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piders7

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Everything posted by piders7

  1. I beat Final Fantasy XV, but the ending didn't play out like other copies of the game. There was no message saying that I completed the game. The title screen changed, but only the logo changed, not the sky or the music. Is this a glitch? Is anyone else experiencing this?
  2. Is it better or worse than the original 2600?
  3. How is it compared to the original 2600?
  4. Got me a 6502 assembly book for Christmas! :)

  5. Any kinda example, novice program?
  6. Hold on, I want there to be items in the game. How do I that?
  7. I think I'm beginning to understand. I'll get back to you with my game's renovated code soon.
  8. In this demo's source code, how exactly does the room data work?
  9. I'm building an Adventure-ish game in Batari BASIC. How do you add multiple screens?
  10. Sorry about that. Lemme put it this way: if you know Assembly, where or how did you first learn it?
  11. I'm having a lot of trouble getting started with assembly. Any tips? Example programs? Anything of the sort would be nice.
  12. Could you explain in Batari BASIC code?
  13. Thank you so much! That Ripley sprite's far better than mine! Uh . . . how do I add multiple rooms?
  14. Update: I drew this terrible-looking Ripley sprite. As you can see, I'm no spriter.
  15. Aha! Excellent! That did the trick. Thank you!
  16. I do use PlayerPal and negative spaces every now and then, but sparingly. It's just my spriting abilities that're lacking. It feels really different from drawing on a piece of paper, y'know? Actually, that Xeno's better than anything I can do. Mind if I use it in my game? I could really use some help with this game's sprites.
  17. I'm developing a scavenger hunt-like game based on the 1979 film, Alien. I realize there's already an Alien game on the Atari 2600, but I wanna make a game that's not a Pac-man clone. Anyway, I'm not very good at creating nice-looking sprites. Does anyone have any advice or tips on making sprites?
  18. The playfield's 16 characters wide now, and the playfield's color is deliberate. It's still not working as intended. I want the playfield to look like this. How am I supposed to achieve a playfield like this on a multisprite kernel?
  19. set kernel multisprite rem play field setup setup_room_1 playfield: XXXXXXXXXXXXXXXXX X................ X................ X................ X................ X................ X................ X................ X................ X................ XXXXXXXXXXXXX.... end COLUPF=14 rem play field loop loop_room_1 drawscreen goto loop_room_1 This code isn't a game, but rather a small snippet of code meant to test out multi-sprite kernels. Oh, yeah. In case you're wondering, the code compiles into this. default.bas.bin
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