Jump to content

freshbrood

Members
  • Posts

    244
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

5,361 profile views

freshbrood's Achievements

Moonsweeper

Moonsweeper (5/9)

80

Reputation

  1. Nothing I've tried has worked. I sure would love to see a simple 2 bank .bas sample.
  2. I can't figure out music with bankswitching. It seems to work fine when all the code is in the same bank, but the timing gets thrown off and breaks when bankswitching. Does anyone have any sample .bas of a bankswitched game with tunes?
  3. I can't figure out music with bankswitching. It seems to work fine when all the code is in the same bank, but the timing gets thrown off and breaks when bankswitching. Does anyone have any sample .bas of a bankswitched game with tunes?
  4. Hello @freshbrood!  Any updates about Ninja Kombat?  

    1. Show previous comments  2 more
    2. Living Room Arcade

      Living Room Arcade

      How does this thing work?  Is this your profile or mine or are we private messaging?  Anyway, guess it doesn't matter.  Fantastic news!  I get shivers a little thinking that we could play Mortal Kombat on the Heavy Sixer and THP, WHAT??, YOUGODDABEKIDDINME!  How awesome is THAT?!  Thanks, @freshbrood!!!

    3. GoldLeader

      GoldLeader

      Hi guys!!  Well it's not Private!  haha...It goes on His Status Update as a message from you.  People reading all Status Updates see it and people looking at his page see it.  To PM (Private Message),  you'd go to his page and hit the envelope with the word "Message" next to it.  It's a blue box roughly in the middle of the screen. To look at/respond to messages (your inbox),  it's the envelope, next to your avatar,  Top Right all the way at the top.  Hope that helps.

    4. Living Room Arcade

      Living Room Arcade

      @GoldLeader  Oh, I think I see.  Very helpful, Old Leader.  I mean Gold Leader!  

  5. I believe I have found a fairly clever reason for this that I hope to show off soon. Two actually, one of them being a password system that is basically your invisible maze idea.
  6. Thanks Karl. In short, is there ANY way to see the ball (if only even a pixel or two) along the very eges of the drawn screen if the pfblocks and background colors are the same?
  7. Another question about the ball: Does it ALWAYS get drawn BEHIND every other object on the screen? (unless you specifically set the p0 and p1 sprites to appear behind the playfield blocks?
  8. Will try this, excellent, thanks. I think with a randomized playfield this could at least free up one variable if reading a particular row. I love tricks like this.
  9. But in short, I was just trying to get the widest arena practical with 2 constantly animating sprites that need to be perfectly symmetrical and behave exactly the same way either on the left or right edges as their sprites multiply by 2x and 4x in width. It's not been easy, but I think aside from a tolerable brief wrong facing sprite it's mostly complete.
  10. Thank you for your explanation. I think I've addressed it well enough, I was just hoping there might be a better way so I could optimize and squeeze some more code space out. But I think you answered it well and confirmed my worst fear. On another note, is it possible to read an individual playfield row's color? I am trying to find as many "non variable" variables as possible (e.g. reading an individual of row's color could tell what level the program is on vs. using a stored number variable, etc..) Is there a hidden list of all the read only options in bbasic somewhere ? Or is RevEngines page as through as it gets?
  11. Hi Kev, not sure if this is in response to my question about viewable starting area.. but I have no idea how to make a macro or kernels, and my concern isn't about making coordinates easier to read but finding an elegant and low memory way to fix screen wraparound.
  12. I hate to post here but no one's responded to the new topic I created, re: in bbasic is it possible to change the default viewscreen position? Instead of x0, y0 starting at the upper left most pixel, maybe have that viewable pixel be x50, y50? This sure would save a lot of headache on sprite wrap around when it gets to the left or top borders..Or conversely is there any code snippets that make wrap around smooth in bbasic? I have a topic started if anyone would care to respond. Thanks.
  13. Remember you also have the ball, for 3 missiles as it can be programmed to collide with anything too. Don't use multi color kernels. Remember there are only 9 combinations of 3 copies - 1 of them. You can just program the collision to redraw them as one of the appropriate remaining 8 combos, with proper x offset.
  14. What kernel are you using? If Dpc+ you could draw the items from the bottom few playfield block rows, use a code to turn the pfblocks on or off, and use variables as counters. (Maybe 1 single pfblock = 10 bullets/one full magazine and you don't need to display each bullet, etc.. or if an item is being degraded/damaged you could turn off the top row of blocks on the item (flashing full image with missing row image for clarity) This might actually use less code and free up kernels for score stuff, though not as elegant. if you're not using Dpc+ you'll have chunky pf blocks and will either need to edit the score (display 6 items at a time, with 10 unique item types editing 0-9) use a score kernel, or flicker sprites. One option is to hold down the fire button which pauses the gameplay and brings up a separate menu screen. This way you'll have more sprite graphics to work with if you don't need to choose items in real time.
×
×
  • Create New...