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Everything posted by Lodmot
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Would you date an Atari 2600 Heavy 6-er?
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Maybe you can just give it a new RF output box of the same type. You don't have to mod it, just replace the parts that are faulty. That's what I did with mine. ^^
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For text, I just go the noob route-- put player0 and player1 lined up right next to each other, make them both 8x16 or more pixels, make player0's sprite the left half of the text (literally), and make player1's sprite the right half of the text. This works for messages with small words, and it looks quite nice.
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Are you sure Patrick Swayze didn't have something to do with it? Who? o.o xD
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Gah... Bad news guys... As I was getting ready to install Ubuntu, I forgot to back up my Atari source code folder, so the source code to all the games I made, including Ghost and Auto Mayhem (which weren't finalized yet), is gone. :l The good news though is, these two games happened to be in a very finished state as they were last compiled, and I really wasn't planning on doing anything more with them, so I'm going to deem both Ghost and Auto Mayhem finalized.
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Installing Ubuntu 12.04 on this laptop as I speak. And yes, I can browse the internet WHILE installing Ubuntu on the same machine. IN YOUR FACE WINDOWS 8! xDDD
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If you're interested in programming Atari games, I recommend you start with batari Basic. The games I have in my signature are all games I made using bB. While it's not real 6502 ASM, you can still make some pretty incredible things with it.
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Bought another heavy sixer for 20 bucks!!! HAH! This time it's actually a Sears Telegames model. ^^
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Do I/Should I buy an Atari 2600?
Lodmot replied to JohnnyRockets's topic in 2600 Programming For Newbies
They have a small golden piece at Radio Shack that converts the RCA connector to a coaxial connection, and it will plug right in the back of your TV. It actually sends a nice clean picture to the tv too. Better than the RF box I think. -
Do I/Should I buy an Atari 2600?
Lodmot replied to JohnnyRockets's topic in 2600 Programming For Newbies
Get a harmony cart to test your games. ^^ They're about 70 bucks. You should buy one just because it's awesome looking, even if you don't have any games. Also to get games for it, they go for as little as around 10 bucks for a lot of 5 or so. (Just gotta look in the right places) The model you should go after is the light sixer. It's old enough, and all the switches are on the front, and it's one of the sexy woodgrain systems. ^^ The marketplace here is better than eBay, so check here for Ataris, or you can try at a local game xchange store in your area, OR better yet, go to atari2600.com. The guy/people over there are really excellent. They refurbish systems and sell them for a reasonable amount. eBay isn't exactly the best place to look really, but I have gotten lucky there once and won a working Sears edition light-sixer for 10 bucks. I just bid on it for fun and didn't expect to win, then sure enough, boom. Hope this helped. -
New game for your CX40 (have you ever even thought....)
Lodmot replied to Legend's topic in Atari 2600
Aww, shucks.... I only have CX-10's.. :/ -
Big update. Game is now nearly complete. And DAMN, it was totally worth the work! :3
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Got a new game going on, finally. It even has a level editor. No kidding. o; http://www.atariage.com/forums/topic/196767-ghost/
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I've got a new game I'm working on now called Ghost, that actually has a level editor. The game itself is fully done, but doesn't have any sound. Ghost Game Catcher Auto Mayhem Musician II By the way, I f--king LOVE your display picture. I'm a HUGE John Lennon fan here! ^^
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Just tested this game on real hardware today. The playfield is very fidgety. It keeps scrolling up and then re-appearing... Everything else seemed to work fine though. Anyone have any ideas as to what it could be? If I have to, I'll make two separate versions of the game for emulators and real hardware. EDIT: Nevermind, figured it out. Game works great on real hardware now! XD
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Thanks Trek! ^^ @ atari2600land: With the DPC+ kernel, one of its features is multi-colored score text.
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That's pretty interesting the way you set it up. Unfortunately, I'm not sure how much I can put before I run out of scanlines. I'm thinking this game will not nearly use as many as Auto Mayhem did, but I could be wrong. I've implemented the other player's shooting and all I really need to do is fix the missile collision with the ghosts, and then the scoring and level system, and then the game's main loop will be done. (Besides sound of course)
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Yeah, I had a really tricky time trying to get the bullets to shoot. In earlier builds of the game, they wouldn't even fire at all. The way they work now is the best I've been able to get them. Also, to get the 2nd player to collide into walls, I had to resort to using the ball object as a sort of collision mask for the 2nd player, because the collision function doesn't seem to play nicely between players 2-9 and the playfield. Collision against playfield pixels is tricky anyway. I can't seem to do it without there being a way for the player to fly through the walls. xDD
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Alright. After a long hiatus of no new games, here's my next one finally. This is my first game that makes use of the DPC+ kernel. The object is to shoot the ghosts floating around. As you progress, the ghosts will get faster and smarter. As of now, the game is nearly finished. I made music for each of the three levels, and the player is able to instantly switch between music and SFX, like in Game Catcher. Update - 4/24/2012 After messing around a bit with the code, I've managed to fix the levels system. Before there were 5 level variations, now there are 8. Now if you make it past level 4, the ghosts will deliberately chase you down, slowly at first, then faster and faster as you progress. Because these extra levels require 3-digit scores in order to activate them, they won't activate during 2P Versus mode. (But they will work in 2P Co-Op mode) Hope you like this new build. ^^ Here's some screenshots, and the current build is attached so you can try it out: default.bas.bin
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Speaking of bugs, I just found something weird. If I test a collision for player1 and the playfield, it also registers when players 2-9 collide with the playfield. So to try and get around it, I changed player1 to player7. Now the compiler shows an error saying error: Illegal Addressing mode 'bit '. However, it still actually compiles and the game runs fine. But even then, the character that's player7 still moves through the playfield.
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What the breasts?? I've been searching for information about bB 1.1 for like an hour, and there was a different version of VisualBB that I completely missed? xDDDDD But anyway, thanks for the help. Now I can actually make my new project the way I intended. ^^
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It doesn't seem to work right with VisualBB. Do they need to release a new VisualBB version that works with batari Basic 1.1?
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Hi. I'm working on a new major project for the 2600, but I realized just now that (at least with the current build of batari Basic) what I intended to do with the game is impossible. I wanted to use the multisprite kernel to have 6 sprites on the screen at once, and have asymmetric playfields to define the different stages. I also wanted to make a custom level editor for the game, so players could build their own levels by dragging a crosshair around the screen and placing playfield pixels. I found out that there's a new version of BB that has a slew of new features, and I'm wondering, could I achieve the above with this new version? Thanks.
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You have offended me, sir! I shall leave AtariAge and never return again! http://www.youtube.com/watch?v=Y0Rjn6W9jYk RTYOU'REGREAT!
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that's why you could use a set of orginals It doesn't bother me though. Lol.
