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Posts posted by frankodragon
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You'll need to include a zip file of your graphics directory and your tmx file (assuming you used the tiled app) too if you want anyone else to be able to compile your code. It's a good start, I hope you continue with it. If you have questions, post 'em up. I'll try and help and I'm sure others will too.
Zip file's been added.
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I'm trying to learn 7800basic so I did this silly graphic hack of the sample "Smasteroids." Now you control a deep fried turkey and shoot at asteroids resembling Shatner, Hello Kitty and bikes. I even tried to lower the score when you get hit but the score reverts to 999,999 if you get hit at the start. Included is the .bas file.
Update (December 1, 2015): Newest version.
EDIT- You may be interested in the updated version below with extra "secrets."

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In Spike's Peak for Atari 2600, those eagles or hawks that dive right at you are annoying. And it sounds they're laughing after they get you.
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when?
in Atari 7800
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In Zelda Windwaker, it's not the swinging on pirate ropes on the ship, it's actually the music when the time is almost up, that's annoying! Also any other game that makes the music go faster like Tetris, etc.
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Another question: I'm using the code from the zelda example to go around obstacles but I need to bankswitch. So with codes with labels, do you need to mention "bank #" after every code or just after the labels?
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I'm following the Zelda example for 7800basic only to use my own graphics and I've run into a snag when compiling the file. I don't know if it's the computer's fault (bad dimm) or something else? There's not much about the reverse-indexed error and "cartridge size is not a multiple of 4k bytes."
Here's a screenshot:
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Could someone make a tutorial on how to create a sprite coming from another sprite and that sprite has X/Y movement? For instance, a creature that by pushing the fire button while standing in one of four directions spits a fireball and the fireball travels in that direction?
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I think I fixed it. Here's what I did:
Using Gimp, I made the images/tiles and made sure the character sprites are transparent and using the RGB mode.
When done, convert the image into Index Color by selecting Image--->Mode----> Indexed Color but don't click Convert yet!
Remember that Atari7800 custom palette? Tick the "Use Custom Palette" under the Colormap selection and select the Atari7800 palette.
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I'm trying at this too and I get a "too many colors" error in one of my images. Is it from the image itself or the code? I tried to change the colors but to no avail.
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Nobody's perfect and this isn't some big company with 100's of testers and such. This is a homebrew so expect some bugs. Even I make games with Multimedia Fusion 2 and I'm pretty sure there are bugs and issues with my games as well, so it's not easy to code, program, debug then distribute. So give the guys involved with the multicart a break. Put yourself in their shoes for once with all the craziness and frustration, then have some irate fellow barking at you for a technical issue. Trust me, when someone yells at you, it doesn't feel good at all.
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Two enemies in Wonder Boy III (Master System)/Dragon's Curse (TG-16): The cloud that rains fireballs down on you; arrows are the only way to get rid of them, and the skeleton with its disembodied head. If it hits you then it bounces around making it even harder to kill.
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Speaking of Mega Man I, those Spines that zip back and forth on the platforms are also very bothersome.
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In the ColecoVision version of Frenzy, Big Otto will kill you very quickly if you shoot out an Evil Otto in the same room. You really don't have much of a chance to escape.
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http://www.youtube.com/watch?v=xdMq_MNo4UQ
It's hard to tell from the video but it looks like they're playing Outlaw.
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The Darknuts especially the blue ones in the original Legend of Zelda. I remember throwing fits trying to get the Whistle in the level five dungeon when I had the wooden sword but I needed the White Sword and I couldn't get it until I had enough heart containers.
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That's Koppa's Deli In Milwaukee. I've heard about it in another thread where you can sit and play Atari games but I never visited the store.

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Zelda II: Adventure of Link-- Those flying skulls (called bubbles) in the palaces and take numerous hits to get rid of them. Also, the bubbles in certain stages that rise from pits. Hit one of those and you'll end up falling back into a pit.

Scrapyard Dog for the 7800. Just about every enemy including the fire hydrants and basketballs. Not to mention the jumps in the sewer level.
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How 'bout pudding instead of a cookie? Even Shatner likes pudding!
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Five more donor shells mailed this morning.
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Shatneroids (Graphic Hack)
in Atari 7800 Programming
Posted
I'm also thinking about designing a title screen. Would that be in the same code as the game itself or as a separate file?