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Brian O

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Posts posted by Brian O


  1. Hi Thomas -- Just checked out Splatform. It's a great, addicting game.

    I had never played SWOOPS. I love the controls, platforms, and smooth horizontal scrolling, and I think that type of gameplay would work well with this game.

    Thanks! :)

     

    My thought was to take that game a step or two farther, and add some additional obstacles,...

    Seems logical. Splatform was limited to 1K, so there is definitely room for more.

     

    ...such as walls that jut from the ceiling and floor that partially obstruct your path, forcing you to find an alternate platform route.

    Not sure if this wouldn't make the game easier or impossible. If you make sure there is a path, then the walls will make the correct way to go more obvious.

     

    I also added the black bar that slowly gobbles up the screen behind you (and moves towards you if you delay too long, or backtrack), in order to keep the player moving forward (and, hopefully, create some tension).

    Splatform does this by deducting points for each jump. But only because it was cheap (ROM-wise). It has the advantage that the player can move back if his chosen path leads to a dead end.

     

    I also added doors that are essentially walls that span ceiling to floor, and need to be unlocked by stepping on Red-colored platforms, adding some more difficulty to moving forward. I added power ups that would make you jump higher and farther, and help you put more distance between you and the black wall following you, or slow up down or speed you up (when walking on platform).

    Those power-ups and keys will add some variation to the game for sure.

     

    How about flying enemies that you have to evade? Inverted gravity? Or deadly/negative platforms?

     

    Hi Thomas --

     

    You bring up a lot of good points that I hadn't considered. In Splatform, it seems as if the platforms are somewhat random, and created on the fly. Are there parameters around how the platforms should appear? Just to be sure that there is at least one true path to keep you going? If partial walls are added, it wouldn't make sense if there was no way around them. But I like the idea of a wall partially blocking your path, causing you to panic and possibly have to backtrack/find a new path.

     

    As for the black wall that pursues you, I had thought that if you got far enough ahead of it, it would disappear off screen, giving you somewhat of a breather, but if you stood still for too long it would eventually catch up. I like having the black box of impending doom constantly chasing you, keeping you moving forward. As the game progresses, the wall chases you faster, giving you less time to backtrack. I did like how you deducted points for standing still, however.

     

    In terms of enemies/things to avoid, I had originally concepted moving platforms as well (that move horizontally, but I guess vertically could work too), and red boxes with a minus "-" sign on them that would slow down your walking speed. I forgot to put the moving platforms in my manual comp. I hadn't considered flying enemies or deadly/negative platforms because I wasn't sure what was capable without having too much flicker or taking up too much ROM, so I kept things pretty simple. But I do like the idea of flying enemies.

     

    Scoring was also tricky, since I wasn't sure how the score would be handled if a player moved backward, back to a platform they originally stepped on. As a result, I envisioned having points scored based on when a player steps on a platform for the first time. Based on size of the platforms, different points would be scored. Smaller platforms = more points. That said, this could be scrapped all together and the points could just be continuously updated based on how long you survive. Additional points could be added in for platforms (so you get points for time staying alive, plus # of platforms you land on), but I'm not sure if that then over-complicates things. Could also use distance as score as well -- e.g. Your score is how far you managed to go (distance-wise) before you died or were caught by the black wall.

     

    That said, I'm open to any suggestions. I may do some additional screen comps tonight. I wish I could code this damn thing myself! (Why didn't I pay attention in Computer class back in grade school?) :)

     

    Is there a tool I can use to create graphically-accurate screens?

     

    Thanks again for all of your feedback.

     

    -B


  2. I made an intro screen for the game as well. I'm new to this, so I'm not entirely sure what's feasible from a graphics/color perspective.

     

    Here's a more feasible title screen.

    Atari 2600 can display one block of image maximun of 48 pixels wide, "1 color" per line. This 48 bit image uses two sprites duplicated 3 times each, because this, you can't display other sprite or even playfield image due lack of free time to calculate it. The 48 bit sprite are used for logo and for the character (wich can be done with 32,24,16 bit wide).

     

    Good luck with your project.

     

    That's great! I was hoping to keep some of the look/feel I had created for the box art. Just wasn't sure what the rules were for the title screen graphics. Thanks! :D


  3. Did you have a look at Splatform 2600? It's included in SWOOPS!

     

    Hi Thomas -- Just checked out Splatform. It's a great, addicting game.

    I had never played SWOOPS. I love the controls, platforms, and smooth horizontal scrolling, and I think that type of gameplay would work well with this game.

     

    My thought was to take that game a step or two farther, and add some additional obstacles, such as walls that jut from the ceiling and floor that partially obstruct your path, forcing you to find an alternate platform route. I also added the black bar that slowly gobbles up the screen behind you (and moves towards you if you delay too long, or backtrack), in order to keep the player moving forward (and, hopefully, create some tension). I also added doors that are essentially walls that span ceiling to floor, and need to be unlocked by stepping on Red-colored platforms, adding some more difficulty to moving forward. I added power ups that would make you jump higher and farther, and help you put more distance between you and the black wall following you, or slow up down or speed you up (when walking on platform).

     

    Not sure how much of that is doable, since I'm more designer than programmer. But I figured I'd toss it out there and see if anyone wanted to give it shot. After seeing your game, Splatform, it seems like it may be.

     

    Thanks again for your input. Much appreciated :)!

     

    -B


  4. I made an intro screen for the game as well. I'm new to this, so I'm not entirely sure what's feasible from a graphics/color perspective. Just tried to stay true to the artwork I created for the cartridge/manual, etc.

     

    Again, feedback is welcome. I really appreciate everything you're all doing!

    I'm not an expert on complex 2600 programming, but I'm 99% that can't be done on the 2600, at least using batari Basic. While we're at it, I think I made the game a little better still. I used the sprites that were made and modified them a little to fit the scenarios I made for myself programming the way I did.

     

    I'm lovin it. Nice work, man. Did you use batari Basic to code this?

     

    Why would the intro screen I have laid out not work for the Atari? Is it too man colors on a line? Or did I make the pixels too small? I've never done this before, so I'm pretty in the dark with what can and can't be done.

     

    Thanks again! :)


  5. I made an intro screen for the game as well. I'm new to this, so I'm not entirely sure what's feasible from a graphics/color perspective. Just tried to stay true to the artwork I created for the cartridge/manual, etc.

     

    Again, feedback is welcome. I really appreciate everything you're all doing!

    post-27802-128919350187_thumb.jpg


  6. Now, all that's missing is an actual game to go with it! :)

     

    Those manual screens look awesome! Hey I added the PowerUp Sprites into the post -> here <-

     

    :thumbsup: :thumbsup: :thumbsup:

     

    You, sir, rock! If this game ever does get made, your name should come first on the Thank You page :)

     

    I'm going to work on the box art today, too, hopefully. I'll post when it's done.


  7. PAC-MAN-RED -- Can't wait to see your sprites webpage. Hope it goes up soon. I'd love to see any alien sprites you whip up.

     

    The -> Fear of the Dark <- Sprites are done. :grin:

     

    Can't tell you how much I love these. Great job as usual! Thank you. :)

     

    Thanks guys. :) What's next on the agenda?

     

    I used the Halo2600 manual as a template to create a Fear of the Dark manual. Let me know what you think. PAC-MAN-RED, I used one of your sprite animations in the manual, too ;)

    post-27802-128914858589_thumb.jpg

    post-27802-128914859706_thumb.jpg

    post-27802-128914860482_thumb.jpg

    post-27802-128914861215_thumb.jpg

    • Like 1

  8. Thanks for the positive feedback, everyone. I tried to keep in mind the constraints of the 2600 (at least those I understand) when I concepted this. Unfortunately, I'm not a programmer, or I'd be posting a BIN file for review instead of JPEGs and pencil sketches. :( I recently watched a video on using the Visual bB editor, and got pretty excited because everything looked as if it were drag and drop. I was like "I can do this." The minute the guy in the video started laying down his own code, however, I quickly changed my mind! :)

     

    PAC-MAN-RED -- Can't wait to see your sprites webpage. Hope it goes up soon. I'd love to see any alien sprites you whip up.


  9. Hi everyone,

     

    I'm a new member here on the forum, but I've been a regular of the site for quite a while. First off, I just want to say that I love all of the new games that have been, and continue to be, created for the 2600. You guys never cease to amaze me with your knowledge of all things Atari.

     

    That said, I would love to be able to create an Atari homebrew game, but I'm just not a programmer. I read half the posts re: programming on here and am lucky to understand 10 percent of what is discussed. However, I've always wanted to (at least) conceptualize a 2600 game, even if it never gets developed. Recently, I started to seriously begin concepting a game for the 2600. I call it "Fear of the Dark." I have fleshed out some of the gameplay, and was just hoping to get your feedback in terms of if the game is even doable and, if not, what could change to make the game work. It's a pretty basic game, but I know that games for the Atari must be created in a certain way in order to work properly.

     

    The basic premise of the game is that you're a little red alien named Jumpy. You basically need to jump from platform to platform while a wall of solid black chases you. If you fall off a platform, you die. If the black square (or "dark") gets you, you die also. Along the way, the platforms get more narrow, and some of the platforms move side to side (not sure about up and down). In many cases the player has to land on a specific platform in order to open doors, which otherwise block the path. In addition, in some areas walls jut up from the ceiling and floor, blocking Jumpy's path, and forcing the player to backtrack and choose a new path. All the while the black wall chases him. The wall also will get progressively faster as the game goes on. The object is to stay alive as long as possible. Points are calculated based on how many platforms you jump onto. If you backtrack, no points are given, only if you step onto a new platform. Lastly, there are three items placed on various platforms: 1) A green box with a plus sign that speeds up Jumpy (temporarily), 2) A red box with a minus sign that slows Jumpy down (also temprarily), and 3) An orange box with a curved line that increases Jumpy's jump distance and height (temporarily). I am guessing he would glow or turn a different color (gold?) during these times when he picks up a boost/non-boost object.

     

    Here's some concepts I have created, nothing fancy, and definitely not to Atari specs.

     

    Screenshots:

    Screenshot 1

    Screenshot 2

     

    Concept Sketches:

    Sketches 1

    Sketches 2

     

    If you don't feel like wasting your time with a noob like me, just tell me to go crap in a hat. I won't be offended. But I would appreciate any thoughts you may have.

     

    Thanks in advance.

     

    - Brian


  10. Here's my list:

     

    1. Hack'em (Pac-Man homebrew by Nukey Shay) -- If Atari had created this version back in the 80s they may have sold an extra 2 million consoles.

    2. Pitfall -- Never could get all the treasures :(

    3. Seaquest -- I think I did permanent nerve damage to my left thumb playing this.

    4. Demon Attack -- Just a simple, yet awesome game.

    5. Yar's Revenge -- Still fun to play, even today.

    6. Megamania -- Space Invaders on crack.

    7. Man Goes Down -- Wish the developer would finish this one.

    8. Space Shuttle -- My imagination would run wild while playing this game. Plus, it utilized all of the switches on the console. How can you beat that?

    9. Raiders of the Lost Ark -- Keeping items in inventory. Enough said.

    10. Spider Fighter -- Great shooter.

     

     

    Honorable mentions:

    11. Lead (Homebrew)-- Love this game.

    12. Kaboom!

    13. SwordQuest Earthworld

    14. Pitfall II

    15. River Raid

    16. Circus Atari

    17. Vanguard

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