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Retro Lord

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Everything posted by Retro Lord

  1. Yeah I was mostly joking about the rivalry thing =) I can't wait to see what you can do with DPC+. No doubt it will look 100 times better then my version I was thinking something similar about the hadoukens.
  2. You'r right. I should use DPC+ Zangief: Choose between Ryu, Ken or Zangief. Push left or right to select characters, you can't go past Ryu and you can't go past Zangief. Push the button to start the fight. Zangief is much wider then Ken or Ryu Since it's such a limited amount of moves I'm thinking of doing a rock-paper-scissor kind of system. If your opponent does a sweep kick, do a jump attack if your opponent does a punch do a sweep kick And the special just steamrolls over all those. Demo : Street Brawler 0.01.bin Source : default.bas
  3. A real headscratcher now is how to get a niceplayfield going without no_pflines, can't use it since player0 and player1 uses more then 1 color, hm...
  4. Haha, sweet =) Let's be rivals! I'm going to do a SF2 game to, or atleast try to, the fighting engine is simple enough to pull off, just the sprites that are hard as nails to do I think. I'm sticking to the one button. Just gotta figure out how do fit Hadoukens in there. Here's my take on Ryu's profile
  5. You sir, are a master spriter. If I had the money I would hire you right now to do the sprite work for me =)
  6. That is still really kickass! Looks way better then my current Ryu >_> Demo : Street Brawler.bin Features: Walking, punching, jumpkick and sweepkick Controls: Left and right to move. Up to jumpkick, down to sweepkick and button to punch. Only Ryu, no opponent.
  7. I think this style kind of works for the characters. I mean they kind of look like Ryu & Ken
  8. Karate Ryu? "Takes cover behind a couch"
  9. Cool, very cool. Well now I have use for my old fighting engine I never found use for.
  10. Maybe I should use sprite flickering...It'll be a ton of sprites though haha since the idle animation is 2 sprites, that's 4 sprites, walking is 3 sprites, that's 6, punch, crouch, crouch kick, jump, jumpkick, defeat, win pose, and damage, that's a total of 14 sprites per character XD
  11. Take what you want, sprites are free =) That's really cool, but I bet I would get a headache if I played a game like this for a few hours, haha =) But that has to be the best darn graphics I've ever seen on the 2600!
  12. A question still related to graphics, but not sprites, how do you make the playfield pixels smaller so you can get a really pretty playfield?
  13. Yeah, I don't really wanna do sprite flickering. I'm just going to see if I can get anything that looks somewhat like the original deal with the limits of 1 sprite.
  14. Hm, best Ryu/Ken I can do.
  15. Ahh, cheers. Well, I compressed the life out of Ken and well, he fits but he dosn't look like much, haha!
  16. If I wanted to do a huge sprite like this one. How would I go about making it not get cut in half down the middle on screen? player1: %000000000000000000000000 %011111000000000000000000 %011111000000000001111100 %001111000000000111111000 %001111000000000111110000 %001111000000000110000000 %000100110000000001111000 %000001111000000111111000 %000011111000000111111000 %000111111000000011111100 %000111111100000011111100 %000011111100000001111100 %000011111100000001111110 %000001111100000000111110 %000001111110000001111110 %000000111111100001111110 %000000111111100011111110 %000000111111100011111100 %000000011111100111111100 %000000011111100111111100 %000000011111101111111100 %000000011110101111111000 %000000011110100111111000 %000000001110100011111000 %000000000110000001110000 %000000000000101100010000 %000000001110101111001000 %000000011110101111011000 %000000001110101111110000 %000000000110000111110000 %000011001001010001000000 %001011100010101110000000 %001010010101011111000000 %001011101110111111100000 %001100011010111000000000 %000111010010110111110000 %000001010000101111110000 %000011010010010111110000 %000011010111011011011000 %000001010110101000111000 %000011010101100001110000 %000011001011001100111100 %000001100000011101111100 %000000001110101101111100 %000000000011001110111000 %000000011111010111000100 %000000010110111011111000 %000000100101111000000000 %000001110001110000000000 %000001111111100000000000 %000000111111100000000000 %000000011111000000000000 %000000000000000000000000 %000000000000000000000000 %000000000000000000000000 %000000000000000000000000 end
  17. Well. I managed to do some progress. Now you are stopped when bumping into the playfield, but if you push left or right when pushing up or down you can move through the walls. Any thoughts? rem movement rem bounce right if n=1 then player0x=player0x+1 rem bounce left if n=2 then player0x=player0x-1 rem bounce down if n=3 then player0y=player0y+1 rem bounce up if n=4 then player0y=player0y-1 if !joy0left then n=0 if !joy0right then n=0 if !joy0up then n=0 if !joy0down then n=0 if n=0 && joy0left && collision(player0,playfield) then n=1 if n=1 && joy0left && collision(player0,playfield) then n=1 if n=0 && joy0right && collision(player0,playfield) then n=2 if n=1 && joy0right && collision(player0,playfield) then n=2 if n=0 && joy0up && j<=67 && collision(player0,playfield) then n=3 if n=0 && joy0up && j>=67 && collision(player0,playfield) then goto skip if n=0 && joy0up && joy0left && j>=67 && collision(player0,playfield) then goto skip if n=0 && joy0up && joy0right && j>=67 && collision(player0,playfield) then goto skip if n=0 && joy0down && j<=67 && collision(player0,playfield) then n=4 if n=0 && joy0down && j>=67 && collision(player0,playfield) then goto skip if n=0 && joy0down && joy0right && j>=67 && collision(player0,playfield) then goto skip if n=0 && joy0down && joy0left && j>=67 && collision(player0,playfield) then goto skip if joy0down && player0y=50 && j<185 then f=3 : k=2 : j=j+1 : pfscroll up : missile1y=missile1y-1 if joy0up && player0y=50 && j>67 then f=4 : k=2 : j=j-1 : pfscroll down : missile1y=missile1y+1 if joy0right then f=1 : k=2 : player0x=player0x+1 if joy0left then f=2 : k=2 : player0x=player0x-1 if joy0up && joy0right then f=5 if joy0up && joy0left then f=8 if joy0down && joy0right then f=6 if joy0down && joy0left then f=7 if joy0up && j<=67 then k=2 : player0y=player0y-1 : f=4 if joy0down && j<=67 then k=2 : player0y=player0y+1 : f=3 if joy0up && joy0right && j<=67 then k=2 : f=5 if joy0up && joy0left && j<=67 then k=2 : f=8 if joy0down && joy0right && j<=67 then k=2 : f=6 if joy0down && joy0left && j<=67 then k=2 : f=7 if joy0up && j>=185 then k=2 : player0y=player0y-1 : f=4 if joy0down && j>=185 then k=2 : player0y=player0y+1 : f=3 if joy0up && joy0right && j>=185 then k=2 : f=5 if joy0up && joy0left && j>=185 then k=2 : f=8 if joy0down && joy0right && j>=185 then k=2 : f=6 if joy0down && joy0left && j>=185 then k=2 : f=7 skip goto main
  18. I'm having some problems with my collision detection between player0 and the playfield. I got it working when you go left and right but not up and down. What could I be doing wrong? rem movement rem bounce right if n=1 then player0x=player0x+1 rem bounce left if n=2 then player0x=player0x-1 rem bounce down if n=3 then player0y=player0y+1 rem bounce up if n=4 then player0y=player0y-1 if !joy0left then n=0 if !joy0right then n=0 if !joy0up then n=0 if !joy0down then n=0 if n=0 && joy0left && collision(player0,playfield) then n=1 if n=1 && joy0left && collision(player0,playfield) then n=1 if n=0 && joy0right && collision(player0,playfield) then n=2 if n=1 && joy0right && collision(player0,playfield) then n=2 if n=0 && joy0down && j<185 && collision(player0,playfield) then pfscroll down : n=4 if n=3 && joy0down && j<185 && collision(player0,playfield) then pfscroll down : n=4 if n=0 && joy0up && j>67 && collision(player0,playfield) then pfscroll up : n=3 if n=3 && joy0up && j>67 && collision(player0,playfield) then pfscroll up : n=3 if joy0down && player0y=50 && j<185 then f=3 : k=2 : j=j+1 : pfscroll up : missile1y=missile1y-1 if joy0up && player0y=50 && j>67 then f=4 : k=2 : j=j-1 : pfscroll down : missile1y=missile1y+1 if joy0right then f=1 : k=2 : player0x=player0x+1 if joy0left then f=2 : k=2 : player0x=player0x-1 if joy0up && joy0right then f=5 if joy0up && joy0left then f=8 if joy0down && joy0right then f=6 if joy0down && joy0left then f=7 if joy0up && j<=67 then k=2 : player0y=player0y-1 : f=4 if joy0down && j<=67 then k=2 : player0y=player0y+1 : f=3 if joy0up && joy0right && j<=67 then k=2 : f=5 if joy0up && joy0left && j<=67 then k=2 : f=8 if joy0down && joy0right && j<=67 then k=2 : f=6 if joy0down && joy0left && j<=67 then k=2 : f=7 if joy0up && j>=185 then k=2 : player0y=player0y-1 : f=4 if joy0down && j>=185 then k=2 : player0y=player0y+1 : f=3 if joy0up && joy0right && j>=185 then k=2 : f=5 if joy0up && joy0left && j>=185 then k=2 : f=8 if joy0down && joy0right && j>=185 then k=2 : f=6 if joy0down && joy0left && j>=185 then k=2 : f=7 Source: default.bas
  19. It's pretty cool. I really like Haunted House and wished for a similar game with some differences, so I decided to just replicate some core features and add in some new stuff, I'm just gonna settle for a fun theme. Like I said I'm strongly thinking of Dracula. Just do a swap of the ghost on the third floor and have him move faster. The keys will be invisible to and can only be seen with your light, well that's the plan atleast. I have no idea on how I will pull that one off yet. Sprite flickering is a bit complicated I think.
  20. Glad to hear you like it. I managed to fix the bug with the ghosts holding the key. Now the key is spawned in a random room, find it, pick it up and then search for a new key. That's as far as I've come. I'm running out of space fast and I only have 260kb left. Now I must do an ending to the game, fix wall collision and a gameover sequence. I was thinking of doing a Dracula theme. Where you explore Dracula's manor, finding stuff and then facing him off. I could do so that you need 3 items, like a cross, a stake and I don't know, holy water? With these items you go and find Dracula and kill him...Or something like that.
  21. I'm simply to inexperienced with pfpixels and I need alot more work with them to figure them out completely.
  22. I managed to get the key to spawn in 1 of the 9 rooms in the house, you have to find it. But I have hit a bug I'm not sure how to fix. The ghosts carry the key with them when they should not do that. I have a counter: z. That randomly picks a room and puts the key in it. And if you leave that room the key is still in it, but in all the other rooms the ghosts carry keys with them when the key should be located at player1x=255:player1y=255 NEW FEATURES: You can now go up and down the stairs (openings on the bottom and the top, the top leads up and the bottom leads down) Bumping into the ghosts resets the game (placeholding feature) b is the room counter. p is the frame counter and u determines if the key has been picked up. Any pointers? rem removes key if you leave the room it is in if z=0 && b>0 && p=0 && u=0 then player1x=255 : player1y=255 if z=1 && b<>1 && p=0 && u=0 then player1x=255 : player1y=255 if z=2 && b<2 && p=0 && u=0 then player1x=255 : player1y=255 if z=3 && b<2 && p=0 && u=0 then player1x=255 : player1y=255 if z=4 && b>0 && p=0 && u=0 then player1x=255 : player1y=255 if z=5 && b<>1 && p=0 && u=0 then player1x=255 : player1y=255 if z=6 && b<2 && p=0 && u=0 then player1x=255 : player1y=255 if z=7 && b<2 && p=0 && u=0 then player1x=255 : player1y=255 Demo: Boo, Scary House 0.4.bin Source: default.bas
  23. Finaly I got it working! The ghost now moves, phew, that was insanely hard to figure out! Current features: 8 way movement of eyes Light around the player Moving ghost holding a key 3 rooms Hearts Demo: Boo, Scary House 0.3.bin
  24. Hm, some progress atleast, the ghost is now able to jitter a bit but no significant movement. if p=2 && q=1 then a=1 if a=1 && p=2 && q=1 then player1x=50 : player1y=50 : a=2 if a=2 && p=2 && q=1 then player1x=50 : _P1_U_D=_P1_U_D+0.30
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