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Retro Lord

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Posts posted by Retro Lord


  1. I set it up just the way I did with the old version. It starts and I can load up my projects but not compile them, I always get a syntax error on everything. Even if it worked in the old version.

     

    Yeah, it's just that I can't compile it. I am trying too figure out and see if I can do something similar that works on my old version of VBB and I've gotten it half-working.


  2. I'm just gonna stick to my old version of VBB, I can't get any of the newer working.

     

    Back to the saltmines. I've scratched my head for days and I just don't get it...Why does it work when you are left or right of the dragon, but not when you are above or below it? It don't make any sense to me.

       if player0x > player1x then _dragon_pos = player0x - player1x : if _dragon_pos < 8 && player0y = player1y then COLUPF=$DA : goto __Skip_X_Check
       if player1x > player0x then _dragon_pos = player1x - player0x : if _dragon_pos < 4 && player0y = player1y then COLUPF=$DA
    
    __Skip_X_Check
    
       if player0y > player1y then _dragon_pos = player0y - player1y : if _dragon_pos < 8 && player0x = player1x then COLUPF=$DA : goto __Skip_Proximity
       if player1y > player0y then _dragon_pos = player1y - player0y : if _dragon_pos < 16 && player0x = player1x then COLUPF=$DA
    
    __Skip_Proximity
    
    

  3. I've hit a snag since I can't configure the latest VBB. I'm trying too find an alternative way too discover the dragon, but in the meantime it works if you are next to the dragon either left or right of him the playfield will turn green, just not if he's above or below you. Everything else works as it should. Just that final detail that stops me.

     

    Enjoy the latest version, and I hope it helps someone out there!

     

    Download - d_and_d_0.4.2.bas


  4. #Russian announcer#

     

    "Presenting to you, the many greatness of Vasili Alexeev's many winning of 1976 in capitalist backwaters of Montreal. Push button, show greatness! Crush your opponents in this great simulation. Experience many exciting color by showing great stamina! But careful! Do not get exhausted or you will drop heavy weights!"

     

     

     

     

    Only for Atari

    949237641-main_zpsb17823fa.jpg

     

    949237641-top_zps86527715.jpg

    Have you played Atari today?

     

     

     

    Release date: 2015-1-26


  5. Well, the issue is that I just can't get the code to do what I want. The 2 first lines are working.(I think) The bottom part not really. What I'm after is, if player1 is either directly left, right, above or below the color change initiates. As it is now the color changes if player0 is left, right, above or below without regard for how close they are too each other.

       if player0x > player1x then _dragon_xpos = player0x - player1x : if _dragon_xpos < 8 then COLUPF=$DA : goto __Skip_Proximity
       if player1x > player0x then _dragon_xpos = player1x - player0x : if _dragon_xpos < 5 then COLUPF=$DA : goto __Skip_Proximity
    
       if player0y > player1y then _dragon_ypos = player0y - player1y : if _dragon_ypos < 3 then COLUPF=$DA : goto __Skip_Proximity
       if player1y > player0y then _dragon_ypos = player1y - player0y : if _dragon_ypos < 3 then COLUPF=$DA : goto __Skip_Proximity
    
    __Skip_Proximity
    

  6. Okay, I've almost fixed it.

    This parts now works:

       if player0x > player1x then _dragon_xpos = player0x - player1x : if _dragon_xpos < 8 then COLUPF=$DA : goto __Skip_X_Check
       if player1x > player0x then _dragon_xpos = player1x - player0x : if _dragon_xpos < 5 then COLUPF=$DA
    
    __Skip_X_Check
    

    Now I just have to find the right numbers for the y position


  7. Hm, I still get the same problem. I'm thinking it's a math thing. I've fiddled with the numbers and almost got it working once. I'm sure it's this part that needs figuring out what number it needs:

    if _dragon_xpos < 4
    

    If I only was better at understanding math


  8. A question about this code again. It appears that it works when player0 is next to the dragon, which is great. But even if player1 is all the way across the playfield and player0 is at the bottom it registers as long as they are nex ´t to each other. How would I fix it so it takes the y value into account aswell?

       if player0x > player1x then _dragon_xpos = player0x - player1x : if _dragon_xpos < 5 then COLUPF=$DA : goto __Skip_Proximity
       if player1x > player0x then _dragon_xpos = player1x - player0x : if _dragon_xpos < 5 then COLUPF=$DA : goto __Skip_Proximity
       if player0y > player1y then _dragon_ypos = player0y - player1y : if _dragon_ypos < 5 then COLUPF=$DA : goto __Skip_Proximity
       if player1y > player0y then _dragon_ypos = player1y - player0y : if _dragon_ypos < 5 then COLUPF=$DA
    
    __Skip_Proximity
    

  9. Major update thanks too the help of Random Terrain and bogax.

     

    The dragon is now placed in the dungeon according too the grid. And I've almost got the visual clue working for when you get near the dragon the playfield is supposed to go green but I don't got it down just yet.

     

     

    DOWNLOAD - DnD04.bas


  10. Yeah I got it working with a random counter. But I suck at math. Player1 is 7 pixels tall and 4 wide. I calculated the x placement perfectly. But I'm having problem wit the y placements. If I want it to go down it's own length 1 time would that be +8 or +9? +7 wasn't quite right it turned out.

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