Jump to content

Gemintronic

+AtariAge Subscriber
  • Posts

    11,187
  • Joined

  • Last visited

  • Days Won

    35

Posts posted by Gemintronic

  1. 10 minutes ago, youki said:

    i do not know that BASIC , did not have the time to test yet....   but i would expect that PRINT AT  would have 3  parameters,  like  PRINT AT  X,Y,"TEXT"  .   Did you not just forget to put the Y value in your statement?

     

    Looking at the manual it, er, looks like the PRINT AT command treats the tiles as a one dimensional array.
     

    PRINT [AT [expr]][,]["string"]
    
         Prints the given string at the current cursor coordinate (or
         selected via the AT value 0 to 767).

     

    Using other BASIC dialects I am also used to being able to position the "cursor" using X and Y values.  Something to get used to.

     

    • Like 1
  2. Reminds me of the Mario Paint bonus game.  I think you're on to something, here!

     

    From a half awake perspective just got two nuggets of feedback:

     

    * It's really hard to land a hit

    Possible solution: Use soft collisions so you can implement a bigger bounding box when attacking

     

    * I get killed by the big bugs yet the small bugs seem to let me move onto them while being smacked.  The rules don't seem clear.

    Possible solution: Make the big bug more visibly dangerous.  Hot red colors or color cycling to indicate danger.

  3. @johannesmutlu

     

    Sorry, man.  This topic was really hard to read.  You seem like a nice guy and take mild teasing well (something I need to work on).  Maybe take on less multifaceted topics and study writing more.

     

    That being said, I'm sure other companies have intentionally used subterfuge to fool store purchasers to buy their products.  We saw the R.O.B. mainly to deceive purchasers still weary of video games after the crash.

    • Like 2
  4. I wondered about setting up a test to see if batari BASIC DPC+ default flicker mitigation would be any better.  Maybe for extra bonus points using Silvios techniques posted above.

     

    ..then I saw the shade BASIC haters were throwing around in the original topic and lost motivation.  Still, might be something for someone to try.

  5. 2 minutes ago, 1980gamer said:

    I have not looked closely at CVBasic yet; however, the chip is capable of 32 sprites on screen.  The TI is limited to 28.

    Sprite rotation is the solution, however, designing the game to limit horizontal sprite alignment is the best method.  I know, that is limiting.

     

    On the TI, I use "tiles" in place of sprites when possible.  or even overlap them.  

    Example: Kickman 

    You have 8 ballons on a row.  But they only need to be a sprite when they drop

     

    Yeah, that was another idea percolating in my head.  Have four active sprites that become tiles every 8 pixels.  Very sneaky :)

    • Like 1
  6. Anything that I spout off here is uneducated conjecture.  So, forgive me in advance.

     

    What I think I understand is that we technically have 64 16x16 sprites.  8 of which can be visible on screen.  The first 4 have highest priority.

     

    How do you mitigate flicker when more than 4 sprites are on the same horizontal line?

     

    My only thought would be to rotate the 8 visible sprites such that each object gets to be sprite 0 every 8 frames.

  7. 2 hours ago, alfredtdk said:

    Very cool this. Did you need to use both players to build the twins?

     

    Programming in assembly, I believe, gives you other possibilities and freedoms to create what you want with your own display kernel.

     

    The long rectangular part is actually the playfield.  The twins are two copies of a sprite that looks like a girl.

     

    You can use CTRLPF to tell the sprites to be behind the playfield.  That sometimes helps when making sprite/playfield combination objects.

    • Like 1
  8. 2 hours ago, alfredtdk said:

    Currently I think it would be easier to follow the example of the dragon from Dragonfire, than to use the playing field to increase the sprite's width. It seems to me that the dragon's body is made up of several sprites lined up and synchronized in their movement.
    Has anyone used this feature in Batari Basic in any game?

     

    In Conjoined the last stage has you operating on the twins (top center).

     

    • Like 1
  9. Already said this elsewhere.  But, signed up for the lowest tier for the usual reasons.  Mostly being self-employed. 

     

    Still, it allows me to show some support.  Not nearly enough for the help and amazing tools over the years.

     

    Thank you!

    • Thanks 4
  10. This isn't a bug so I never bugged batari or RevEng.  But, if someone could mitigate the virtual sprite flickering when some go off screen.  Meaning, when any vitual sprite crosses the screen boundaries vertically there's a chance all virtual sprites will momentarily flicker.

     

    I haven't found a way to work around it and have dropped some game projects like a scrolling pinball game.

×
×
  • Create New...