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Everything posted by Gemintronic

  1. My Mother, of all people, managed to get a score of 900. I guess she does have some arcade chops! I've seen the tub juke the shot more than a few times. It's funny how that AI consists of a random 1 in 255 chance and yet..
  2. Many thanks for the feedback! Really, even this tiny morsel of a game wouldn't be possible without the support I've been given here. You guys rock! The Harmony Cart also helps me get enthused about making games. The dream of producing a real cart is too irresistible =) @Yuppicide: If you can't figure out why the high score reverts to 56 then I don't feel so bad I appreciate the effort though!
  3. Thanks for the screen-shots "Reverse Kaboom"? I'm sure there's a double entendre in there somewhere As stated, that darn 56 hiscore is present in the screen-shot. Ack!
  4. So, here's this Giant Enemy Crap! This is an Atari 2600 conversion of Drunken Pooper. http://www.youtube.com/watch?v=8jy4nO-G0iI You get 3 levels of Blood Alcohol Concentration at the far left. Every miss lowers your BAC until all 3 are used up - game over! Every direct hit into the tub replenishes all your BAC. I take no credit for the game as it is merely an homage to the original developers awesome concept, gameplay and art. KNOWN ISSUES: * Code is sloppy at best. My only excuse is this is my first Batari game. UPDATE: Bogax implemented the hi-score support from examples posted here at AtariAge! DPooper.bin DPooper.bas
  5. Gemintronic


    The source for Ature mentions bugs in Batari Basic constant definitions.. What are they? I'd hate to stumble over issues you've already worked around
  6. I already consider this more than answered but another thought draws near! Do 'yall think there's a method that uses modulus to keep the value within desired bounds? I heard adding a value that would total more than 255 simply wraps around so 255 + 10 would be 9 or 10ish right? Would there be a method like rand + value that would do the job? Maybe a = rand if a > 128 then a = a + 128 ..crazy, half-thought out concepts I know @GroovyBee: Thanks for the reality check
  7. Found the Consolas font that seems to work okay with VisualbB http://www.microsoft.com/downloads/details.aspx?familyid=22e69ae4-7e40-4807-8a86-b3d36fab68d3&displaylang=en You must have a license for Visual Studio 2008, but, hey, doesn't a trial or express version count? As a side I noticed that (under XP SP3) you cannot install a font while VisualbB is running and expect it to use it under Settings -> Select font. Workaround is to close VisualbB, install font and then reopen VisualbB If anyone has a better font I'd love to hear about it!
  8. You guys just plain rock!! Thanks for sharing the brain-power. I was getting stuck on what I want and not what I can do. To sum up, either: Use the closest matching number of possibilities a=(rand/2)+1 (a number between 1 and 128) a=(rand/4)+1 (a number between 1 and 64) a=(rand/8)+1 (a number between 1 and 32) a=(rand/16)+1 (a number between 1 and 16) a=(rand/32)+1 (a number between 1 and a=(rand/64)+1 (a number between 1 and 4) ..or just adjust your thinking as RevEng did to make your desired result a percentage of 255. I bet a 10 percent chance would be something like if rand < 25 then gosub massive_damage jroks code (see above for details) actually does what I originally intended so bonus points there! I must remember that cycles are precious on the 2600 so it should be used sparingly.
  9. Thanks for the reply! I was thinking of the usual stuff. "If a random value is 3 out of a possible 41 then change enemy AI tactics" "If a random value is 1 out of a possible 195 then the treasure chest has a golden sword" In Batari specific terms I was forced to use: if rand = 255 then gosub change_tub What I would like is to return a value within a different range than just 255. Say, change the direction if I get a 1 out of 44. @Yuppiecide: Much respect for looking. I'll keep searching through RevEngs posts. Maybe I'll get lucky. Also, I'll study your provided example until I understand what h = rand (& 26) means
  10. No, but you can write a function that does something similiar. Thanks yuppicide and jrok for your ideas! So far I've seen the keep-repeating-rand style and its variant halve-the-value-until-within-range. My stop-gap solution is to just use closest match evenly divisible values (i.e. rand/2, rand/4 etc) @jrok: If you've got a trick up your sleeve to make a QuickBASIC conversion of RND I'd like to see it! Frankly I'm not sure I've got your chops in either QuickBASIC or Batari to even consider it. If you've got example code I'm sure it'd make alot of newbies shoot pellets out their shorts in glee
  11. Not Atari specific but at least low resolution.. http://www.manningkrull.com/pixel_art/tutorials/walking.asp Another thought is to prototype your sprite animation in Game Maker. Its IDE has a built-in sprite preview and an OK paint utility. You can drag-and-drop simple controls to move the sprite around in-game too. Most of my time in the game those screen-shots were taken from was spent copying the previous sprite and adjusting pixel by pixel each arm, leg, tail, etc..
  12. I remember using something like "INT(199 * RND(1)))" to get a result within 1 to 199 in QuickBASIC. Is there an approximation in Batari? Maybe there's a way using modulus. Something like "rand MOD 199" Any clues guys? I've done a search with some hits but nothing clear.
  13. I've always made a general shape on my object and then played with turning pixels on and off until the detail is "good enough" given the colors allowed. Here are some samples of that technique in action: http://i511.photobucket.com/albums/s352/slobu/scrshot2.png?t=1220583805 http://i511.photobucket.com/albums/s352/slobu/spitifall.png http://i511.photobucket.com/albums/s352/slobu/scrshot2-1.png One exercise is to reduce the colors on a commercial sprite and then manually edit the pixels until it feels right.
  14. I just picked up my Harmony Cart from the mail. Loaded a standard SD 2gb with my first (broken) attempt at Batari Basic pretty easy. My Jr either has reception problems or a cheap RCA cable so the video quality stinks. Although, when I think back, the Atari consoles I played on as a kid were plenty static-y. Static + shadows = pure nostalgia Anyway, I've got a hard time sticking to projects once I hit a few hurdles. I'll count the forced indenting in Batari and quirks in VisualbB as a few bumps in the road. Seeing my broken game on a real 2600 was a real moral booster! Real progress on a real TV. Many thanks to AtariAge, Batari and all the rest for this wonderful product. I also hope the community continues to find new ways to exploit that ARM in there. Save-states and enhanced graphics and all.
  15. Looks awesome. I'm not sure if it's been mentioned, but, I'd like to throw in my vote that you fire first - press and hold to roll. Those damn, dirty robots don't deserve a barrel roll!
  16. @Random Terrain: You, Sir, rock 7 ways that I can't even imagine to describe but nevertheless are totally awesome! Think Metallica arriving at your birthday party with a shopping cart filled with choice translated Japanese RPGs. Also, Lars gets to grind for you until level 99. The palette is still off in Stella but the point is I can compile again Thanks for taking the time to solve that mystery for me! And, yes, I will backtrack and study why your compiler options work. Thank you! Check out the kernel_options: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#kerneloptions For example, in one game I'm working on, this is what I need at the beginning of the program: set kernel_options player1colors no_blank_lines pfcolors
  17. Just started in VisualbB and Batari so forgive me if this is a stone dumb question. Whenever I add a playfield with playfield colors Batari does not compile. This is a straight drag-and-drop operation too so I'd assume that the code has proper indentation. The pfcolors: label appears in pink for some reason. This is the latest Batari Basic with VisualbB build 550. Any clues? pfcolors: $0E $1E $2E $3E $4E $5E $6E $7E $8E $9E $0E end playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X............................... X............................... X............................... X............................... X............................... X............................... X............................... X............................... X............................... ................................ end P.S. VisualbB has come a long way since it's first release. It installs great on both XP and Windows 7. Thanks for all the hard work!
  18. Apparently, I do mean "Video Game Brain" but a homemade device that gives you two cart slots and allows setting A12 high or low on either slot would also work. It would be easy to lay out a board for such a device, and would not require any logic chips. The edge connectors (either through hole, but deep enough to insert a cart, or straddle-mount) might be hard to find for a reasonable price, though. I'm trying to find information about the "Video Game Brain" but i also just keep pulling up the unreleased Game Brain. Do you think you can link me to the relevant information about it. I just cant seem to find it using Google. Some relevent links: https://www.atari2600.com/item--Video-Game-Brain--PROD1546.html http://www.computerhistory.org/collections/accession/102633278 Too rare to count on buying one. But Bataris words are encouraging in that his technique for ROM dumping is not specific to the Video Game Brain. See, possibilities like this add value that is NOT present in most flash carts. Well worth the extra gold.
  19. What does this mean? The Retrode is a device that makes your cartridge appear as just another drive letter in Windows. You can copy-and-paste the ROM data to your PC. Once the cartridge data is copied to your PC you can run an Emulator to play your game. In my country you must own the game and dump the ROM yourself in order to be covered by "fair-use". Once the Retrode has an adapter for Atari 2600 games I can dump the games I own to the Harmony. No more sifting through piles of games! http://www.retrode.org/wordpress/
  20. The price is still very fair. I ordered mine today! What sealed the deal was the progress made using the cart as a co-processor. As Batari is deeply rooted in this thing I'm anticipating he'll add support into Batari Basic. Now, I can target plain-old 2600's and in the future I can use my Batari Basic knowledge to make enhanced games. What's not to love? As a bonus the Retrode guy seems to be making some progress on a 2600 adapter so I can legally rip my games.
  21. Ever hear of Dead or Alive Xtreme Beach Volleyball? Pretty sure that qualifies if we're talking "Game Design/Programming". For a purist programming example you'd have to inspect the source code for every game I make http://forums.tigsource.com/index.php?topic=7706.0
  22. Thanks for keeping me in the loop with this discussion ^_^ Well, I mostly concur with the first 2 points now (not that you asked me to - just that we both basically agree) 1. Randomness and Replayability 2. No Mindless Enemies I think the last three could be boiled down to 2 Frustration and Irritation + Fear and Stress = Negative Rewards. I don't think you can eliminate risk/reward BUT you can eliminate designing a game around it. When a player tries something new and fails they will be disappointed. If that disappointment is supplemented by the aggravation of in-game penalty that is designing within the risk/reward paradigm. Competition This is a hard one. The very act of progressing in a game is competition to me. It may not be my caveman instinct to bash male competitors but it IS my instinct to achieve for pleasure. I'm competing against myself to do better. Doesn't matter if it's a boss monster or placing a puzzle piece. I want to win. A game without negative rewards is fine (DOOM with god mode enabled) but a game without rewards defined is just art. I think a more humble mantra would be to avoid carrot and stick rather than competition within and without. "Breaking" the player of competitive habits may be in itself forcing them into your paradigm instead of providing entertainment. Maybe this would be a possible refinement of your rule set: 1. Randomness and re-playability built in. Pre-defined areas and storyline are OK but re-playability is a must. Randomness is key to achieving re-playability. Compare level 3 of Adventure to The Legend of Zelda. Zelda remains static and offers the same experience while Adventure can be enjoyed anew with different enemy and item placement. 2. Non-player Characters must feel "alive" and believable. NPC design should focus on intelligent interaction with the player. If an opponent the reaction should be stimulating. If a Bear than the player should feel it's a Bear without label needed. 3. No Negative Rewards. While disappointment cannot be fully vanquished using it as a tool can. Controlling game flow through player reprimand should be non-existent. Think of Grand Theft Auto with invincibility cheat turned on. The player may be disappointed by missing a motorcycle jump off a ramp but will not be punished (by dying) if the jump fails. 4. No Carrot-and-Stick. Pleasure should be self-motivated and achieved. Pre-defined goals are "someone else's" goals and thus "artificially sweet" to the player at best. I kind of break down at Carrot and Stick Goals define a game. Competition is present even within yourself! What is Pac-Man without "eat all the pellets"? What is Super Mario Brothers without "I'll do better next time and save the Princess"?
  23. I just had some other thoughts too. Just my opinion - devils advocate and all that A game without some risk is a sleeping pill. Anything lost during a game play is irritating, but without risk there is no sense of reward. No matter how smart the enemy is, if there is no risk (the fear, irritation, stress of losing) then it's a meaningless act to beat it. Expert control of risk in the form of fear, stress and irritation is key, but eliminating it deadens gameplay. Only creating co-op games is fine but people will still compete. Double Dragon is an example where people will play through the entire game just to fight their co-op partner at the end. The Teenage Mutant Ninja Turtles games are co-op but 5 out of 6 kids I knew would compete over power-ups and health. Minimizing negative competition may be a worthy goal but reducing competition to zero may seep the life out of the game. The concept of smart, lifelike enemies is also relative. Games like Symphony of the Night used basic patterns and careful placement of enemies in tandem with excellent animation and graphics to create "lifelike" monsters. At the same time I've seen monster spawn in modern MMOs that feel like they're using "IF MONSTERX > PLAYERX THEN MONSTERX = MONSTERX - 1". Intelligence in level design can beat out AI if used right. The "alive" feel of enemies is not just a question of AI is what I'm getting at.
  24. What's "healthy" will vary from personality to personality. Letting both the action player and strategy player "win" by allowing both play styles seems to be key. Grand Theft Auto Vice City is an example of a game that caters to action, mission based people and sandbox exploration type people. Having a safety valve for various play mechanics is good too. In most RPGs you can defeat a boss the developer intended way or experiment with your own tactics or grind until the character is powerful enough. If one direction doesn't work you can always win by different means. God of War is a example of what NOT to do as you can mostly beat a boss on personal flair until forced to ape random key sequences. Those who cannot ape random key presses toss the game aside in frustration. The ideals you put forth should be tempered with the wisdom that some players crave exactly the opposite! Some love liner gameplay. Some love flying Medusa Heads they can predict and outwit. Some thrive on fear, frustration and success. Cater to both crowds and provide a safety valve for game mechanics that lean too much either way. Just a few thoughts
  25. I think someone forgot an "l" at the end of the link http://alienbill.com/2600/basic/music/tune2600.html
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