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Everything posted by ultima
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Wow that is incredible
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
I found a way to expand the number of rooms so I've been working on creating a larger world. New version in first post. -expanded rom to 32k -some new areas -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
I added beta 20 to the first post. I thought the ground should be frozen in Iceland, also includes another monster. -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
added some music there are two versions vote for your favorite, if you think it needs more work ill write some more ***sorry uploaded the wrong beta 18-2 -
So would this be about in the ballpark for a starting template? program flow revision 1.bas
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I wanted to ask anyone who has some ideas how we can better organize our programs. It seems that lots of things we regularly do like drawing players and playfields...missiles, but is there a better order for when in our main loop we should we be checking controller input? when to update music?..ect It seems like the larger my programs get, the less I have a handle on what the appropriate way to organize it should be. Is there any pointers or helpful threads that have discussed this topic? thanks
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
ok I added the fixed point code to the player and added a bug fix in new update to first post -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Thanks for the input ZackAttack. I tried coding your suggestion as a stand alone program. But even with this I'm uncertain how to incorporate the new movement into the existing engine. I'll play around with RT's collision prevention and see if I can add the diagonal checks without breaking it -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Added - Demo mode to explain gameplay - A little water area - new enemy I've been considering a 2-player viking duel for a game variation and of course need to work in the enemy AI What do you guys think? -
Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
New version added to first post -added the titlescreen kernel -updated collision prevention code to RT's latest version -added some color -
I refined it with no visible difference to: counter = counter + 1 if counter = 1 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 if counter =10 then counter = 0 *this way the star will have some time to move. I will have a look at splitting the screen as soon as I have some more time. Thanks for the ideas it now has 3018 bytes in bank 1 lots of room to build on now
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Sorry I was testing with the volume off, it's fixed just delete the irritating version
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A couple weeks ago I brainstormed an idea to create a star field here is the prototype. *fixed ver Zeitgeist Dystopia-Omega Dawn.bin Zeitgeist Dystopia-Omega Dawn.bas
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Here is my latest copy while I get cracking on this colossus. As a work in progress (insert large yawn here) it lacks music (though some is written already) and sound fx. no winning condition yet, cant die, collision bugs(dang I forgot to buy Raid) and nothing is polished. hold fire button down for 4 seconds to activate inventory reset switch restarts game (not during intro movies) SOTC alpha build XII.bin Hope to have the first colossus battle done this weekend (we shall see)
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Is this little single-channel tune too short?
ultima replied to Random Terrain's topic in batari Basic
catchy tune nice drums too -
Thanks I worked some more on it this weekend. If all goes well I should have a Colossus battle ready by the next update. Here's the latest build: SOTC alpha XI.bin
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The latest build (still a work in progress) SOTC alpha V.bin
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Working for the last week or so on a inventory controller. Also tried coding a Super Chip version but the playfield was taking too much time to draw so it got scrapped for now. The inventory works and is in a test program which you can check out here. The bow is not quite ready yet, sword and agro work but no animation has been added yet To change inventory object hold fire button for a few seconds and a missile will (magically) appear above the score press left or right to select object then press fire again to activate that item. inventory test.bin I'm not sure if it was the best way to code it but it works and the source might help someone making an RPG or Adventure game. ***Here's an edited version with RT's suggestion inventory revised.bininventory test revised.bas
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It's projects like this that make me wonder why no one has duplicated the 12 key touch pad controller and turned it into a dual thumb sticks controller with 4 fire buttons or use 2 of them for shoulder buttons?
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I recovered all the files from my old hard drive from my last laptop. The latest build was from May the next will be a new engine.
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Misfortune has struck my hard drive was virused lost all the files so here ends this project for now
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Worked on 1x,2x,4x,8x aspect ratio. Now I can put the correct scale size of a colossus 4x sprite screenratio.bas4x sprite screenratio.bin *I added one more to it so it now starts 1x,2x,4x,8x,16x fmv.binfmv.bas
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Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
ultima replied to ultima's topic in batari Basic
Added a simple fix to the arrows so your not firing dots -
Added latest updates to first post.
