Jump to content

pacgreg

Members
  • Content Count

    197
  • Joined

  • Last visited

Posts posted by pacgreg


  1. 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


  2. 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


  3. 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


  4. 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


  5. 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

    • Like 1

  6. 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


  7. 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!


  8. 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


  9. 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


  10. 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.


  11. 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.

×
×
  • Create New...