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Everything posted by pacgreg
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The second option seems like its useful for this and possibly more things in the future, is it called a data array in the batari page?
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I want to make a constant timer that controls a bunch of stuff, including activating a block of code every 5 cycles, but it needs to also go to 45, is there a way i could activate something every multiple of 5 like if timer % 5 == 0 then goto..., but in basic?
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Do you want the bB page to be many pages instead of one?
pacgreg replied to Random Terrain's topic in batari Basic
Ctrl+F gives the single page my vote, and i only have to load it once with the terrible internet at my house. -
Cool You're a Grumps fan too
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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, its been about the same way here, this is probably actually like 6 days of work out of the last 14 or so days. Timing is going to be weird once I get all the fun aesthetic stuff done. -
That makes it better now. This is an interesting project, but will a sprite movie have much/any replayability? What would make this really cool is if you told the story, but with dragon's lair/space ace "controls".
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After kinda starting this game and having too much fun, I think I found a project I might finally finish. What I have currently is essentially a multi screen test without any logic yet. Controls: Holding fire brings up the monitor, then holding a direction changes camera(only one at the moment) holding left or right without the monitor looks left and right, while looking, holding fire turns on the light. Later, pushing up or down to the side will toggle the door. Sound, logic, and cameras to come in future updates. Tell me what you think and how I can improve this, and hopefully I will finish and release this some time. fnaf.bas.bin
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Quick input, the low contrast of background vs celery colors make it difficult to distinguish the face.
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Whoops I was a bit late and on the wrong page, disregard
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No, I believe a bubsy game would be the perfect platformer for the 2600.
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I'm having too much fun with this, but I really like the look of this screen test, the flicker even makes it seem like there's static on the "feed". DPC+ isn't much different than the standard kernel except for a few things like _NUSIZ1, right side up sprites+colors, and the required bank switch at the beginning. fnaf.bas.bin fnaf.bas
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I don't know what I expected from "watch as his penis flaps about", but i tried it and sadly it does not animate nor flap when beeped at (foot is static as well).
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I made a little screen test to show you real quick how dpc+ could liven it up a bit. I might suggest using the method I did chica in instead of the one I did freddy in as it looks much better and is much easier, but I wanted to show that sprites can get crazy detailed in DPC+. This game could have a great look to it if you test the 2600's limits. fnaf.bas fnaf.bas.bin
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I had an idea on how to make FNAF for 2600, and my idea consisted of holding all character behavior and locations in theoretical space, and try to have highly detailed screens for every situation like the actual game is just still images organized with logic. I would almost recommend this approach and possilby use dpc+ for extra detail. I can't admit that I can tell what much is going on in most of the current screens
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Im on my phone but it looks like youre using dim wrong you first make a name for a variable ie dim variablename = a then you can define its value variablename = 0
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Im on my phone but it looks like youre using dim wrong you first make a name for a variable ie dim variablename = a then you can define its value variablename = 0
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I'm trying to make player1 respond to a hit caused by pressing the fire button on joy0 but whenever it connects and reads the line p1x = p1x - 2, it teleports all the way to the side of the screen, as it does with any movement I put there. I need another perspective of this because I can't find any reason that this keeps happening. The problem is likely hiding in the sections marked FIRE or HitManagement. Player1 moves fine using a similar move command to line himself up with the punch. Thanks Superman.bas
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Actually I think I want to convert the whole game to the standard kernel as I've never actually made a game in it, only DPC+, is it possible to use playercolors and no_blank_lines together?
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Thanks for the feedback, I guess I have to remake the sprites tp work with one player, might still use the ball to make the chest symbol since most of the playfield is close to the same color, but I think now the capes going to go.
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I've set my mind on using the first 2 sprites to make my player character in this game not thinking of the consequences. How bad do you guys think the flicker is and is there a way to lessen it? I really like how it looks with two colors per line, and the horizontal flying sprite requires it to look even halfway decent, is removing Player1 the only way to fix it? Superman.bas.bin
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Turns out my antivirus kept eating an important part of bB, temporarily disabling it and replacing the file fixed the problem.
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Thank you for catching that mistake but the new vbB is not compiling, the console says everything working as usual but there never is a final outputted bin file for it.
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Can you give me a link to the newest vbB version, I tried to update my version to see if that fixes a problem I'm having and now it doesn't recognize DPC+ anymore. On a related note, what's the problem with the joy0fire part of my code, I tried to make tapping and holding the button do different things but it messed up on a goto, a basic thing. Superman.bas
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That's a shame, then there's no way to shift the playfield left or right like I had planned to?
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Sorry I've been making a bunch of threads lately with simple answers, but I want to know how many playfield variables there are. From what I understand the playfield is stored in variables like var0 var1 var2 var3 ... but how far does that go? DPC+ playfields usually have much more than just 11/12 rows so does bB just make as many as it needs?
