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Everything posted by TooSlowGamer
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Berzerk works fine for me with all diagonals, as does your ROM. I suspect it's because your keyboard doesn't support reading from certain sets of keys at the same time. See Keyboard are Evil for more information. I'll bet if you use a joystick, everything would work fine. Yea, that's what I found the problem to be. When I said I put it in a different emulator, what I did was put it on my flashcart and emulated it on my DS, so that explains it.
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It's great. I also like the addition of difficulty. One thing, on the Atari logo level, I think it's too easy, at least when compared to the previous level, because it's just a simple straightaway.
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I may be able to help, but I can't seem to find what your current, unresolved question actually is.
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OK, here's a new version. This will probably be my last version for a while, if not the last version ever. I added a new play field. If you press select on the title screen, the press fire, you'll get it. I added use of the difficulty switches. Difficulty B won't allow you to get hurt from the walls, difficulty a will. Both players get sent back to start when you shoot someone. The scoring system is better. 8 lives per player. When someone wins, the screen freezes and changes color. Hit reset to reboot. Added more sounds. The sounds aren't the greatest, but I didn't even originally plan to put any sounds in at all. Berzerk Blitz Ver. 2.0.bin
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I'm going to add the flashing animation, that would interrupt all gameplay for a few seconds for both characters (like in the original). I figure, if I can slow down the speed of the characters, you won't die very often and it wouldn't be a big deal that the second player is frozen for a few seconds. I'm also going to try sending BOTH players back to start when one shoots the other and see how it turns out. Again, I think that if I further develop the game, it will be harder to shoot the other player and this won't happen all that often, especially if I implement a life bar. And, if I have room, I'm going to put options via the difficulty switch turning on or off whether you die from hitting the playfield or not.
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It's coded for you to go back to the start if you run into the wall or get shot. If the two players run into each other they both go back to start. In the future, I want to add the flashing electrocution animation when they get hit, so that it gives you time to think before getting back into the game (because now, if you run into the right wall, you'll go back to start and won't have time to release the right joystick, so you'll get hit multiple times). Also, you can play two players in stella, you just have to map the second players keys to keys that aren't already being used for an option in stella. I also just finished an update on the game. This time I added sprite animation, the ability to shoot diagonally, and the score (currently just adding 1000 and 1). Sprite animation was way easier than I thought, I tried it before and just couldn't get it. I was laying in bed, and thought of a way and it was so simple I was wondering why I didn't do it, it ended up working perfectly. I had shooting diagonally coded before I made the thread post, but I just couldn't get it to work. I could get shooting up right and down left to work, but I just couldn't get shooting the other diagonals to work. I just deleted the code and decided I'd work on it later. Yesterday, I decided to play the real Berzerk on Stella. I found I had the same problem, couldn't shoot up left or down right. So, I quickly rewrote the code I had before and tried it out on a different emulator, and it worked perfectly. Score was easy to implement, I don't know why I didn't do it before. Things I want to add in the future: Slow down the movement of the characters to make it easier to control and more like the original. Diagonal shooting should be more horizontal like the original. Another playfield. Option via difficulty switches to turn off whether you die from hitting the walls. Flashing electrocution animation when you are hit. Better sound. A better scoring system for both players. Is it possible just to remove the extra 0 in the center? Possibly health bars. If I have room when I add everything else I want to add, maybe basic AI. If I accomplish all of those goals, I think this could turn into a decent game. I really need to get a harmony cart so I can play/test this on a real 2600! Berzerk Blitz Ver. 1.1.bin
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I love this game. Good job! A lower difficulty setting would help the game out a lot, in my eyes. Also, it got really fast all of a sudden, i thought that was kinda weird. But it could be because that particular level was just a straightaway? Is that why you did it?
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Looks like a good start. You will have to add collision detection (as you probably already know) and the other things you have said, but it definitely is a good first game. I can't remember the name of the kernel, but somewhere there is a 2 player score kernel out there that would probably work great for the score. Either that, or you could score by adding ones and thousands. Anyway, keep it up and great job! Collision detection? I thought that was when one character or missile runs into something. I already have that? The only problem is I need to go through the flashing sequence because when player 1 hits player 2, he goes back to where he already is like nothing happened.
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Has this problem been resolved? If not, I know the problem. It's the first line in the code: set kernel_options playercolors player1colors pfcolors playercolors and player1colors come at a cost. That cost is a loss of missile 0 and 1. For more information, check out the "kernel_options chart" here: http://randomterrain.com/atari-2600-memories-batari-basic-commands.html#kernelopchart
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Hey guys! I'm pretty excited that I was able to finish (well, finished enough to play) my first game. It's not very good, and it still has a lot of things to improve, but it's playable! This game isn't made for any of you to play and have a good time (you may, but that wasn't the purpose), it was made just for me to understand batari Basic, so I can hopefully make a better game, and maybe, one day learn assembly and program a 2600 game the real way. But anyway, the game I created is just a two player game. It really has nothing to do with Berzerk, other than the name, the sprites, and the way you shoot. Anyway, it's just a deathmatch similar to Combat, but with the controls and look of Berzerk. If I'm violating any copyrights of Atari, such as the name, or possibly the shape of the sprite, I can change them if someone lets me know. I know there needs to be improvements. Hopefully I will be able to add sprite animation, better sounds, and shooting diagonally in the future, but I may just move onto a completely new project. Berzerk Blitz.bin
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You can reduce the *height* of the playfield pixels in the standard kernel-- especially if you're using the Superchip option-- but there's no way to reduce the *width* of the playfield pixels. They're *always* 4 color clocks wide, and you can't change that, because it's how the TIA chip is designed to draw them. Michael How???
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OK, so I play my playfield and all of the blocks in it are actually vertical rectangles. This means I have to use two rectangles for the side boundaries to make it look even. Plus, these end up being rather large. Is there anyway to make them squares, or at least make them smaller rectangles? (You could explain how in VisualbB, or just code, if even possible)
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When you say too big do you mean too tall? If you need to resize it, you can just right click and click resize. From there you can just change the height.
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I don't want to start a new topic for every little question I have, so I'll ask the minor ones in here. Could someone explain to me how to put music and a title screen together? I have the .bas file for the music and I have the code for the playfield (title screen). How do I put them together? A tutorial on this would be nice if there is one out there. Also, how would you go about putting in a command to get out of the title screen? A tutorial on title screens would be really nice.
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Thanks, that piece of code worked. You have to keep in mind that I'm a complete beginner and I'm just messing around before I start a program. Now, third problem. The colors appear, but (well, I think) I set the playfield to gray and the background to black (using COLUBK = 240), but when I try it in Stella it comes out brown. I think it could be something to do with the emulator, though? Like a different region? EDIT: Just completely ignore that, I actually did set them to brown.
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Thanks, but now I ran into another problem. This is the code for my playfield: pfcolors: $F6 $F6 $F6 $F6 $F6 $F6 $F6 $F6 $F6 $F6 $F6 end playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX............................XX XX............................XX XX............................XX XX......XX....................XX XX......XX...........XX.......XX XX...................XX.......XX XX............................XX XX............................XX XX............................XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end When I attempt to compile it it says "PFcolors kernel options not set" and won't compile.
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OK, this is probably a dumb question with a simple answer, but I just can't find out how to do this. In VisualbB when I create a new sprite, I double click it and the sprite editor pops up. It's always set on 7X7 I know it can only have 7 across, but how do I get taller sprites? Also, is it possible to have multicolored sprites in VisualbB? EDIT: Sorry, I figured it out. I knew it was a simple answer. But, in case anyone looks at this thread years from now trying to figure out how to do it, you just right click.
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I'll be just about to buy a SNES for 30 or so dollars (Pretty fair) from someone who has it in there closet and will probably never play it again. Then someone else will come up and tell the seller "Dude! Don't sell that, you wanna know why? Because he (he being the buyer, me) is just going to wait a few years and sell it for like 800 dollars. It's probably worth like 300 now anyway!". So I calmly explain that I am buying it to play and I rarely sell video games and that the price of SNES's (just like any game or system) goes up a little then back down and then back up. But the seller is just like "yea right!" and walks away. I was also explaining to my nephew that when he goes out and buys a game that he should buy a good game and not games based off of movies or TV shows (I know some are good, but as a general rule, it's easy to find something better). Then he turned around and said "But you do all the time! You have a lot of Sonic games and Mortal Kombat. You even have Doom!" I was like, "Uhh, no. The Sonic show was based off the games. And the Mortal Kombat and Doom movies were based off the games too" Then I bring something like my GameBoy Advance or something somewhere and I get a huge crowd of people mesmerized by the system. They all are like "Wow, that's ancient" "You should sell that! You could probably get 800 dollars out of that, man!" "That's like the first video game ever!" "It used cartridges? That's like a billion years old man!"
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Actually, I don't play for Nostalgia at all. In fact, I didn't even live through most of the stuff I play. How it started was I was browsing i-am-bored.com and I saw the AVGN episode of NES Accessories. I thought it was funny so I watched his other reviews. Now that got be curious to see if the games were really that bad. So I went out and bought myself an NES from a local retro game store. From there I looked in a couple of closets and found my brother's old Sega Genesis 2 in box. I hooked that up. Then I just started buying games. What kept me hooked onto it was the 2D Shooters (shmups) and 2D platformers (MARIO! and a little Sonic too...). Now I find myself buying mainly for my DS because it has most of the classic remakes (New Super Mario Bros, Contra 4, Space Invaders Extreme, etc., etc., etc.....)
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Atari 2600 Power Switch Problem. Finicky Switch.
TooSlowGamer replied to TooSlowGamer's topic in Hardware
Haven't checked just yet, I just like to know where they are just in case. It may actually because the 2600 is running off a 9v battery. I don't have the transformer box for the power, but I do have the end that plugs into the Atari. The thing was running perfectly until the 9v battery started running a little low. So before I open it up again, I'll try it with a real power supply. -
Atari 2600 Power Switch Problem. Finicky Switch.
TooSlowGamer replied to TooSlowGamer's topic in Hardware
Where would you recommend finding a replacement? -
My best deal is an Atari 2600 with beat up original box (no inserts) and 13 games for 5.25... Not to great, but I haven't been retro gaming for very long.
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Jaguar - My least favorite Atari Console
TooSlowGamer replied to AdeptRapier's topic in Atari Jaguar
When I picture Atari's consoles, I picture them with simple, classic games like PacMan and Space Invaders. I'm not saying the Jag is bad, but when I play it I can't take in that it's made by the same people that made the 2600.
