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Everything posted by SIO2

  1. What a great game. So many amazing things like the spring, the water fall, the transporter, the fire. Not only does it look great but, it is a lot of fun too. Nice work.
  2. Great game. I look forward to playing it with the grand kids.
  3. Excellent game. Very enjoyable to play. Thank you Armscar Coder for creating this.
  4. Good ideas. A countdown timer is exactly what someone like Mr. Beast would do too. He doesn't want to risk giving away all of his money at once. Usually there is some time limit.
  5. Perhaps the red bars could be activated red gift cards dropped in the isle of a busy game store by someone like Mr. Beast and his crew? You get to race around and pick up as many as you want until the guards touch you. Then you have to stop. That is the great thing about Atari with such low resolution we get to imagine many things. Please share with us your ideas.
  6. Spent a little more time on this today. Added a second "enemy" that runs a pattern loop. If you make any new patterns that are challenging / fun, please share. Nukaguard2.bas Nukaguard2.bin
  7. Very nice indeed. I enjoyed playing it. I humbly submit this possible label:
  8. Thank you for your patience. This took me a bit longer than I expected. Actually, I quite like what the OP had done here and I want to use it as a jumping off point for a game of my own which I will call Guard. What I have done so far is to take the code posted by the OP and strip the animations to simplify what I am looking at. Then I tried to pin down what all the variables do and list those out. The list is not complete though as I had enough of an understanding to achieve the goal here which was to make the computer player chase the human player. Now, there is a lot of work yet to be done to make a game out of this. For one, the computer player is much faster than the human so there needs to be some balance in the speeds of the players. Also, the rules so far are just grab cans/dots for points. Plus, it certainly can be made more efficient. Anyhow, I will post this here and jump in my time machine to see what comes of it in another 5 years. Nukaguard.bas Nukaguard.bin
  9. Thank you for this wonderful tool. I am currently using Atari Dev Studio v0.7.1 on a recent Chromebook with linux support enabled (Crostini/debian buster). Batari basic programs will compile but Stella fails to launch and reports: 'GLIBC_2.29' not found and also, 'GLIBCXX_3.4.26' not found. ldd reports: ldd (Debian GLIBC 2.28-10) 2.28 From what I have found in researching this on the internet, it is not advisable to try to upgrade GLIBC. So my work around was simply to install stella 6.0 build 4667 by itself then launch it from the terminal and load the bin I am working on. It adds a few steps but still gets the work done. Just thought I would make the note in case there is some easy fix or better work around that I am missing. Thanks
  10. Nice work there. I'm looking forward to seeing the demo. I recently watched the movie, "The Outlaw Josey Wales". A great film. In that movie, revenge drives the hero. In your game, the motive (so far as we know at this point) is that father is missing. That seems to set up a search. Why is father missing? Where did he go? Was it an accident or was foul play involved? Will the game incorporate the traditional elements of Western movies and games such as moving livestock, gun play and romance? I am intrigued.
  11. SIO2


    NostAlgae37 was kind enough to provide some new sprites with frog that displays more movement, a new fly and some smaller cars that folks were wanting. So, I have put those sprites in to what I was working on last. I was working on switching from a continuously randomly generated field of cars to a pre-generated field of cars when things got busy around here and this project got set aside. So, there are a number of glitches and rough spots in the attached files. For example, the option to set difficulty level (dense traffic, light traffic, normal traffic) is still in the menu but will not affect the number of cars on screen at this point. There is also an option in the menu to select the color of your frog. The color of the frog sprite and the color of the frogs in the caves does not always match and so on. Oh, one interesting glitch is that the old way I was doing things the program would not insert a fly near a car. Since it was constantly inserting and removing cars, it just put a fly in between cars. With the constant field, I had to come up with a different way making sure the fly didn't get placed on top of a car. That part I got but, currently there is nothing preventing it from putting the fly right back in the same place you just picked one up. So, you may get multiple flys at one time. Needs work obviously. frogus08042019.bin frogus.bas.a78
  12. I never bought one of the superchargers back in the day because I didn't like cassette tapes. I have one now that you can use an MP3 audio source. It would have been interesting if BID they had offered games on vinyl. I can imagine a turntable linked to my 2600.
  13. I have to confess, I put my Retron 77 back in the box a while ago. Tonight I got it out and tried the 6.1 beta 2 release. Loving it. Just want to say thanks for the great work here. :)
  14. SIO2


    In giving it more thought, I think that the burdensome way Frogus handles the cars has to go. I like the randomness of it but, it is too heavy of a load for the old machine. I have done some testing with a pre-generated field of cars and it runs much faster. I have also done some experimenting with a second player. My idea for that is: the frog vs a ms. pac like creature or perhaps the mouth from my game Sick Pickles. The field of obstacles will be a mixture of cars and ghosts. The frog will race to collect flies while the ms. pac like creature will race to collect fruit or perhaps pickles. Whoever eats more before the timer runs out wins the round.
  15. Strange the seller would list a valuable item like this on an account with only 6 feedback all as buyer and 5 of those more than a year old.
  16. SIO2


    I will PM you. Thanks.
  17. SIO2


    Interesting comments. Here are my thoughts: Regarding the sprites: I am satisfied with the sprites that I have but am curious to see examples of what others might prefer. I have this philosophy about the 7800 where I see it as the ultimate evolution of the 2600. So primitive or large and low color count sprites are fine by me as long as they don't flicker. If the objection to the cars is mainly that they are hard to jump between, that is sort of intentional. I tend to prefer a twitchy fast and difficult game that surprises me. Frogus spends a lot of its time randomizing and determining where it will insert sprites. That means that there is not much horsepower left over for frills. I am no expert on Frogger but versions that I have seen appear to generate a field of obstacles that remains constant during each level. This lessens the burden on the processor and frees up cycles for other things. Having a constant field also allows the player to plan to catch a ride on the log next time it comes by or jump between cars next time they come by. That is the way Frogger plays but not the way this game plays. I am wanting to avoid this becoming a clone of Frogger. As Frogus is written now the flys are sprites that could theoretically move in other than straight lines. Moving in other than straight lines takes more processing time. When you say flutter about do you mean outside the lanes? If so, the fly sprite would either potentially cross a car sprite or need some sort of AI to avoid hitting cars. I suppose the fly could also be killed by hitting a car. That could be interesting but adds another collision detection so, more processing time. The bottom line is: Anything is possible but most things are improbable because as written Frogus is strapped for time. I think that the program is doing what I am asking of it fairly efficiently at this point, it just has a lot to do. Unless I simplify the process for it, I can't add much to it. I would be interested to see other sprite proposals though. Also if there is anyone that does TIA sounds and wants to propose some music or sound effects, go for it. Even if I don't use it here in Frogus - other game developers may pick up on it through this thread. One thing I want to do is have different sounds for the timer ticks and the eating of a fly. Right now, I think eating a fly sounds about right but the timer ticks should sound different to avoid confusion.
  18. SIO2

    Baby Pac-Man

    Press Start bar/arcade in Rapid City South Dakota has a barely playable machine. No sound and the monitor is washed out but it is playable. Their Super Pacman machine looks and works great though.
  19. Thanks Bob and Al. I also used $1982 for my game Sick Pickles as stated in an earlier post in this thread dated October 28, 2017.
  20. SIO2


    I do not know why either. The high score module is written by RevEng and we know RevEng's work is awesome and others have used this module and it works. Somehow though when I put it into my programs, I end up stepping all over it. I have not been able to put my finger on the cause. So until the game is about finished the high score part is the least of my concerns. What I am posting below is a slight update that hopefully addresses the issue of cars appearing out of nowhere on the left. They now move in from the left but still are pretty quick so watch out. Also, I took a stab at the incremental scoring designed to encourage players to stay out in traffic and collect more flys. Each additional fly is worth more than the previous one. It is not exactly working yet. It looks like the tenth fly reverts to the base value? Not sure. I will have to do more testing there. Other than that, there was some more work on trying to lean things up and get it to process faster. I played a few games on my red system and did not have any issues with the high score this time but your results may vary. frogus06222019.bin frogus06222019.a78
  21. What! Again! Don't you all have something better to do?
  22. I tried the June 20 version on my red 7800 console. Looking good. When I tried it at first, I had a 2600 joystick in the left port. Looks like this game will not support 2600 joysticks? I switched to a 7800 compatible game pad. Then it worked. I don't know how but somehow, I managed to activate pause a few times. Really cool game. Thanks for bringing this to 7800.
  23. SIO2


    In my testing, it works most of the time. Not sure why it sometimes fails. It may be a timing issue. I just don't know.
  24. SIO2


    Thanks. That is what I am aiming for.
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