game now take part in bug tracker section, use for quick bug reporting and suggestions.
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Tnx for reply mos6507. I added more horizontal speed for ball in both players, "50%" more for p1 and "70%" to p2. Now is more easy but, is easy to throw the ball out of rage too. From both players, what's the better speed? About badminton, I have plans to add button function for bees, like blocking and atack (stroke) The blocking are same effect as net, the ball have horizontal direction changed. For stroke the ball will get down foward too fast... And the wind factor, I don't know... I'll think on that Here's new beta : - Changed horizontal speed for ball, after you hit it. (I need reconfigure some others values yet)
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Here's a new version. I working on new movement code, and you can see a better gameplay. What's new : - Fractional movement for all objects, including ball. - Now the ball collision work fine - Net collision too - Alternative net collision code. If ball get down and hit the top of net, the ball will bouncing. (this code took me one hour ) - Fixed p1 (right player) missile position. - Fixed p0 (left) graphic bug, when you close at left edge. - Limited all movement range, including ball - Add animation for players (foward and backward) And others. So now I need beta testers help. It's time to find the best gameplay as possible. What you think? The players are too fast or too slow? And the ball? And after hit the ball?
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Thanks Impaler, I don't need finish this game like a crazy, before the x-mas time. Thanks Djmips. 2600 Need more sports titles. I found at Stella Mailing List a good code for fractional movement, written by Andrew Davie. This code help me a lot, becouse is too easy for change speed and gravity. (Not to mention a perfect conversion betwen NTSC to PAL) Comming soon a new (and playable) beta.
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HSC Season 4 Week 61: Bobby is Going Home
LS_Dracon replied to Ze_ro's topic in 2600 High Score Club
40650 I hate this screen, 3 chikens and a bird/butterfly I'm stop. Churchil music no more. -
Hehehe tnx.... The gameplay need a lot of work, I will reduce by half the speed, becouse you need accurate position to throw the ball. And about the ball, I will use a trick, to get a better (and circle) looking. The ball bouncing now for test collisions and others, the point will be scored when the ball hit the floor. But I don't have much time, so this game will be a long journey
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Bee ball is my first original game for 2600. This game is a mix of volleyball and tennis, you are one bee, and need throw the "honey ball" to opponent side, using the raquet. If ball touch the floor, you score 1 point. After X poits you are a winner. This game originally was made by one friend, I think he made in macromedia flash, or one pc game engine. I like this game desing, simple and fit perfectly the vcs hardware. My friend give me the authorization and there's the first proto version. At this time, the game aren't good, there a lot of thing to do. How to play : You need hit the ball, and your speed add to ball speed. For now only the vertical speed is working. You need avoid to throw the ball to out of range, and take care for not give a small velocity, is hard to catch again and the ball fall to your side. What's up in this demo : Both players, missiles and ball, all can be moved. Collisions Horizontal limit range for players What's lack To much things, like a better ball movement code, score stuff, better gameplay Playfield graphic (at top), limit players vertical position, button function, players animation bug fixes and many others. This game is in very early stage. Suggestions are welcome. Edit : Search for the last beta in this topic
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HSC Season 4 Week 61: Bobby is Going Home
LS_Dracon replied to Ze_ro's topic in 2600 High Score Club
+1 I see your score and place that you lose, I think we have same paticence level. -
I'm not read whole topic, this comparision don't make sense for me... Grafically, 32X have up to 32.000 colors per screen... Jag have 16 million 32X shares the weak sound pocessor of genesis - 6 channels in old yamaha processor Jag have digital CD quality sounds (in cart) and sound channels limited by software! Do the math! I think fights start betwen Jag and 3do...
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Studio II has a homebrew space invaders... But I don't know if there a cart.
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I found other shortcut : Level 947 (red blocks) L,D,L,D,R,U,L,U,L,D,L,U,R,D,R,U,L,U,R,U,R,U
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Most close to arcade is PC version - Perfect fluid animation. There a video on youtube about Primal Rage for JagCD, looks a good port.
