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ultima

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Posts posted by ultima


  1. 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


  2. 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.

     

    attachicon.gifstar movement.png

    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 :)


  3. 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)

    post-36052-0-75293900-1454800186_thumb.pngpost-36052-0-56656000-1454800210_thumb.pngpost-36052-0-84544800-1454800233_thumb.pngpost-36052-0-57262300-1454800260_thumb.pngpost-36052-0-02647200-1454800282_thumb.pngpost-36052-0-31017900-1454800305_thumb.png

     

    SOTC alpha build XII.bin

     

    Hope to have the first colossus battle done this weekend (we shall see)

    • Like 2

  4. 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.

     

    post-36052-0-11686300-1447027793_thumb.pnginventory 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


  5. 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

    • Like 1
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