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Everything posted by piders7
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Yeah.
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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 replies
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- final fantasy xv
- ffxv
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Is it better or worse than the original 2600?
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How is it compared to the original 2600?
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Thank you so much!
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Any kinda example, novice program?
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Merry Christmas, everybody.
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Hold on, I want there to be items in the game. How do I that?
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I think I'm beginning to understand. I'll get back to you with my game's renovated code soon.
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In this demo's source code, how exactly does the room data work?
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Sorry about that. Lemme put it this way: if you know Assembly, where or how did you first learn it?
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I'm having a lot of trouble getting started with assembly. Any tips? Example programs? Anything of the sort would be nice.
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Could you explain in Batari BASIC code?
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Thank you so much! That Ripley sprite's far better than mine! Uh . . . how do I add multiple rooms?
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Update: I drew this terrible-looking Ripley sprite. As you can see, I'm no spriter.
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Carrot Kingdom™ - Work in Progress 32K! - New Demo 10-16-2017
piders7 replied to Jinroh's topic in Atari 2600 Programming
Noice! -
Aha! Excellent! That did the trick. Thank you!
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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.
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Sprite request:
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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?
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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?
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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
