Jump to content

Rabbit 2600

Members
  • Posts

    745
  • Joined

  • Last visited

Everything posted by Rabbit 2600

  1. Good ideas. If I could do multisprites properly I could have a bunch of items on the screen at once. But I'm not ready for that. That will have to wait for Katamari 2 =) I had an idea about the playfield being dangerous. Bars could pertrude and grow across the playfield to cut you off and waste your precious time.
  2. Here's a small updated version. Potions might kill you, you never know. Chests are a high gamble. Still thinking off the invisible traps, might be to cheap of a death. Any more ideas? =) Game - Rogue.bin Source - Rogue.bas
  3. Yeah, I had an idea about using missiles as a sword for the player to swing. The reason I went with this system is because I needed to keep it simple. And in roguelikes when doing melee combat you actually do just bump into thing =) And I don't really know how to make the enemy fight back. I could do something like what you propose, having a random chance of the enemy damaging the player or not upon bumping into them. Some enemies might have a higher chance then others.
  4. Well, getting feedback makes games evolve =) Without feedback things go stagnant. Gonna see what I can do with the difficulty.
  5. Diagonal movement : DOWNLOAD - Katamari.bin
  6. Okay, diagonal movement is now working. And pressing the fire button allows you to run fast left and right. (Might get too easy if you can run fast in every direction) Gonna see what I can do about speeding everything up each time you beat it.
  7. Haha, totally. That stuff will mess you up. "Surströmming, not even once"
  8. Okay, fixed 2 YASD's. There is a slight chance that the treasure chest is a Mimic that instantly kills you. And there is a chance that the potion is actually poison. No way of knowing until it's too late =)
  9. I agree. YASD is a must. I'm thinking of a way to force players to engage the monsters even though they know death is almost certain, players must be lured into taking great risks =) Traps is going next. Good idea =)
  10. Lol, must've forgotten about it again XD My memory is not the best =)
  11. I can't figure out how to get the playfield color to change color depending on if a counter has a certain value. Example. If counter r = 1 then pfcolor = $40
  12. Here's a basic roguelike engine I fiddled together. At the moment there is 1 level, 4 monsters, 1 treasure chest, a health potion and a staircase. Bump into the monsters to slay them, but doing so takes away 1 health from you. So you have to search for potions from time to time. The monsters are standing still in the middle of the rooms. Was thinking of having the player slay monsters to get 3 treasures randomly dropped in order to get to the next level. Any other neat ideas that would be nice in a roguelike setting? =) GAME - Rogue.bin SOURCE - Rogue.bas
  13. Here is the final more polished version. The difficulty has been reduced. I added a few more seconds to the first level and remade the outro a bit. DOWNLOAD - Katamari.bin
  14. I'm gonna do a final polish, the final release is soon to come =)
  15. @Cybearg - Sure, as long as he's willing to split the profits =) @Der Luchs - Thank you
  16. Yeah, it was an emergency solution, the ball went haywire with diagonal movement.
  17. The z's are for picking a randomly selected sprite. Cheers, maybe now I can add some more cool stuff =) Source - Rogue.bas
  18. I realized I must learn how to compress my coding. My current code is way to innefficient and costs to much precious space. Any ways this can be compressed? if collision(player0,player1) && joy0right && z = 1 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 20 : q = q + 1 : player0x = player0x - 5 : n = 11 if collision(player0,player1) && joy0left && z = 1 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 20 : q = q + 1 : player0x = player0x + 5 : n = 11 if collision(player0,player1) && joy0up && z = 1 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 20 : q = q + 1 : player0y = player0y + 5 : n = 11 if collision(player0,player1) && joy0down && z = 1 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 20 : q = q + 1 : player0y = player0y - 5 : n = 11 if collision(player0,player1) && joy0right && z = 2 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0x = player0x - 5 : n = 11 if collision(player0,player1) && joy0left && z = 2 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0x = player0x + 5 : n = 11 if collision(player0,player1) && joy0up && z = 2 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0y = player0y + 5 : n = 11 if collision(player0,player1) && joy0down && z = 2 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0y = player0y - 5 : n = 11 if collision(player0,player1) && joy0right && z = 3 then pfscore1 = pfscore1*4|1 : player1y = 255 : player1x = 255 : o = 11 if collision(player0,player1) && joy0left && z = 3 then pfscore1 = pfscore1*4|1 : player1y = 255 : player1x = 255 : o = 11 if collision(player0,player1) && joy0up && z = 3 then pfscore1 = pfscore1*4|1 : player1y = 255 : player1x = 255 : o = 11 if collision(player0,player1) && joy0down && z = 3 then pfscore1 = pfscore1*4|1 : player1y = 255 : player1x = 255 : o = 11 if collision(player0,player1) && joy0right && z = 5 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0x = player0x - 5 : n = 11 if collision(player0,player1) && joy0left && z = 5 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0x = player0x + 5 : n = 11 if collision(player0,player1) && joy0up && z = 5 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0y = player0y + 5 : n = 11 if collision(player0,player1) && joy0down && z = 5 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0y = player0y - 5 : n = 11 if collision(player0,player1) && joy0right && z = 6 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0x = player0x - 5 : n = 11 if collision(player0,player1) && joy0left && z = 6 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0x = player0x + 5 : n = 11 if collision(player0,player1) && joy0up && z = 6 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0y = player0y + 5 : n = 11 if collision(player0,player1) && joy0down && z = 6 then pfscore1 = pfscore1/4 : player1y = 255 : player1x = 255 : score = score + 10 : q = q + 1 : player0y = player0y - 5 : n = 11
  19. Ah, cheers. Sorry, was very tired when I responded yesterday, got everything working today =)
  20. Okay, I managed to fix the 2 different healthbars =D But, I'm having problems with pfscore1 = pfscore1*4|2 What happens is that instead of adding another small "block" I get a long block?
  21. I agree with Random Terrain. I was doing romhacks for a good while, and naturaly made the cross over to Visual Batari Basic. With tons of support from this awesome community I'm slowly getting the hang of things =) VBB seems terrifying at first, but it really isn't =)
  22. It would be awesome to see this on an actual cartridge. But I am unemployed, and I will probably not be able to find work in many years so I don't have the funding to do it.
  23. Your wish is my command. Here is Katamari with extra lives at level 2 DOWNLOAD - Katamari.bin
×
×
  • Create New...