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Rabbit 2600

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Everything posted by Rabbit 2600

  1. The idea was that both would lose lives at the same time =)
  2. Hm, pfscore2 still won't decrease? if z = 2 && collision(player0,player1) && joy0right then pfscore1 = pfscore1/4 : pfscore2 = pfscore2/4 : player0x = player0x - 5 : player0y = player0y
  3. So that's what I've been doing wrong, cheers! I'll go through the example
  4. D'oh, missed it. Thanks Random. And a few questions about pfscore2. Does it have to be a healthbar or can both pfscore1 and pfscore 2 be lives bars? I'm experimenting a bit with having both of them set to lives bars and I can get them to display 3 bars each with pfscore1 = 21 and pfscore2 = 21 And I can get pfscore1 to decrease with pfscore1 = pfscore1/4 But, I can't get pfscore2 to decrease with pfscore2 = pfscore1/4 I'm guessing I can't use pfscore2 = pfscore2/2 here since it's for health bars, or am I wrong?
  5. If I want it to increase by 1 how do I do that?
  6. Hehe, I've been thinking about making it myself. And I don't believe it will be that difficult. If you went with the same formula for resident evil 1 I don't believe it would be that difficult. You'd make a bunch of rooms and corridors. Some rooms locked requiring certain keys to be found. Having everything completely dark with a light circle around the player so that anything coming in contact with the light becomes visible. (think the adventure light example". That would be a true horror experience. Walking around in complete darkness, never knowing when a zombie would come up and bite your head off =)
  7. Come on, everybody! OK, Mr. Sunshine! I proudly give to you - Katamari on the Atari 2600! Story: The Katamari Prince has been set out to roll up objects and make new planets for the Katamari King who'm feels lonely in the empty universe, the impatient and unhappy Katamari King can't wait, you have to do it now! Right away! And since the Katamari King is so sad the Katamari Prince is forced to play the Katamari King's favorite game - Dodge the lightnings. So set out, dear Katamari Prince, make the Katamari King happy! Controls: First screen: Use the joystick to move and collect the items before the time is up Second screen: Use the joystick to move left and right to dodge the lightnings untill the time is up. Next screens: Use the fire buttons to get past the "next screens" The planet: When a planet has been created push the firebutton and push the joystick down to go back to collecting objects Features : 15 different items to roll up! Watch as your katamari ball grows bigger as you roll up objects! 2 Levels! Animated rainbow level! Roll up 15 different items! Can you make the Katamari King happy? DOWNLOAD - Katamari.bin If the game is to hard let me know, also please tell if there's something you don't like about the game that could need change.
  8. Wow, behold the magic of temp! I gotta learn to use temps =) They are awesome. Saved me a lot of space it did =) Thanks!
  9. Okay, I managed to fix it with this setup =D if ballheight = 2 && joy0right then _P1_L_R = _P1_L_R + 0.50 : ballx = player1x + 9 : bally = player1y - 6 if ballheight = 2 && joy0left then _P1_L_R = _P1_L_R - 0.50 : ballx = player1x - 1 : bally = player1y - 6 if ballheight = 2 && joy0up then _P1_U_D = _P1_U_D - 0.50 : ballx = player1x - 1 : bally = player1y - 6 if ballheight = 2 && joy0down then _P1_U_D = _P1_U_D + 0.50 : ballx = player1x - 1 : bally = player1y - 6 if ballheight = 4 && joy0right then _P1_L_R = _P1_L_R + 0.50 : ballx = player1x + 9 : bally = player1y - 6 if ballheight = 4 && joy0left then _P1_L_R = _P1_L_R - 0.50 : ballx = player1x - 3 : bally = player1y - 6 if ballheight = 4 && joy0up then _P1_U_D = _P1_U_D - 0.50 : ballx = player1x - 3 : bally = player1y - 6 if ballheight = 4 && joy0down then _P1_U_D = _P1_U_D + 0.50 : ballx = player1x - 3 : bally = player1y - 6 if ballheight = 8 && joy0right then _P1_L_R = _P1_L_R + 0.50 : ballx = player1x + 9 : bally = player1y - 6 if ballheight = 8 && joy0left then _P1_L_R = _P1_L_R - 0.50 : ballx = player1x - 7 : bally = player1y - 6 if ballheight = 8 && joy0up then _P1_U_D = _P1_U_D - 0.50 : ballx = player1x - 7 : bally = player1y - 6 if ballheight = 8 && joy0down then _P1_U_D = _P1_U_D + 0.50 : ballx = player1x - 7 : bally = player1y - 6
  10. Could use some help with this one, I really can't come up with a solution for it. I have a ball object moving along with player1 using this code: if joy0right then _P1_L_R = _P1_L_R + 0.50 : ballx = player1x + 9 : bally = player1y - 6 if joy0left then _P1_L_R = _P1_L_R - 0.50 : ballx = player1x - 1 : bally = player1y - 6 if joy0up then _P1_U_D = _P1_U_D - 0.50 : ballx = player1x - 1 : bally = player1y - 6 if joy0down then _P1_U_D = _P1_U_D + 0.50 : ballx = player1x - 1 : bally = player1y - 6 And I have a counter that makes the ball bigger after certain numbers are achieved: if r = 5 then ballheight = 4 : CTRLPF = $25 if r = 8 then ballheight = 8 : CTRLPF = $35 Now, when the ball gets bigger it gets closer to player1 when on the left side. That's the issue and I can't figure out a clever way to repositioning it. I tried doing something like this but it failed: if joy0left && r < 5 then _P1_L_R = _P1_L_R - 0.50 : ballx = player1x - 1 : bally = player1y - 6 if joy0left && r = 5 then _P1_L_R = _P1_L_R - 0.50 : ballx = player1x - 5 : bally = player1y - 6 if joy0left && r = 6 then _P1_L_R = _P1_L_R - 0.50 : ballx = player1x - 5 : bally = player1y - 6 if joy0left && r = 7 then _P1_L_R = _P1_L_R - 0.50 : ballx = player1x - 5 : bally = player1y - 6 if joy0left && r = 8 then _P1_L_R = _P1_L_R - 0.50 : ballx = player1x - 10 : bally = player1y - 6
  11. Cheers for the help with this one guys, you are lifesavers =)
  12. "hoping to see a Resident Evil game from you in the future"
  13. Ahh, ofcourse! Thanks a bunch! =D
  14. Rabbit 2600

    REFP1

    Having issues with REFP1. I'm using this code: if joy0right then REFP1 = 8 if joy0left then REFP1 = 0 And I was wondering, how do I stop it from reverting back to REFP1 = 0 when not pushing right. Kind of annoying having player0 turning around everytime your not pushing anything =)
  15. Got it working! The problem was that the counter "r" needed to be set to 0 whenever the level starts =)
  16. Okay, here's an explanation of my crazy labeling : title is the titlescreen, skiptitle/screen1 is the first level, BIGGER is the second screen, just used as an indication that you are about to start the second level/third screen with the lightning bolts, BOSS_STAGE is the second level/3rd screen, WINNING is the fourth screen and just lets you know that the fifth screen is coming up. planet_loop is the fifth screen, WIN is the sixth screen, and planet2_loop is the ending. It's at planet2_loop that the player presses joy0fire && joy0down and should go back to skiptitle/loop, the first actual level where you go around collecting stuff. But instead goes to the second level with the lightning bolts. And thanks for the fix with the randomized items =D
  17. That is the first part of the ending. You press the fire button to go to the second part which is this and here is the issue: planet2_loop COLUP0 = rand pfcolors: $0C $0C $0C $0C $0C $0C $0C $0C $0C $0C $0C $0C end ballx = 255 bally = 255 player0x = 50 player0y = 50 PLANET2 playfield: ................................ ..X.............X..........X.... ............X................... ...................X...X........ .....X.......................... ............X.........X......... ..X............................. ......X..........X..........X... ..........X............X........ ....X..........X................ .............................X.. end player0: %00111100 %01111110 %11111011 %11011111 %10101101 %11011111 %01111110 %00111100 end drawscreen if joy0fire && joy0down then goto skiptitle goto PLANET2
  18. Another issue has surfaced. Upon completing the game I wish that you would go back to the first screen. But I can't get it to work right. For some strange reason you keep going to screen 2 =/ Source - Experiment.bas
  19. The idea is that the first sprite is a meteor, and the second is a planet. When the first sprite is more then a certain y position then it will change into the planet. Thanks for the help, managed to get it working =)
  20. I'm having problems with having the sprite change when player0y is less then 49. Any pointers? PLANET playfield: ................................ ................................ ................................ .XXX..X.XXXX.XXXX.XXXX.XXX...X.. .X..X.X.X....X....X....X..X.XXX. .XXX..X.X.XX.X.XX.XXXX.XXX...X.. .X..X.X.X..X.X..X.X....X..X..... .XXX..X.XXXX.XXXX.XXXX.X..X..X.. ................................ ................................ ................................ end i = 1 if i = 1 then player0: %10010000 %01001000 %00100100 %10010000 %01000110 %00101011 %00001111 %00000110 end if i = 2 then player0: %00111100 %01111110 %11111011 %11011111 %10101101 %11011111 %01111110 %00111100 end drawscreen player0x = player0x + 1 player0y = player0y - 1 if player0y < 50 then player0x = player0x - 1 : player0y = player0y + 1 if player0y < 49 then i = i + 1 goto PLANET
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