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Papa

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Posts posted by Papa


  1. Run Out! is basically (ha ha) done!!

     

    Making it through the whole course gives you a bonus (perfect for the fourth).

     

    Fire is gas

    Down is brake

    Up is shift (after the first two gears auto shift)

    Right and Left steer (duh.)

     

    Car colors can be selected with difficulty switches.

    The game can be paused and unpaused with the B/W-Color switch.

     

    Some colors have been adjusted to make objects appear better in certain places.

     

    More opponent car colors have been added.

     

    The timer is perfected to force you to haul A$$!!

     

    Enjoy this game before it's final tweaks (if any) and please buy a copy in the future of..

     

    Run Out!

     

    RunOut.bin

     

    ..also..

     

    Someone tell me what the bonus is before tomorrow!! (I guess tomorrow works, too)

     

     


  2. Almost done!!

     

    A lot has been done:

     

    Select a car color with difficulty switches (yellow, red, and blue!!)!

     

    Left Difficulty "A" = Blue car

    Right Difficulty "A" = Yellow car

    Both "B" (default) = Red car

     

    Pause the game with the B/W-Color switch (BW to pause, Color to unpause).

     

    'Game Over' screen with song done (color adjustments maybe later)...

     

    Brake lights more realisticalish looking!

     

    Timer with animation set!

     

    This game syncs great on real hardware and will be done after just a few tweaks. I will likely alter the turns to add some difficulty to later levels.

     

    RunOutX.bin


  3. These are some single-channel songs that use variables to switch the noise in controlled intervals alongside the song...

    (this way the other channel is free to use for sound effects.)

     

     

    4.bin

     

    11.bin

     

    12.bin

     

    13.bin

     

    17.bin

     

    19.bin

     

    21.bin

     

     

    I think these rock pretty hard for a stock TIA!!

     

    Most are variants of Titan Axe songs that I wrote and enhanced.

     

    These will be in my next game after Run Out! is complete (an RPG that I can't wait to bring out!!).


  4. Here's the latest update with the streamlined cars, three songs (tentative), and a glitch with the zoomed cars appearing at the top of the screen after spinning out fixed!! All that's left is the timer and possibly some more background stuff.

     

     

    RunOutTest5.bin


  5. Sweet game Papa!

    It's neat, it's easy enough to pick up and play and it's fun. I like it!

     

    Thanks a LOT! That avatar looks just like me eating popcorn, by the way...

     

    ..Next up is more music, a timer, and more background graphics!!


  6. Newest update!!

     

    Now the cars are more streamlined when they zoom. It's a tad easier to pass them, but still hard enough to be a challenge. The music changes a little more than halfway through as I am reserving space for two more songs and this is being taken up by chunks of the first song until they are written in.

     

    More to come...

     

    RunOutTest4.bin

    • Like 1

  7. i don't like how the approaching cars get bigger as they get closer to you.....they are so wide you can't get around them. Is this a bug in the game?

    RunOutTest3.png?lgfp=3000

     

     

    ..and on that note. I may consider changing the opponent cars to have a less prominent zoom by shrinking (drawing a copy that is smaller) the original sprite one grade down and then leaving the zoom in the larger state rather than change it twice. I would then select the smaller sprite at first and this should streamline the animation. I may not have the room for it, but I'll give it shot!

     

    As for making it easier... I may set the second instances of cars to the hard switch to back off some of the traffic during harder turns. I really love the level of difficulty now and don't have too much trouble getting around cars (that is the game, though!). I spin out sometimes (fun). My daughter was playing it on the upright and mentioned that the blue cars resembled cop cars in our city. This gave me the idea of including cop cars that are instant 'game over' inducers. Hit the cop and get flashing lights and a 'Game Over', in addition to racing the other cars and beating the timer.

     

    The cars are very carefully positioned so as to allow passing on either side in most instances and to make your car collide just right as to make you spin out if you touch them at all. I really can't change them too much. I love how they drive off if you hit the brakes. My daughter was having fun just hitting the brakes. Without the timer programmed in you can really just wait until the opponent cars are very close and then hit the brakes. They will take off into the distance and usually not come back (until the next ones come about!). Granted, when the timer is installed this would be futile.

     

    Thanks everyone and I hope to bring you the latest update of Run Out AND Titan Axe (with new music and some updated backgrounds) very soon!!

    • Like 1

  8. You can make it around them, it just takes some steering!! Press away from the corner in a pattern that keeps you close to the edge and not too far as you go around the car. It takes some practice, but it's the difficulty of the game!

     

    I know that I only zoomed the cars once (they are actually zoomed once to begin with and then zoomed again) but I'm happy with the change of size. If I started them at their smallest size it would look kind of mashed in (like a couple of the buildings look, admittedly...), and I can't have them the same size from foreground to background.

     

    I find that the steering just has to be learned and then zipping past the other cars is pretty easy. Once you remember what turn is coming up then you can favor one side or another. The earlier cars are actually set up to reach you just as the turn is starting out to gently guide the car to the passing side.

     

    I have just been working on adding drums and other sounds to my music by changing the channels on the fly with some very awesome results. Titan Axe will have this updated music. Run Out just needs a timer and two more songs finished. I may add a couple more backgrounds just for good measure.

     

    Has anyone made it to the statue?


  9. Here is the latest update with items in the proper locations and much longer tracks. I may not add forks in the road but rather add different music, a damage counter, or a timer. Whatever I can fit in of those three.

     

     

    RunOutTest3.bin

     

    It should be done soon!!


  10. Now there are more cars and stuff happening in the background. The game will be done soon!!

     

    Next up is:

     

    Split screen for choosing paths

    Items in proper locations

    Using all items (there are a lot more items than are being shown so far)

     

     

    Here's the download:

     

    RunOutTest2.bin

    • Like 4

  11. Here's an easy way...

     

    rem Generated 6/12/2015 11:34:52 PM by Visual bB Version 1.0.0.548
    rem **********************************
    rem *<filename> *
    rem *<description> *
    rem *<author> *
    rem *<contact info> *
    rem *<license> *
    rem **********************************

    set tv ntsc

    title

    player0x=50 : player0y=50

    goto main2

    main2

    player0y=player0y+1

    if collision(player0,playfield) then player0y=player0y-1 : b=0

    COLUP0=28
    COLUBK=02

    playfield:
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    ................................
    ................................
    ................................
    ...........................XXXXX
    ......................XXXXXX....
    ................XXXXXX..........
    .........XXXXXXX................
    XXXXXXXXX.......................
    ................................
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    end

    player0:
    %00000000
    %00000000
    %00000000
    %00011000
    %00011000
    %00000000
    %00000000
    %00000000
    end

    drawscreen

    if joy0right then player0x=player0x+1
    if joy0left then player0x=player0x-1
    if joy0fire then a=a+1 : b=b+1
    if b>12 then a=0
    if b>48 then b=0
    if a>=1 then player0y=player0y-2
    if !joy0fire then a=0

    goto main2

     

     

     

    Gravity included!!


  12. Dear Santa Claus,

    I have been proper and behaved and

    I wish I could play Out Run on my Jag... :D

     

    There is an ST version that CJ could prolly flip over to the Jag. The frame rate isn't too bad compared to the Amiga version (there is a hack somewhere that improves the Amiga's poor frame rate, though), and it has pretty good graphics.


  13. I agree that Smurfs is a good game, although I voted for Activision due to their plethora (thanks El Guapo) of quality games and their support for programmers. The name itself is a form of activism from a time when programmers were being dropped out of the credits, so to speak. I read here (on one of those cute little factoids) that Colorado Leather grunted out turds for the 2600 to sway folks towards the up and coming Colecovision. I actually liked DK for the VCS better than the arcade version as a kid because it was easier. Today I use several factors in deciding and find the Activision lot more appealing. Time Pilot and Zaxxon are probably my favorite from Coleco. Frontline is pretty fun. My wife loves Carnival. My Activision list is pretty big. I love H.E.R.O, Ghostbusters, Rampage, Double Dragon, Commando, Kung Fu Master, Pitfall II, Fishing Derby (the wife loves that one, too), and quite a few others.

     

    A hard decision.

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