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Everything posted by Retro Lord
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I'll contribute with Finn from Adventure Time
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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"
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Here it is: Knight Kuest 2. Jump over the crabs and fireballs. Kill the birds, knights and the dragon. Jump by pushing the joystick up. Download - Knight Kuest 2.bin
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Yeah. That is possible. I'll do it tomorrow =)
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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.
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Need a little help with repressor and animation
Retro Lord replied to Retro Lord's topic in batari Basic
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 -
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
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Okay, are you ready for the new and improved Knight Kuest 2? Updates: You jump by pressing up. Jump over the crabs. Jump over the fireballs. slay the birds, Black Knights and the dragon. Multicolored backgrounds. Here you go! DOWNLOAD - Knight Kuest 2.bin Please report bugs if you find any.
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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.
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I added a jump feature anyway even though I said I wouldn't. Turned out to be pretty nice. Added a new enemy too, a crab you have too jump over. One enemy and the dragon, then I'm finaly done.
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Do you want me too do a setup so he despawns?
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Still a lot left to do, but you can try out the 2 new enemy types if you want, and the death spikes in the cave. Note, the dragon don't do anything at the moment. But the princess works as she should. Knight Kuest 2 0.5.bin
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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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Hm, maybe in the sequal =)
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No problem. =)
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Not sure if there is anything else to add too the game at this point, really.
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Well, I added multiple colors to all stages now, phew. All that is left now is 2 new enemies and some music and then we're set for Knight Kuest 2
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I'll see what I can do.
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Here's the demo. It's very basic. You sit by the computer, press fire too look closer at the screen. Then press left, right or up too look at the different rooms. There is a chance Freddy might be in there so be careful. If he's not press fire to exit the room. It's commented so you should be able to understand everything. But if you have questions, just ask! =) Add padding and make a great game =) default.bas default.bas.bin
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Personaly I like to assign counters to my rooms if I make a game with multiple rooms. Like this: if g=1 then playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX .............................XXX .............................XXX .............................XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if g=2 then playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX .............................XXX .............................XXX .............................XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if g=3 then playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX .............................XXX .............................XXX .............................XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if g=4 then playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX XXX..........................XXX .............................XXX .............................XXX .............................XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if joy0left then g=1 if joy0right then g=2 if joy=up then g=3 if joy0down then g=4 You can do it like this too if you need more control: if g=1 && joy0left then g=2 if g=2 && joy0left then g=10 g being whatever room you want it to be. Now you can have as many rooms as you want =) Give Freddy a random number for him to appear at the door. Like k=(rand3) makes it 1 chance in 4 he will be there. Set it up like this: if k=0 then player1y=200 if k=1 then player1y=200 if k=2 then player1y=200 if k=3 then player1x=50:player1y=50 0-2 renders Freddy outside the playfield. Only when it hits 3 will he show. Hope it helped. =) I can whip up a working Freddy demo for you if you like that you could study.
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Heads up: I'm doing some work on it. Adding a bit more variety and stuff. The next version will feature: Spike traps in the cave. More variety in the enemies, some you fight and some you avoid. Longer scene with the princess. Instead of just a bleep and moving on, they smooch for a while.
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Not a problem ol' chap. Anything else I can do for you while I'm here? XD
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Great suggestions and thanks for the feedback. I'll get too it. Things are going great. So far I added a longer scene with the princess. (Looks like they are kissing) Spike traps in the cave. Man these are tricky too dodge.
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As requested, here is Nutkicker, the spiritual successor of Headkicker as requested. Kick the other guy in the nuts and watch as his penis flaps about. DOWNLOAD - Nutkicker.bin
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As requested, here is Nutkicker, the spiritual successor of Headkicker as requested. Kick the other guy in the nuts and watch as his penis flaps about. DOWNLOAD - Nutkicker.bin
