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pitfall_jerry

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Posts posted by pitfall_jerry


  1. That what I LOVE so about atari as compared to modern systems. Its like reading a book compared to going to the movies. One has every part of the story done with high detail leaving nothing to the imagination. The other gives just enough so that it sparks the mind to fill in the gaps and immersion can take to the skies. :lust:

     

    I totally agree and have been showing my 23yo gaming neighbor some of the great games that we used to play.


  2. Here is one I am looking to port over to Atari 2600 and to the 8 bit as well. Ononmin

     

    Fun game and I think it would be fun on the 2600.

     

    Thanks for the feedbacks RevEng, yuppicide, and diogoandrei. I was hoping to post a new version today, but I ran into some problems. As I stated in my last post, I ran out of room. I used every byte of the 4kb. So f' it I typed in set romsize 8k - I can try to optimize later. I compiled, not changing anything accept accounting for the additional bank, where I moved the main game loop. Now I get the breakif {_scan>#262} thing again. I nailed it down to the two subroutines that are the culprits: the initialize playfield sub and the smashMan sub (where the playfield, well tries to smash him).

     

    So I am working thru this & hopefully I'll be back to chugging along soon. Maybe a well placed drawscreen line will help. Also, I keep these important subs in the second bank along with the main loop. So hopefully this mess can be ironed out tonight.

     

    So my next plans are:

    - phase I: do death animation, do head/body hitting animations when colliding with wall/blocks, game auto-restarts onto next level after sometime

     

    - phase II: fix physics

     

    - phase III: fix ledge physics, fix death physics

     

    And I think phase II/III will take care of the issues you described yuppicide (and yes I am aware of 'em). After that I have to fix some problems with the playfield generation because it seems every once in awhile it generates a playfield that isn't winnable....

     

    So thanks again for the helpful feedback/encouragement.


  3. oooOOOOWWW!! Hey kids I've got some scarey sprites for you today! heh heh heh oooOOOOWWW!! First off we start with the most frightening, bone chilling sprite of them all... a Door! oooOOOOWWW!! *Lightening crashes* heh heh heh You were scared weren't you kids?! :)

     

    That was for all of those Count Floyd fans out there. :D

     

    Anyway, rumors of my death have been greatly exaggerated... besides I became a zombie instead. Sure you can stay awake forever and get more sprites done, but being cold and hungry all the time is a bit of a draw back. I manage to fuel my hunger habit by asking people for CHHAAAANNNGE.. :skull: :)

     

    Sprites range from 8x8 to 8x16.

     

    post-26314-128698194018_thumb.png

     

    Doors Animated Sprites.zip

     

    post-26314-128698195663_thumb.png

     

    Ghost01.zip

     

    post-26314-128698197377_thumb.png

     

    Grave Stones & Graves.zip

     

    post-26314-128698201752_thumb.png

     

    Jack_o_lantern.zip

     

    post-26314-128698204358_thumb.png

     

    Pumpkins.zip

     

    I am working on converting one of my Flash games to the 2600 and been working on a ghost sprite. Yours are so much better then mine. Keep up the great work and thank you.


  4. Good work Galaxian! I think he might still need to do the

     

    set romsize [whatever]

     

    and

     

    set kernel_options [whatever]

     

    thing at the very top.

     

    Also, the player0 color doesn't get set. COLUP0 must be set inside the main loop because after the drawscreen it gets blanked out!

    Thank you for your praise!

    Without your invaluable help I could never have helped the fine developer!

    Also, here is the NEW, REVISED version! Only problem is, is that player0 doesn't show up (among other things) and I don't know how to set romsize 4K or kernal options...

    Anyway, here they are:

     

    I fixed your code to display the ground and player.

    sprites
    
    playfield:
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ......XXXXXXXXXX................
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    end
    
    COLUBK=$9E
    COLUPF=$C4
    player0x = 25 : player0y = 25
    
    
    player0:
    %11111110
    %10000100
    %10010100
    %10000100
    %10000100
    %10111100
    %10000100
    %11111110
    end
    
    
    COLUP0 = 14
    drawscreen
    
    


  5. I always give credit when credit is due and this would be one of those times. Great job!

     

    Thanks for the artwork. It is good work and awesome that you are sharing. It helps give me ideas of how to do artwork and I may use a few of them myself.

     

    You're most welcome and thank you. If you want to, you could always credit me if you make something that uses them. :D :D :D But even without credit, I'll keep making them because as you've mentioned it gives people some idea of how they can make their own sprites look the way they want them to. :) I'm also hoping to get more examples done of animated Sprites.. need more spare time for that though.

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