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Everything posted by abaudrand
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Bits won't toggle on/off in sprite and playfield editor
abaudrand replied to jubileebop's topic in batari Basic
strange, I've reinstalled visualbb 3 days ago with the latest seed and I got the same configuration as you (boot camp, XP SP3). Just an idea, check the version of microsoft framework.net you have installed. I can't remember which version you'll need but I remember you need a certain version for making it work... -
Any objections to killing the old color chart?
abaudrand replied to Random Terrain's topic in batari Basic
yeah, no regrets, just replace it by the new one -
Hi, I'm at office and can't play it for now but I would appreciate a screenshot attached to your post. Regards.
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neat. Thanks. I guess I should learn "optimisation"
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Just asking a silly question but I've read that it is possible to have more than 32Ko with melody board cartridge. Is it true and is Bb capable of handling more than 32Ko? I ask the question as I'm filling stuffy with only 32Ko.
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yes, I have a score for player0... anyway, I'll finish all levels sharing the same kind of kernel for the moment and will do the others in the end. For the moment I'm still trying to understand the maths of the atari to solve my sliding effect trouble.
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AAAARRGGGHHH !!!!!!!!!! I was hoping I could mix a 4k bank with no_blank_line for titles, another 4k for a multisprite level, and the rest of banks for others level of my game... I guess I should rethink all my game as I will never be able to mix them... moreover I'm using a lot of variables (already reaching letter "m") and I guess you're meaning these variables are assigned depending which kernel you are using.
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thanks for the lesson RevEng. I guess it will help many readers but it still weird for me. I will study it next week till it ring a bell in my low-frequency budbrain ...
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Thanks but I will try to rewrite my code tommorow and hope my mind will be more clear (which I doubt). The code of Jrok works perfect for his program so I guess I've missed something in mine. I'm still working on Dragons' Nights: Done a map for changing quest, add a gameover title and now designing the IcyMountain screen and I'm stuck with my archer sliding right off the screen. I guess my problem is the same as it's tough to understand that +255 equals -1 (or something close to it)
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Thanks for the thread Random Terrain. I've tried to put the code from jrok into my game with little modification but each time I go to right, the player never stops. Damn mathematics...
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What should the next 2600 RPG be like?
abaudrand replied to Gemintronic's topic in Atari 2600 Programming
I've seen Nethack in the poll list but I voted for other as ADOM by Thomas Biskup is my favourite one. I can't remember having such a high "replayness" as most of place were randomly set. Such a deep game that after playing it, I'm sure I've missed half of it (8 times champion of the arena, defeated by the Mummy lord in his pyramid, meet a kind of lord of chaos randomly met as I go further in a dungeon...) I would love to see a reduced version of it on atari... -
thanks, I'll have a long study of it tonight. Regards Random Terrain.
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Hi, I'm trying to create a skid effect for the player0: like Halo or the original Super mario bros, when you go left or right, there is a variable to make you slide a bit further depending how long you were going to a direction. I thought something like Left playerx=playerx-c:if c=0 then skip else c=c-1 Right playerx=playerx+c:if c=0 then skip else c=c+1 Still if c>1 then playerx=playerx+c if c<0 then playerx=playerx-c Do you think there is a better way to do it?
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General questions about kernels, bank switching...
abaudrand replied to abaudrand's topic in batari Basic
Thanks for the explanations. I'm greatly relieved about the variables which are available thru the entire game. For my mind's sake, I guess I will keep a simple title screen and endscreen "kernel" compatible with the rest of the game just for testing it and as a bridge with the rest of the game. Once the game will be ready, I'll rewrite a module of 4k with different kernel and ask for help once I'm done with all other matters. I've just found and bought on ebay a complete atari 7800 and once I've sell enough old stuff, I'll order an harmony cartridge to test what I'm doing on TV as I wonder about the flickering with Stella. You can't imagine how I'm happy to use batari and create a video game. Regards. -
Hi, I'm starting to question myself about which kernels to choose for the game as choice make limitations later. Is it possible to "mix" differents kernels within the same game? For exemple, I would like to have no blank line for the main title or final screen then as I need missiles for the Ingame, I would like to remove this kernel. The other question concern the bank switching: Can I store a variable thru the entire game despite I switch bank? I want to alternate dragon shooting and horse riding (which I guess will be stored in different bank) but I need to have acces to variable to know where the player is in the game progression. P.S: for those who are interested about where I am in Dragons' Nights, I'm struggling to make the missile of the dragon into a different color so I'm trying to learn the flickering
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thanks Random Terrain for "the did you know?". It's more clear for newbies like me
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Thanks for the lesson of basic, guys! I will rewrite my program later with that in mind!
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Hi, I'm trying to spare variables and started to rewrite my program by using a{0}, a{1}, etc... as most of them are TRUE/FALSE tag. It worked fine when all variables were a,b,f,i etc... but now, I've just changed them, the compilation go wrong... I've spent the last two night to scratch my head but can't see whats wrong...
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The title is temporary... It's difficult to find a title that could fit into 2 lines for being displayed as sprites. I guess it sounds strange as I forgot the possessive " ' ". Guess "Dragons' Nights" is nacceptable. The Score need to be changed in a more attractive police. More medieval like. But I didn't have time to look for it at the moment... As I said, it's my first game and even adding something new take me much time... This week, I just try to work on the routine for making the dragon fire at you...
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Yes, my bro had the idea of changing background to tell you when the night is over. His idea was you to kill a lot of dragons before the end of night so it will give you more time to kill the final boss. The score will be a kind moral status of the archer. When It reach zero, you loose in front of the big boss. For making more ennemy, should I use the multisprite kernel? I don't know for the moment to handle the flickering and I didn't saw explanations about it. But yes, I agree, more ennemies will make it more fun. I also wanted to add limited arrows and make you go left screen to reload all. Maybe I could use the ball to display it. but I'm starting to worry about the rom size limit. For the titlescreen, I'm going to use player0 and player1 and make a vertical title. I've also read on the forum that it is possible to split the kernels as I wanted to have more pfres for it and a gradient background with no blanklines. I just let it as it is for the moment as I wait if there will be a titlescreen kernel soon. The last idea I have but it will depend of the space left is a horse ride between different castles where u should shoot incoming dragons... this one is a bit tough and If I can make all the previous, I will be already happy...
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I would like to introduce you to my first batari game: Dragons Nights. It still a WIP but the current version is playable. The plot: You are an archer who have to defend a castle from dragons. You can download the latest version on this post (I will edit this entry as I update it). There are a lot of ideas I want to add but as I'm a beginner, It takes me time to handle batari basics, so updating will be slow. I wish to thanks already some members who have already help me from the starts: Random Terrain, Yuppicide & SpiceWare. Next version will have missile from dragon.
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Your welcome, It's the first time I met so many people glad to help a profane to get on his first game. I've just fixed the shape of the arrow to make it longer and changing depending which axe you are firing from. I will post the .bas file later today so that my bro can play it too. Next week, I'll try to make 3 different behaviour for the ennemy : Flying around with a sine curve - Firing at player0 if player1 is just above him - storming at player0 (current behaviour, but I wish I could make the dragon grab the player0 out of the screen) I've run the zombie game which is included as example but the trajectory of the zombie is for the moment beyond my skills... I need to go back on reading the commands manual before going further.
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Yeah, d=0-d is only for flipping negative/positive. d=-d didn't used to work, but it seems to work now. Like you said, if we want to use a specific negative number, we'd just subtract the number from 256. So if we want to use a = -12, we would use a calculator and do 256 - 12 and that's 244, so we'd use a = 244. My apologies, your tip works perfect, I've wrote a minus where it should not so the arrow go in wrong direction... and yes it saves a lot : 23 bytes.
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I've just tried to replace it by 255. It works except for shooting in the downleft direction as the missile make a bounce on the rampart and go back upward ! For the moment, I left it as it is... Thanks for the explanations anyway. I will keep your advice in mind for the rest of the game as I plan other variables...
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Ok, I'm a bit slow in understanding. I did as Random Terrain said: just put d=d-1 instead of d=-1. It works and now I can shoot in all directions !!! :_D I will try now the make the arrow look like an arrow... Thanks again Random terrain !!!
