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Everything posted by pacgreg
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If I were to say, pull every variable before using it and pushing it back where it came from every time, would that mean I could use the whole thing as variables? like pulling out data for an animation to a then putting it away and using a again later in the code to pull out music position and put it away each loop will it always be stored in the same place? I'm guessing this would look somewhat like this dim a = frame dim a = duration mainloop ; Animation stack 100 pull frame ; (CODE HERE) stack 99 push frame ;music stack 101 pull duration ; (CODE HERE) stack 100 push duration drawscreen goto mainloop Thanks Greg
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I came up with a very simplified version of A* pathfinding that I read about here https://www.raywenderlich.com/4946/introduction-to-a-pathfinding Thanks for the pointers though
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I'm having issues making reliable AI for game enemies, I was wondering if someone had some resources or tips on bit-conservative pathfinding to navigate to chase the player around obstacles. Thanks Greg
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Trying to do audio for the first time, I guess my real question would be can you gosub jump to another bank and still use sread normally? Can you use two sdata groupings at the same time for different sounds and music playing at the same time? Attached is the code I was trying to play with to use music and bankswitching. Thanks default.bas
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Is there a comprehensive list of all variables I can use in DPC+ somewhere I can reference? I think I'm about to need a lot Thanks
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I've been working on my battle testing code and run into an issue I can't figure out. It won't compile due to a syntax error at 87,33 that does not make sense. It's a simple if != but it keeps throwing issues. Can someone help me figure this out? Thanks! War test.bas
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I've finished most of the map screen. Each country can be selected with the cursor, and its respective flag appears in the top right. To do: -Put more information in the sidebar -Finish the battlefield half of the game -Make battlefields for the 9 countries -Turn conquered countries to your color. -Sounds -Title Screen? -Multiplayer? Let me know if you find any bumps or if you can create a better 8x8 UK flag than the one I've got right now Grand Strategy.bas Grand Strategy.bas.bin
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I think I've figured out a good way for war to be fun and started on it, but I want to know if there's a way to lessen the distance between NUSIZ copies. I'd like the columns to stand a bit closer. The alternative would be to turn the battlefield 90 degrees and use playerheights to eliminate troops. but I feel that would make it look blech. The current gameplay plan is a bastardization of kaisersspiel boardgame combat and HOI4. War test.bas War test.bas.bin
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Thanks alot RT, that helps. Im gonna sit on this for a little while until I can devise a way to make combat more fun, checking out similar war games for inspiration in the meantime
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I'm interested to see a 2600 bullet hell game. It's very possible using the 10 sprites of the multisprite kernel or DPC+, and NUSIZ can make 1 or 2 extra copies of sprites paired with 2 missiles and a ball. With one player and one enemy, thats a maximum of 27 possible bullets on a screen at a time. Good luck!
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Could someone please explain or link me to an explanation of data? It would be very useful to store the large sprites to short data arrays and/or be able to load a sprite to different players. Something like player0 = sread(Germany) or player1 = sread(Germany) to make choosing and moving countries a lot more intuitive instead of copying specific scenarios down hundreds of times like I have in the past. Thanks Greg
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Been having fun with the exterior, gonna start on mechanics soon. My current plan is to present the map with a cursor to select a starter country, then zoom in to an enlarged PF version of your country to place armies in provinces and use them to slowly turn all of europe one color. The flicker is ridiculous right now as I'm trying to display all countries at once to position them but unless I find a trick to show them all at once Im thinking about only showing 2-4 relevant countries at any one time. Debating on making war a minigame or just doing dice rolls to avoid repetition. I could use a good explanation of data to make my code a little easier to navigate and clean up. Map painting.bas.bin
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Any reason I can not have multiple quad sized sprites with NUSIZ0 and NUSIZ1 at the same time? EDIT: just found I needed to put an underscore before it.
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I was wondering what a gsg would be like on the 2600 and made this as a mock-up. I'm deciding on making it more risk or EU4, but it will probably be a mix of the two. Thoughts? Suggestions? Grand Strategy.bas.bin
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I'd hate to say but I don't foresee me finishing that game any time soon. Its in two pieces, graphics and an AI testing file. If you want to see how it works I'll post the files but its been a long time since I've looked at it or batari in general.
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I used the ball to make the chest emblem for this superman boss rush game I started and never finished, gives an extra detail but leaves you an extra sprite. Also seeing the theme of your game you might like to see another vaporware project of mine. supermanchest.bas.bin fnaf.bas.bin
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Expedition Island demo / Adventure Island port
pacgreg replied to Retro Lord's topic in batari Basic
for the hunger bar across the top, I'd just make a line of pf that you add/remove with pfpixel or pfhline based on a variable. I'd show you an example because I used this when building my metal gear game but that got deleted when a young family member "cleaned up" my computer. -
Expedition Island demo / Adventure Island port
pacgreg replied to Retro Lord's topic in batari Basic
I like your work so far. If you never put anything into the top playfield row, you could use that to store your hunger meter and avoid confusion with the lives kernel. The holes in the ground are kinda odd since the original's holes are much larger, I would recommend just removing the ground for the length of a hole and killing the player at the height of the bottom of the screen. The controls could do with a bit more slippery-ness to match the nes version, as well as the ability to go left at lest a little, helps with landing in situations like the spring. Source: Adventure island is in my top 10 favorite nes games. -
Ooh I forgot about adventure island, excited to see what comes of this.
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5 Nights at Freddy's or Bentley's Family Diner Demo
pacgreg replied to pacgreg's topic in batari Basic
Thanks for the feedback, unfortunately this game has kinda fallen into my half finished game limbo. I got a little caught up in trying to learn assembly language and got distracted. -
I really like the bricky effect made by blank lines.
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5 Nights at Freddy's or Bentley's Family Diner Demo
pacgreg replied to pacgreg's topic in batari Basic
oh, sorry, !var == condition works. I wrote that after i stopped that coding session. -
5 Nights at Freddy's or Bentley's Family Diner Demo
pacgreg replied to pacgreg's topic in batari Basic
Ok so != is acceptable in bB, the problem was I was referring to a data block I deleted. -
5 Nights at Freddy's or Bentley's Family Diner Demo
pacgreg replied to pacgreg's topic in batari Basic
Oh, so I got bB confused with java again, ill try it when I get home -
5 Nights at Freddy's or Bentley's Family Diner Demo
pacgreg replied to pacgreg's topic in batari Basic
UPDATE: help needed with this code, trying to make a seperate program to build the AI and see whats going on but it stopped compiling when I tried to use a data array it stopped compiling, can someone check it out? AItest.bas
