TidusRenegade
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Everything posted by TidusRenegade
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Ok the speed and the 'slidy' controls were bothering me so I've fixed them. Updated version attached. I've also changed the name to 'Shifty Lifty' - just to differentiate a bit from the original. I did try adding some music but it was major grief so I will try again later. NTSC version attached, I can make a PAL60 version if anyone wants one? No idea if this works on actual hardware - I would be very interested if anyone has a melody cart and wants to try it? Not sure if I should continue this and make it a DPC+ game with multiple lifts or whether to just move back on to my other projects given that elevators amiss is already available. We'll see Shifty Lifty v1.3 NTSC.bin
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Best scores? I'm actually not very good at my own game, best I got was 1,330 Replaying this I'm having second thoughts about the 'slidy' controls, I was just trying to match the original game but they are annoying. Also its needs a slower step in speed. I'll update this port at some point
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Thanks guys, I appreciate the feedback Im using the base for this to build something bigger at the moment, but using DPC+. Hopefully Ill have something complete soon
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Thank you so much Bogax, thats exactly what I was looking for Really appreciate the help Hopefully I can start making something decent now
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Ok I've updated this 'port' to use multiple sprite - up to 5 lifts For anyone new to this post - this is a port/remake of Nifty Lifty on to the Atari 2600 The controls are simple, you only need left and right Goal of the game - avoid the lifts! Shifty Lifty v1.4 NTSC.bin Shifty Lifty v1.4 PAL60.bin
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Thank you Mountain King - that seems to compile now and has the multisprite kernel so hopefully that means I can this idea of a game working. However for some reason I seem to have lost the asteroid on screen in your fixed version, not sure why - I'll have a good look through the code. As for the DPC+ version, I was supposed to attach that as well. I did get that working but the screen size became very small I couldn't find a way to push it back to the standard 88 rows resolution. It should be attached now. Thanks again for your help on this. Example2.bas
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This is my latest - might be a little bit of a mess as I was trying a lot of things to get it working Example.bas
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Actually can somebody please help again - I'm tearing my hair out with this! So using the example above, I added a title screen - and that worked fine, but now I need to add more enemy sprites to make the game that I want to so I need to use either the multisprite kernel or DPC+ I got DPC+ working but the screen area shrunk dramatically and the missile for player0 did not work all of the time - and when it did work it was extremely flickery. I tried to change the screensize using DFxFRACINC but that seems to be more related to playfields than the screen size itself (not sure if I've got that right?). Is there any way to change the screensize to what it was pre-DPC+? So I tried multisprite kernel and came to conclusion that it won't work with title screens created with the title screen editor (?). So after ripping out my title screen, I'm still failing to compile my code and I'm now getting the error: 2600 Basic compilation failed! LINE --> set kernel multisprite --VERBOSE ERROR MESSAGE -- batari Basic v1.01dreveng40 ©2005-2017 Cannot open multisprite.inc for reading I'm using BB.1.1d.reveng40.zip which had worked fine up until this point. I did try using 1.0 instead but that didn't work either. I'm sure I'm doing something stupid but I'm not sure what!! Could anyone please help? Thanks in advance for any help
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Yep that was it, l was looping. So simple d'oh! Thanks
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But l only ever equals 1 once in the example code - doesn’t it? Is there a maximum value for variables at which point they loop back to zero? That would explain it Thanks for the response btw
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Attached some example code I've cut it down to the bear-minimum and its still occuring Example code.txt
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Hi all I've been having a go with Batari Basic and I've found a strange bug with my game that I don't know whether it is a limitation of the engine or something I'm doing stupid! I'm trying to scroll the enemy player from right to left and when it reaches the left-hand side of the screen, restart from the right at a random y position. It works - but sometimes, when the enemy sprite is scrolling right to left, it goes all the way to the side of the screen and sometimes it only gets 2/3s of the way there and then restarts. I used the code: if l=1 || player1x=0 then player1x=150: player1y=(rand&76)+9: goto jump2 player1x=player1x-1 Note l is just the loop iteration so starts the enemy sprite moving on first iteration player1 coordinates are not in the code anywhere else other than the initial locations which are outside of the game loop and defined up with the variables. Any idea why this is happening? Thanks for any help TR
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Duck Attack! - new Atari 2600 homebrew (NTSC & PAL)
TidusRenegade replied to e1will's topic in Homebrew Discussion
Hi, I actually signed up to the forums just to congratulate you on a cracking game! This game is fantastic and is already one of my favorite 2600 games. The level design is top notch. The duck can irritate me at times but thats part of the challenge as i see it! Well done on creating a great game, keep up the good work. TR
