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Posts posted by Legend
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I was wondering the same thing. Here's a link.
I would really like to know of anyone who uses it and how well it works. Also how easy it is to use. It's almost a 50mb download, so it seems like it may be a bit bloated.
I haven't tried it yet.
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Did atarivox emulation ever make it into Stella? How do you set it up?
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I collect board games and old gamebooks like fighting fantasy that I almost never play. The board games mostly because most my friends are not into them. The others are solo board games, but take too long to set up sometimes. I payed about $200 a few years ago for a complete DUngeonquest and both expansions, and almost never play it. Same with Chainsaw warrior and complete SHerlock Holmes consulting detective with expansions. I should at least get to some of the gamebooks. I have over 50. I also have over 100 decks of playing cards that I almost never play with.
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was there actually an episode where he looked at KIng of monsters for neo geo? I saw a clip of it in one of the intro scenes. Or was it just for the intro?
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His review of moonwalker was funny as hell. The best one in my opinion. Sometimes he does get annoying though. He relies a little too much an swearing and potty jokes. I could do without the fake shite.
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How's it going? ANy progress on this one? I really look forward to trying the finished game.
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I'm also curious about rom size. Should I just start at 4k and change it if I need more space? Or should I start out with something higher like 8k? Is it a pain to change it to 8k or higher after I started with 4k?
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I'm just curious. When using an emulator, do you prefer a usb gamepad or an actual original 2600 joystick using a stelladaptor ( or usb classic controller from Legacy, which I ordered and was charged for, but still haven't gotten yet
). For playing games on stella or z26? Of course I use my stelladaptor for paddle games and indy 500. Personally though, I prefer a gamepad for all other regular 2600 joystick games. I know I may get a lot of flack for that statement, but it is my honest opinion. I was just wondering what others think( at least those who use emulation primarily).
I use a logitech ps sytle usb gamepad to play because it is cheaper and easier. For instance, Raiders of the lost ark requires two controllers. It would cost almost $100+ for two stelladaptors( which are in limited supply) and two original controllers. With the PS style logitech controller, you can easily set the buttons to emulate two directional pads and fire buttons on one easy to hold gamepad.
Plus, you can easily assign booster grip buttons to the gamepad (although there aren't that many games which require the booster grip).
You can also assign the restart and game select buttons to a 10 or 12 button gamepad. That way, you can continue playing without having to reach for the keyboard.
Again, nothing can be substituted for a real paddle, driving, or keyboard controller. Although Keypad controller games are not that many and I could easily use a pc keyboard.
-Legend
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WHat's this? Where did the bin go? Did this turn into the easter egg for Phantom/Pirate? Not much info, but it looks interesting. I'd like to try it.
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Just curious. Is this one still in consideration to become a cart? I can't actually afford to be a 2600 collector and buy this one, but I think it would be really cool if it did become a cart. Especially for when I finally find a good job and have more money to continue collecting new things (I collect Rock N' Roll memorabilia, playing cards, 80's gamebooks, and out of print board games (don't have the money anymore since I lost my job and car, I would love to collect 2600 games though) ). It has great possibilities for some cool feelies too. Just curious. I love this game btw.
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Some more notes on the map. Each item only appears once at generation. There shouldn't be more that 3 pits, bats, or goblins in a single map (unless difficulty levels get added).
ONce a bat is encountered, it should be relocated in an empty room.
Pits always remain in the same room.
There is only one of each item in each game. If it is stolen by the thief though, it should be replaced in a random empty room.
When encountering a thief/rogue the player has one chance of stopping them. This will work in the same way as fighting. THe only difference is that there will only be one round of fighting no matter if the thief was killed or not. IF the player has no items when encountering the thief, the player takes damage and the thief gets away and is relocated like the bat.
I'm wondering how to use the potion. In the original board game that I made, the player can use the potion whenever they wanted except during a fight. I suppose I could use the fire button for this. But during a fight, it requires the use of the fire button to choose the target area of the enemy. I would prefer not to have separate screens for the fights. I want to have a selector appear in the view window and the player would choose between each limp, head, and torso. Is this possible? THe fire button would have to serve two functions, but the player is not allowed to use a potion during a fight.
I'm also working on advice for how certain things work. The idea is that the player needs at least a sword to fight a goblin and both sword and shield to fight the dragon. The player needs a rope to get past the pits. IF the player encounters these without the proper equipment, should they instantly die and game over, take damage and move back to the beginning, Or have a certain number of lives and they move back to the beginning? The entrance(starting point) to the dungeon is also random;y generated at the beginning of the game as well. Just wondering what people think is best. The original board game I made is mainly a two player game so the player just moved back to the starting point, but had infinite lives until someone found the treasure and exit.
The name may change. At the time when I was creating the board game, I couldn't think of a name that was either too cheesy or generic. SO, on the top of my design notes, I wrote "Come up with a DAMN NAME!". So, out of the irony of the frustration I was going through, I named the game Damnit Dungeons. Just a little side note.
I'm also considering changing the theme a little so it is not so much like a generic fantasy game. Maybe a slightly darker theme like demons and such.
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forgot to mention centipede and millipede. Wonder if those have the same kinda hacks.
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I was just curious if anyone ever hacked missile command and/or crystal castles on the 2600 to work with the trackball?
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ANy work still being done on this one?
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I wouldn't really call it like a text adventure like the dark mage IF for 2600.
unfortunately, I no longer have the original program that I did and it was many years ago.
I have a general idea about defining variables. I know the basics of how the "if xxx =X then xxx" works. I think anyways. I suppose I'm asking for a little bit of both. I also have no clue on graphics.
My original program had no graphics what so ever. It simply displayed coordinates and said what you had encountered. It also had no fighting mechanic, level exit, or walls.
I'm also not to clear on how kernels work. I'm just now looking at the newbies forums. I hope to get started tonight or tomorrow.
The main issue would probably be generating a new random map at the beginning of each game. That's where I plan to start. Also wondering how to place the exit, but have it hidden until the treasure is found.
I was thinking of taking a look at VBbasic.
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The grid also wraps around. Like in pacman where if you exit the right side, you come out the left side.
The game would play a bit similar to Pirate. Except It would have walls. Another problem is making it so the walls don't completely cut off an area of the grid. Or have the walls constantly shifting, but that may become annoying while playing. Have one rough "theory" of how to implement the walls. That would be to actually make the grid 12x12 instead of 6x6 and have either the odd or even grid numbers represent the walls. So when generating the grid, each even square would be empty, contain an item, pit, or enemy. The odd squares would either be open of blocked. But then, every time the player moves, they would have to be moved 2 spaces instead of one. I think that may take up too much space on the screen to also have a window to show the encounters.
WHen generating the grid, each room can only contain one object, and I want it so no items are placed adjacent to each other. The same for the enemies and the traps. The only exception would be the treasure and the dragon. The dragon must be in an adjacent room to the treasure.
Also wondering how to implement the fighting. Whether the whole game can be put on just one screen or have to switch screens for fighting. I would prefer one screen for gameplay and a title screen. The gameplay screen would include the game map that gradually appears as the player explores, an encounter window that would show graphics of the enemies, items, and traps. And a section on the bottom to show Health, item icons for what has been found, score, and possibly coordinates.
Would this even be possible on 2600? Can anyone please recommend a starting point and where to look for tutorials and information on how to implement the particular features of this idea?
Btw, I'm not idea peddling. I'm asking for advice on a game I intend to create myself.
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Is this one dead? Or is it still being worked on?
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I really wish this one was still being worked on. Definitely needs a new title screen and faster character movement. It would be really cool if this would get finished. I like this idea better than trying to make a 3d version on 2600. WOuld be cool if there was a way to get different weapons too. I hope work continues. Did you ever find the logo you did?
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Unfortunately, I Lost my job and my car and have a decent amount of free time (more than I care for). I was thinking of trying to turn a board game I designed into a 2600 game. The board game was like a cross between battleship, hunt the wumpus, and a dungeon crawl game. Each player built and occupied a dungeon for the other player to get through. I also made a solo variant.
Here's the main ideas:
1. The playfield is a 6x6 grid with randomly generated walls and contents in each room.
2. player has 20 health. game over when it reaches 0
3. items: sword, shield, rope, potion, flares, treasure - sword is needed to fight enemies, shield is needed to fight dragon and saves one health point in each fight, rope is used to avoid pits, potion can restore health, flares are used to look into an adjacent room before moving into it. Treasure- the goal of the game is to find the treasure.
4. Enemies: Dragon, bat, goblin, rogue, Dragon guards the treasure and is always placed close by the treasure. Te player must have both the sword and the shield to fight the dragon. Bat picks up the player and drops them in a random room. Goblin is the regular sword fodder and are just in the way. The player must have a sword before they can fight a goblin. Thief, randomly steals on of the players items.
5. Fighting: when the player is fighting an enemy, they must choose on of 6 "areas" of the enemy to attack for instance, head, arms, legs, torso. only one space will kill the enemy. for each wrong attack, the player takes one damage.
6: goal, the player must locate the trasure, and then the exit and get out alive in the fewest possible turns. The exit is only visible after the treasure is found. The dungeon shifts and is repopulated after the treasure is found.
7. THe screen - along the bottom should be the inventory of items, health, and number of turns. One side would have an overhead map that appears as the player explores, and the other side would be a window to show what is encountered. Like pit, enemy, and item graphics.
What do you think?
THe big question, Where should I start. Could you guys maybe point me at some links to Batari basic tutorials that would particularly help? I have a little bit of experience with qbasic and actually made a very similar game some time ago, but with no graphics at all. ANy Help would be much appreciated. re there any graphics utilities out there?
I'll post a link to the board game later.
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Cool. Well, if it does get expanded, A tittle screen and shooting enemy are my only suggestion. If there was an enemy that shot, I think it would be really fun and more intense.
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WHy does it depend on the atarivox then? I don't know much about the atarivox itself. Just curious.
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I remember a version with a roll move. Maybe for sideways enemies, the player could roll and make a sword slash at the end of the roll. That way the player would have to think quick and time the roll right so they can hit the enemy. Otherwise, if they are still rolling when they reach the enemy, they take a hit. Not sure how complicated that is to implement since I'm not a programmer, but Just an idea. I also think being able to jump and stab downward is a good idea too since the player also has to worry about not jumping into an enemy coming down.
Just some ideas.
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What kind of hinges are those? Are they the completely plastic kind with thiner plastic in the middle that folds? or like a little box hinge? The plastic ones would wear out wouldn't they?
What's with the metal wire? Could you use another bar like you did on the other side?
I'm not criticizing. Just curious. They do look very cool. I would pay for a cigarette holder btw.
I smoke 100's though. NOt sure if they would fit. -
I figured the last version would be for the compo. My suggestions was for an extended verion of sorts if you decided to continue and expand. By the way, I LOVE Dungeon and Pirate SE. I really hope the binary for Phantasm gets released someday too. Unfortunately, I'm a broke SOB, who loves the 2600, but can't afford to get real hardware and carts, even though I did at one point.
p.s. why does it depend on the atarivox? Just for the high score?

Emulating the AtariVox
in Emulation
Posted
Is that the part that saves high scores?