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Everything posted by Mountain King
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Expedition Island demo / Adventure Island port
Mountain King replied to Retro Lord's topic in batari Basic
Nice start Retro. I haven't tried playing with scrolling yet. -
You'd have to take a sprite and treat it like a missile.
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This is really cool. I think I still need to wrap my head around it and find an application for it. But I like it a lot.
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The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
Random, yes the color scheme is way too dark for my liking on a real TV. Lightening everything is in the to do list. Zackattack, one thing I really enjoyed on thus project was coming up with different behavior for different sprite. I took inspiration from the game Spacemaster X-7 where each type of missile attacked you differently. Initially the boss relied on the play field in its behavior. Now I have 2 random values that control his behavior on top of his relation to the player. I've been wanting to play with AI some more. -
The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
I was testing it this morning and found the bug again. It was actually a limit that wasn't set right. It's really really fixed now. GIZZLEWAPdpc24.bas.bin -
The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
Yeah, I was thinking of something along those lines, but I wasn't sure how to execute a coordinate system. If the sprites remained in their own horizontal line I could do it by line. -
The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
I knew this road block would come sooner or later. With DPC+ and the virtual sprites, you can't seem to call an individual virtual sprite collision, example "Collision (player5,missile0)". You can only call, "Collision (player1,missile0)". If you have multiple virtual sprite the collision affect all the sprites on the screen. The example I have has 3 virtual sprite. I require 3 hits to remove them all from play "q controls number of hits" the first hit will shut off sprite 3, the second hit will shut off sprite 2 and the third hit will finish off the fight. But even if I hit sprite 1 first it will still remove the sprites in order. Any suggestion on how I can remove each sprite as they are being hit? if _monster=0 then goto __multi if _monster=6 then goto __inv62 __multi if q=1 then s{3}=0:player6y=200 if q=2 then s{2}=0:player5y=200 if q=3 then goto __dead if collision(player1,missile0) && joy0fire then q=q+1:goto __mon -
The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
Okay I fixed the no monster error. now you have a 25% chance to get one of the three monsters plus a 25% chance to get all 3 at once. GIZZLEWAPdpc24.bas.bin -
Nice, at your skill level, I was wondering when you were going to start using DPC+. As for documentaion, I haven't found much other than what's on the Random Terrain Site. Part of the fun for me was just experimenting.
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The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
Hmm... The no _monster=0 doesn't call a routine. But the program might be looking for one. Well that gives me a excuse to add another monster. -
The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
Alright I took apart my code and put it back together, or at least it feels that way. Thanks Zack Attack for finding those bugs. 1. I changed the health bar routine so it's not possible to flip it back to full health. 2. I added a little bump back when you get hit by an enemy. 3. changed the position of the lightning moth to in front of you when you hold down fire button. That way you can no longer sit at the edge spamming the fire button to kill the boss or the crab. this in turn has made the crab much more dangerous. With the combination of #2 he can actually lift you up and do major damage. 4. To compensate and minimize the crab damage, the crab will move away from you once he hits you. 5. The ant moves slower and doesn't jump as high. 6. The wasp now shoots at you and has changed color to look a little more like a Tarantula Hawk. (Google them if you don't know what they are) 7. The boss is bigger now. 8. Overall difficulty has increased, so I scaled back the damage all the monsters do. 9. Added additional animation to the death scene. 10. game loops correctly if you beat the boss. (progressive difficulty coming soon) 11. oh and fixed the random position of the "fruit" Enjoy, let me know what you think. GIZZLEWAPdpc23.bas.bin -
Dispute the technical difficulties it was still an informative lecture. I recognized your demo when you posted it here. When I'm ready to tackle assembly I may contact you for advise.
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I'm torn as well. It's sometimes hard to differentiate between the back round and the playfield on the Atari. Do you have a new Binary I can try?
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Scrottie, did you do a lecture of programming the Atari 2600 and post it on you tube? I can't seem to find it. If it was you, I enjoyed it very much.
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you need to indent "player1color:" nextstep player1color: $06 $00 $00 $00 $00 $00 $0C $00 $00 $00 $00 $00 $0A $0A $0A $0A $0A $0A $0A $0A end
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I've always wanted to play a dinosaur game. Interesting concept. The controls do need to be reversed. I'd love to see movement of the T-rex. Good start though.
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Good Game Papa, I have a little difficulty in seeing whats going on and how to do the particular moves. But when i do, its pretty fun. A minor note, i'm not sure you health bar is displaying properly.
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The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
Really. I'll have to fix that bug too. I wonder if its because the boss does more damage than the regular monsters. -
The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
You gather fruit, up to 4 at a time and return to the red tree. You will notice a butterfly creature trying to pull the tree out of the ground. Touch the tree and you will reset the fruit count. Collect about 20 fruit and the butterfly will be strong enough to pull the tree out of the ground. Let it pull the tree off the screen. Then one of the trees in the forest, the next screen over, you will see a hole appear in the trunk, jump in the hole and it will initiate the boss fight. I should slow down the ant and reduce the height it jumps. -
The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
Thanks ZackAttack. Yeah, I have to fix that. It was working before and then I added another used for the ball object and it broke the random position generator. You know how that goes. By the way were you able to get to the boss? Did you find the game too easy or too difficult? I let m daughter play it and she would cry because she couldn't beat the ant. -
The Gizzle Wap and The Strange Red Tree (Final Version)
Mountain King replied to Mountain King's topic in batari Basic
Here is the latest version of Gizzle Wap. Tentatively called The Gizzle Wap and the Strange Red Tree. I still need to streamline my code, but its actually playable now. Added a life bar, fruit count , tree scene, and boss fight. GIZZLEWAPdpc21.bas.bin -
Yeah, I found the same thing as Zackattack. If you hold up on the flippers you can keep the game going, not forever, but for a while. But the flippers look great now!
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Pfscore health help and Game over screen
Mountain King replied to Matth89812's topic in batari Basic
You'll need to position your player0 off the screen. Something like: player0x=200:player0y=200 -
Pfscore health help and Game over screen
Mountain King replied to Matth89812's topic in batari Basic
Also the health bar pfscore1 and pfscore2 are really a graphic representation of your health and they don't display correctly unless the value is exactly 255, 127, 63, 31, 15,7,3,1 and 0. You will need to convert your damage value to scale to the pfscore_ value. This is how I originally did it. Bogax showed me a better way. But this way is hopefully clear. If my player0 touched player 1 or missile on it would take 3 damage. Depending on the damage level pfscore2 would display accordingly. Once the damage level became lethal, then it would jump to the death routine. if collision(player0,player1) && !p=6:then r=r+3 if collision(player0,missile1) && !p=6:then r=r+3 if r=0 then pfscore2 = %11111111 if r>30 then pfscore2 = %01111111 if r>60 then pfscore2 = %00111111 if r>90 then pfscore2 = %00011111 if r>120 then pfscore2 = %00001111 if r>150 then pfscore2 = %00000111 if r>180 then pfscore2 = %00000011 if r>210 then pfscore2 = %00000001 if r>240 then pfscore2 = %00000000 if r>242 then goto __gizdead bank4 The more efficient way Bogax showed me looks like this: if collision(player0,player1) && !p=6:then r=r+3 if collision(player0,missile1) && !p=6:then r=r+3 if r > 0 && r < 31 then __skip rem temp1 = r / 30 temp1 = r / 2 : temp1 = ((temp1 / 16) + 1 + temp1) / 16 pfscore2 = tbl[temp1] data tbl %11111111, %01111111, %00111111, %00011111, %00001111, %00000011, %00000001, %00000000 end if r > 242 then goto __gizdead bank4 __skip -
Do you ever stop making games Retro? Another fun one. I got 230.
