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Posts posted by ultima
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I'd like to suggest the movement speed for diagonal movement be decreased so it's the same as moving along a single axis.
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
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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?
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New version added to first post
-added the titlescreen kernel
-updated collision prevention code to RT's latest version
-added some color
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Looks neat. I'm so glad you aliased your variables with meaningful names. Seems like your code could be streamlined some.
Isn't this:
counter = counter + 1 rem generate starfield ballx = (rand&127) + 1 bally = (rand&31) + 31 __movestar
a concise version of this:
counter = counter + 1 rem generate starfield if counter = 1 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 10 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 20 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 30 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 40 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 50 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 60 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 70 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 80 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 90 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 100 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 110 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 120 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 130 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 140 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 150 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 160 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 170 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 180 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 190 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 200 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 210 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 220 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 230 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 240 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 : goto __movestar if counter = 250 then ballx = (rand&127) + 1 : bally = (rand&31) + 31 __movestar
I would think about splitting the screen into three horizontal regions (in addition to how you split it vertically down the middle already), randomly placing new stars in one of those regions and moving them along different trajectories based on the region. This would make it have a more immersive first person feel I think.
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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What's with the irritating buzzing sound?
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
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works great
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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)
Hope to have the first colossus battle done this weekend (we shall see)
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catchy tune nice drums too
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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:
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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.
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
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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
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Added a simple fix to the arrows so your not firing dots
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Added latest updates to first post.
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A little update I added a simple titlescreen that shows when the game is booted on first time
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Holding the fire button down will get you to the inventory, the overworld is bird's eye view, locations are sideview.
This game will once again need a complete overhaul so here's the source to ver 2
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I just picked up a heavy sixer at the flea market down the street for $15 to retire my 4 switch woody( The later suffered from a broke game select switch). Nice sharp color on the Sunnyvale model, so I fired up all my favorites Haunted House, Superman, Venture, Adventure, Defender, Ms. Pac-Man, Asteroids, Berserk, Raiders of the Lost Ark, Space Invaders, Pitfall!, Donkey Kong, Keystone Kapers, E.T., Atlantis, Enduro and of course Riddle of the Sphinx.
I would like to try some of my other games but have yet to find any keyboard controllers. Also want to pick up Pitfall II Lost Caverns, Empire Strikes Back, Star Trek Strategic Operations Simulator, River Raid, H.E.R.O., Krull, Wizard of Wor, and Stargate
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Ok back to working on enemy's, ai paths, some tweaks to the world layout, game variations, a titlescreen, demo mode and hope to add support for a second player brawl mode too.
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thanks RT if i can help in anyway just pm me

Sword of Surtr [COMPLETE](formerly Sword of Iffrit)
in batari Basic
Posted
ok I added the fixed point code to the player and added a bug fix in new update to first post