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Posts posted by Aloan
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All simple gameplay is done for now: Hit the darn pooping pigeon 3 times to kill it, but don't let it poop on you too much or you'll loose the pooping battle!
Control = jumps (no use yet)
arrows = run left or right
shift = throws your poop at pigeons: only one at a time!
Esc = quits game
Enter = restarts game
This game was made using Multimedia Fusion 2 and is not playable on a real Atari 2600 (only on a windows pc)!
it is in an .exe format.
and so I made this simple game in just a night without any programming.. to know how to do the same head over to my teachings here!
(and let it rain Atari 2600 games, just like before the crash - heheh)
http://aloan.site90.net/atari_graphics_simplified.html
btw I am having trouble trying to get the java version to work on a browser.. so.. exe only... sorry...
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Check out this example from 3:10...
That raven had a rare case of unstoppable human poop syndrome!

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How come it's in an exe? Was hoping to load this up on my Mac. Any chance you'll have a binary soon to share?
oh, well... (I have to tell my secret) .. it is because it was made in Multimedia Fusion... and it "only" allows me to export it to an exe!
well it also allows me to export to either Java internet aplet or java start - but I don't know which one is the easiest one for me to make it playable on a browser!
what do you think? which one of the two?
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Color of the pants needs to change too. Looks like dude has no legs.
Got it! updated pants! and made a so so playable executable

Control jumps = no use yet
arrows = run left or right
shift = throws poop at pigeons: only 2 poops at a time

game does not have a score yet and no ending, neither any damage to you or the darn (one pigeon only) enemy
to include soon = energy bar = 3 hits you're too pooped! (death)
3 pigeons attacking at different intervals: 3 human poop hits kill pigeon, falls down when killed!
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This is Pigeon Pooper... a faithful drawing of an yet non-existing Atari 2600 game!
This guy has had enough with pigeons pooping on his head!
Now he's out for revenge!
Question is, pigeons are using missiles as their poop
and player is using a ball.
Can the ball poop be substituted by a player poop? if so I can make that square poop more like
real revenge (if you know what I mean)

like so:

Update: display is now 144 color clocks wide to "hide" the black code lines

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thank you for the juicy info!!! I was also looking at Sneak and peek and was marveled at what they accomplished there too! they used missiles to make the house's rooftop look high resolution
- but what puzzles me is they used on of the players to create the smoke!!! and the pathway which strays off to the side more than the allowable 8 bits! I am guessing it is the same trick they did to make the chainsaw of the very first pic above! - Sneak and peek has some amazing graphics for the intro! -
well just as I thought I was done, along comes 2 flabbergasting games and their trickery: Congo Bongo's amazing playfield and Crossbow's different colors per scan line!!!

In Congo Bongo as I disabled everything (the players, the missiles and the ball) and kept the playfield, and it still was left as a complex drawing and had all these colors to it! how was that done?

and in Crossbow, it had the cloning player trickery but on the same scanline it has different colors! how did they do that?

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LOL
- I knew there was something fishy about my pedal to the medal
- lovely screenshot!!! -
dumb question from an excited player: I pressed the arrow keys to move but nothing happens, how do we move the mechanical thing below (lol, I don't know how to call it)
- or does it only work with a pedal controller?!! -
oh that is a fabulous improvement!!!

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haha, amazing trick!
thank youssanother easy question about multiple players on the same scan lines
I've noticed that Player0 can have 2 more clones to its right as long as there is a gap (its own width) in between!
the question is: Are 3 Player0s the max for each of the vertical scan lines it occupies? (as I understand down its feet we can create more clones) (thanks for the speeding answers)
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in Texas Chainsaw Massacre, the char is bigger than the allowable width of 8 bits (8 color clocks) - but the extra are on his chainsaw.
how did they do it? when I press Alt + Z player0 becomes invisible, meaning it is its whole sprite!!?
I've seen this also on another game (I don't remember which one now)
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Amazing is a small word for it! but I could not go without saying that a port of Konami's Ye Ar Kung Fu would be awesome too! (Idk if I spelled correctly)
author of:
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There's 40 PF pixels across the screen. I made a 40x2 checkerboard image, scaled it to 640 across to match your mockup, and overlayed it on the mockup:
The pixels of your tree do not line up with PF pixels.
I see the mistake now, thanks for pointing it out! I had split the middle of the tree's middle block at the 80 pixel mark! then mirrored that to the right!
So what I should have done is have that whole block towards before the 80 pixel mark, then mirror that to the right! I will correct it!
I am very grateful!
and have updated the screenshots!I've updated my page at: http://aloan.site90.net/atari_graphics_simplified.html
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Well, today I went and created a program from scratch that can do what I am saying...
txt instructions are in the download as well!
The ability to do the background will have to wait, but meanwhile, black background will do!
I will be working on bringing mirrored, repeated and asymmetrical capability and post the upload (that's for sure)!
here is the program: http://aloan.site90.net/pfmaker.zip
If you have MMF2 or Fusion 2.5, and would like to jump in to help sort it out, my PF app maker file is here: http://aloan.site90.net/pfmaker.mfa
The company behind the app:
http://www.clickteam.com/clickteam-fusion-2-5
This program is made so it is easier for game makers to visualize their PF and Player art before writing them into code!
It only supports 7 PF and 7 Player colors, but more colors can be added later using the Pain.net program
This is a new screenshot of a first serious mirrored playfield art with a player1 on it (to mirror and add a background, I used Paint.net)

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I personally love the blocky LEGO graphics of the Atari 2600!!! It is its charm! if it were high res, it wouldn't feel the same!
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Many thanks, Spiceware! link fixed! Oh and that is a joyful screen of colorful letters!
here is a webpage I made that takes us back to old times: http://aloan.site90.net/90s/90s.html
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This has helped me more on the page I've made for artists who can't program yet and get a fast taste or nostalgic kick: http://aloan.site90.net/atari_graphics_simplified.html
I want to be faithful to the looks and sounds!


Smurf's house question
in Atari 2600 Programming
Posted · Edited by Aloan
Howdy friends!
According to Stella's debug, this is a double stretched player0 - all fine, yes, but
how does it have some fine vertical tuning/narrowing/cropping?
I know you can do that with the Playfield, but you can also do it with a player?
I will assume it is possible? please let me know if it really is!
(see the lower roof part with one scanline adjustment)
Btw,
My hats off to the developer(s) of the Atari 2600's Smurfs,
as cool techniques were programmed into the 8k game, such as:
stretched sprite (Smurf's house)
double sprite (cloud)
animated playfield (water)
1st double jump game?!
multi-colored convincing smurf characters (even yellow hair for Smurfette)
varying songs (including the real Smurf's theme)
high res graphics (grass, using the narrowing trick discussed in this thread's question)
smooth animations