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Retro Lord

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Posts posted by Retro Lord


  1. Abraham Lincoln, the king of Mars needed a vacation, so he used his omnipotent powers and traveled into dimension 1770 too play his favorite sport ; football with his best friend, Abraham Lincoln. Abraham throws the ball and Abraham kicks it.

     

    Controls: Left and right steers Abraham Lincoln, the button makes him kick. You have to kick the football with your foot. (No easy task!)

     

    Would be nice too have some music but I suck at music composing...Other then that I think this is a very fun little game. Can you beat my highscore of 70 points?

     

    Please report bugs if you find any.

     

    145474672-main_zps902ceadb.jpg

     

    145474672-top_zps2828563f.jpg

     

    Namnloumls_zps89bcfb2a.png

     

    DOWNLOAD - Pro Football 1770.bin

    • Like 1

  2. Abraham Lincoln, the king of Mars needed a vacation, so he used his omnipotent powers and traveled into dimension 1770 too play his favorite sport ; football with his best friend, Abraham Lincoln. Abraham throws the ball and Abraham kicks it.

     

    Controls: Left and right steers Abraham Lincoln, the button makes him kick. You have to kick the football with your foot. (No easy task!)

     

    Would be nice too have some music but I suck at music composing...Other then that I think this is a very fun little game. Can you beat my highscore of 70 points?

     

    Please report bugs if you find any.

     

     

    145474672-main_zps902ceadb.jpg

     

    145474672-top_zps2828563f.jpg

     

    Namnloumls_zps89bcfb2a.png

     

    DOWNLOAD - Pro Football 1770.bin


  3. Yeah, I battled with how I wanted the jumping physics, personaly I prefer not being able to steer while jumping in this game since it would make things too easy. I found you don't really need precicion jumping other then straight up. I might add another jumping mechanic but I'm pretty happy with it as is. And the dragon, yes. Fire would be nice. I'll see if I can get around too it.


  4. Glad you enjoyed it. I've found that small simple games work best for the Atari 2600. So I'll be focusing on minigames. If you like this one I'm sure you'll love my next game that'll be released tomorrow:

    Pro Football 1770! Where you star as Abraham Lincoln, playing football with your best friend: Abraham Lincoln. Abraham throws the football too Abraham and you have too kick it, if you miss 3 times you get boo'd.

     

    Based on Pro Football 1861 "cough"

    • Like 1

  5. Strange, it works for me when I play it in stella. His leg goes towards the others nuts and his dick goes up. It happens super fast so you might just not see it. If I could slow it down I would but I haven't found a way to do so. I use the button restrainer code.


  6. Thanks, it seems very complicated, but I'm sure I can learn something from it in time =)

     

    I managed too do an emergency solution for now, so I atleast can get the rest of the game working too.

      rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288
    
       dim _Bit1_FireB_Restrainer = d
    
      player0x = 60
      player0y = 80
    
     g=0
     k=0
    
    main
    
     NUSIZ0=$07
     COLUP0=$DA
     COLUPF=$88
    
     rem STANCE
      f=f+1
      rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME...
      if f = 10 && g=0 && k=0 && l=0 then player0:
            %00100100
            %00100100
            %00100100
            %00111100
            %00111100
            %00000000
            %00111100
            %00111100
            %01011010
            %01011010
            %01111110
            %00100100
            %00011000
            %00011000
            %00011000
            %00000000
    end
    
      if f = 40 && g=0 && k=0 && l=0 then player0:
            %00100100
            %00100100
            %00111100
            %00111100
            %00000000
            %00111100
            %00111100
            %01011010
            %01011010
            %01111110
            %00100100
            %00011000
            %00011000
            %00011000
            %00000000
            %00000000
    end
    
      if f=40 then f=0
    
     rem Dodge left
      if g = 10 then player0:
            %01001000
            %01001000
            %01111000
            %01111000
            %00000000
            %01110000
            %01110000
            %10101000
            %10111100
            %11111100
            %01110100
            %00001100
            %00110000
            %00110000
            %00110000
            %00000000
    end
    
      if g = 20 then player0:
            %01001000
            %01001000
            %01111000
            %01111000
            %00000000
            %01110000
            %01110000
            %10101000
            %10111100
            %11111100
            %01110100
            %00001100
            %00110000
            %00110000
            %00110000
            %00000000
    end
     if g=20 then g=0
    
    
    
     rem Dodge left
      if k = 10 then player0:
            %00010010
            %00010010
            %00011110
            %00011110
            %00000000
            %00001110
            %00001110
            %00010101
            %00111101
            %00111111
            %00101110
            %00110000
            %00001100
            %00001100
            %00001100
            %00000000
    end
    
      if k = 20 then player0:
            %00010010
            %00010010
            %00011110
            %00011110
            %00000000
            %00001110
            %00001110
            %00010101
            %00111101
            %00111111
            %00101110
            %00110000
            %00001100
            %00001100
            %00001100
            %00000000
    end
     if k=20 then k=0
    
    
     rem Punch
      if l = 10 then player0:
            %00100100
            %00100100
            %00100100
            %00111100
            %00111100
            %00000000
            %00111100
            %00111100
            %01011000
            %01011110
            %01111110
            %01100010
            %00011010
            %00011010
            %00011010
            %00000110
    end
    
      if l = 20 then player0:
            %00100100
            %00100100
            %00100100
            %00111100
            %00111100
            %00000000
            %00111100
            %00111100
            %01011000
            %01011110
            %01111110
            %01100010
            %00011010
            %00011010
            %00011010
            %00000110
    end
     if l=20 then l=0
    
    
    
    
    
    
     playfield:
     ....X......................X....
     ...XXXXXXXXXXXXXXXXXXXXXXXXXX...
     ..X.X......................X.X..
     .X.XXXXXXXXXXXXXXXXXXXXXXXXXX.X.
     X.X.X......................X.X.X
     .X.XXXXXXXXXXXXXXXXXXXXXXXXXX.X.
     X.XXXXXXXXXXXXXXXXXXXXXXXXXXXX.X
     .XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
     .XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
     XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
     XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    end
    
    
     rem USED COUNTERS : d, h, g, k, i
    
    
      drawscreen
    
     if joy0left then h=1 : player0x=55
     if h=1 then g=g+1
     if g=20 then h=0
    
     if g=0 && k=0 then player0x=60
    
     if joy0right then i=1 : player0x=70
     if i=1 then k=k+1
     if k=20 then i=0
    
     if joy0fire then m=1 : player0y=60
     if m=1 then l=l+1
     if l=20 then m=0 : player0y=80
    
      goto main
    

  7. I haven't done too much work with multiple animations and I'm a bit in over my head. I'm doing a Punch Out clone and I'm having trouble with dodging left and right. I can get the character to do the animation but not end them and return to the stance animation. Any experts around that could lend a hand and explain a bit on multiple animation handling?

     

    Source so far:

      rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288
       set kernel_options player1colors playercolors pfcolors
    
       dim _Bit1_FireB_Restrainer = d
    
      player0x = 60
      player0y = 80
    main
    
     NUSIZ0=$07
    
      f=f+1
      rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME...
      if f = 10 && g=0 then player0:
            %00100100
            %00100100
            %00100100
            %00111100
            %00111100
            %00000000
            %00111100
            %00111100
            %01011010
            %01011010
            %01111110
            %00100100
            %00011000
            %00011000
            %00011000
            %00000000
    end
       if f = 10 then player0color:
        $3E;
        $3E;
        $42;
        $42;
        $42;
        $3E;
        $3E;
        $3E;
        $3E;
        $3E;
        $3E;
        $02;
        $02;
        $02;
        $02;
        $0E;
    end
      if f = 40 && g=0 then player0:
            %00100100
            %00100100
            %00111100
            %00111100
            %00000000
            %00111100
            %00111100
            %01011010
            %01011010
            %01111110
            %00100100
            %00011000
            %00011000
            %00011000
            %00000000
            %00000000
    end
       if f = 40 then player0color:
        $3E;
        $3E;
        $42;
        $42;
        $42;
        $3E;
        $3E;
        $3E;
        $3E;
        $3E;
        $3E;
        $02;
        $02;
        $02;
        $02;
        $0E;
    end
    
      if g = 10 then player0:
            %01001000
            %01001000
            %01111000
            %01111000
            %00000000
            %01110000
            %01110000
            %11101000
            %11111100
            %11111100
            %01110100
            %00001100
            %00110000
            %00110000
            %00110000
            %00000000
    end
    
      if g = 20 then player0:
            %01001000
            %01001000
            %01111000
            %01111000
            %00000000
            %01110000
            %01110000
            %11101000
            %11111100
            %11111100
            %01110100
            %00001100
            %00110000
            %00110000
            %00110000
            %00000000
    end
    
    
      if f=40 then f=0
    
      drawscreen
    
       if !joy0left then _Bit1_FireB_Restrainer{1} = 0 : goto __Skip_Fire
    
       if _Bit1_FireB_Restrainer{1}  then goto __Skip_Fire
    
       _Bit1_FireB_Restrainer{1} = 1
    
     g=10
    
    __Skip_Fire
    
      goto main
    

  8. I'm almost done, going too release it as Knight Kuest 2 since it's quite different now.

    Multicolor backgrounds.

     

    New dangers:

    Crabs - Jump over them

    Birds - Cut them down, timing is everything.

    Fireballs - Jump over them.

    Black Knights - Dangerous foes that you have to fight with. Very difficult.

    Spike traps in the cave.


  9. Right. I've incorporated a lot of your ideas. Some changes are:

     

    The Knights are now Black Knights, they are standard grunts that you have to fence with. This time you can't just button mash past them, they are actually really hard. So you have to look for the opening in his tactic or you will get hit.

     

    New enemy type: Birds: Flying in fast from the right, you have too strike them down in a timed fashion, if your timings off you are in serious trouble.

     

    Honestly I'm not to keen on the jumping idea of this particular game. But ducking might be cool.

     

    I'll change up the dragon too. The princess idea was very cool, but I don't think I'll use it in this game. Maybe in the sequal. If I do a sequal.

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