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Retro Lord

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Everything posted by Retro Lord

  1. I love this game! This is really cool, I can't wait for the next version!
  2. I'm learning how to implement paddles, and I'm in a confused position right now. I think it works, but I'm not sure I don't get any error messages, but I can't move missile1 around which I've set to be moved with the paddle. It might be my settings in Stella. I set the paddle controllers to - Paddle0 decrease=w, Paddle0 increase=s, Paddle0 fire=d. But I can't do anything with Paddle0 Analog? Would love some help on this one. rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 set kernel_options no_blank_lines readpaddle include div_mul.asm player0x = 50 player0y = 20 player1x = 80 player1y = 30 missile1x=80 : missile1y=60 dim _P1_U_D = player1y.j dim _P0_U_D = player0y.l main scorecolor=$0E COLUP0=$E4 COLUP1=$E4 NUSIZ1=$20 missile1height=3 rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... player0: %00000000 %00000000 %00000000 %10000001 %01000010 %00100100 %00011000 %00011000 %00111100 %01000010 %10011001 %10011001 %11000011 %11111111 %01111110 %00111100 end player1: %00000000 %00000000 %00000000 %10000001 %01000010 %00100100 %00011000 %00011000 %00111100 %01000010 %10011001 %10011001 %11000011 %11111111 %01111110 %00111100 end COLUPF=$D4 playfield: ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end currentpaddle = 0 drawscreen missile1x = 2 * paddle + 1 : if missile1x > 135 then missile1x = 135 : if missile1x<10 then missile1x=10 rem increases parachute speed if a=0 then _P0_U_D=_P0_U_D+0.25 if a=0 then _P1_U_D=_P1_U_D+0.25 if a=1 then _P0_U_D=_P0_U_D+0.30 if a=1 then _P1_U_D=_P1_U_D+0.30 if a=2 then _P0_U_D=_P0_U_D+0.35 if a=2 then _P1_U_D=_P1_U_D+0.35 if a=3 then _P0_U_D=_P0_U_D+0.40 if a=3 then _P1_U_D=_P1_U_D+0.40 if a=4 then _P0_U_D=_P0_U_D+0.45 if a=4 then _P1_U_D=_P1_U_D+0.45 if a=5 then _P0_U_D=_P0_U_D+0.50 if a=5 then _P1_U_D=_P1_U_D+0.50 if b=5 then a=a+1 : b=0 if collision(player0,missile1) && joy0fire then score=score+1 : player0y=255 : b=b+1 if player0y=255 then player0x=rand : player0y=0 if player0x<10 then player0y=255 if player0x>135 then player0y=255 if collision(player1,missile1) && joy0fire then score=score+1 : player1y=255 : b=b+1 if player1y=255 then player1x=rand : player1y=0 if player1x<10 then player1y=255 if player1x>135 then player1y=255 rem temporary solution since I dont have a gameover screen yet if collision(player0,playfield) then reboot if collision(player1,playfield) then reboot goto main
  3. Version 2.3. The 3-car level now works as it should with the cars on the road this time, haha. But it's super difficult. I still need to do a musical tune and near collision, and see if I can get paddles going. DOWNLOAD : Dead Road 2.3.bin
  4. Everything is working like it should now I think. Only things left are the 3-car difficulty, a music jingle when you advance a level and near-collisions. I have been thinking about a sign noticing you on what skill level you are if you can stand a little flicker on your car. It would say Novice on level 1-3. Pro on level 4-6 and Super Pro on level 7-onward on the side of the screen. Teaser screenshot:
  5. Thank you for the bugreports and congratulations on making it to the 3-car difficulty Turbo-Torch! I will fix that. Big things are happening now. I changed up the playfield a bit and I really like the new style a lot better then the old one. I fixed the gameover screen so if you crah with 2 cars both stay instead of one dissapearing. I've fixed the colors so they correspond to the difficulty. Easiest difficulty is red, the next is violet and the last one is ice blue. It'll be a while 'till it's ready for another release. Just wanted to give a note on how things are going.
  6. Hm, true. I guess I could do it so the background color only changes when you advance to the next difficulty level. I.E every third stage. Thanks for pointing out that the score is hard to read, I'll fix that. Highscore support would be cool, but I never saw the point for it since it gets reset when you turn the game off =/ I could do more detailed graphics but I personaly think the "early 2600 game" style is fun. We'll have to vote on that I believe. If I update the graphics I'll make it so that only the hood of the car goes red when you run over a zombie. A musical jingle would be great, but I can't do music. I would need help with that I'm afraid. Near misses, that's a fun idea. I'll see what I can do.
  7. Thank you for the offer, iesposta. I'll take you up on that offer if the need arrives. At the moment I managed to free up enough space to add extra difficulty levels with 180kb to spare, so for now it's fine.
  8. I have only made it to level 4 personaly in version 2.2 with the highscore 1183. I'm not very good, haha I'll see if I can do paddle controllers later on.
  9. Okay, I believe I have succeeded with adding the ultimate pro difficulties. If you beat the first 3 levels you go to the pro levels which are a bit more difficult then the first levels. If you beat those 3 pro levels you go to the super pro levels which are insanely hard. Not sure if they are possible to even beat, so playtesting is greatly appreciated =) Download latest version : Dead Road 2.2.bin
  10. I will see what I can do about adding a difficulty level for the pro's. I must see if I can optimize my code first so I can fit it in.
  11. Sweet, let's hope Albert likes it and puts it on the store then =)
  12. Seems you guys are taking fancy to this little game. That makes me happy =)
  13. Version 2.1. The playfield should never turn white now. Playtesting is greatly appreciated! Download : Dead Road 2.1.bin
  14. Hm, those blocks in the red should not be there, is it version 2.0 you are running?
  15. I'm wondering if anyone has done a space background like in Star Raiders, Star Ship etc where it looks like you fly through space with stars moving around? Got any pointers on what a good approach might be? My current plan would be to have missiles move to the corners...Or a scrolling playfield but then the stars would be quite big....
  16. Get the latest updated version here. It's more balanced and ahs some new minor features. http://atariage.com/forums/topic/239552-dead-road-2600/?do=findComment&comment=3261618
  17. Wrong part of the forum, I'm sorry, please delete this.
  18. Glad to hear you like it. I think it's pretty much complete, but I have about 200kb left that I don't know what to do with, hm...
  19. Okay, I fixed everything up, new titlescreen and reset option whenever you want, no auto-play though. DOWNLOAD : Dead Road 2.0.bin
  20. Congratulations on the highscores! Your doing great! And the labels are really cool, ArenaFoot! Thank you, RandomTerrain. I'll add in so the resetswitch can be pressed any time during the game. I'll look into Autoplay if I can squeeze that in. I'm trying to keep it 4k, and I really need to make a nicer titlescreen.
  21. V1.5. 2 second freeze time on the game over screen. Push the button to jump right back in the game, or just push the reset switch, a copyright stamp with a date of year at titlescreen and improved the random counter. DOWNLOAD : Dead Road 1.5.bin
  22. Alright, feature added. Anything else that might be important to add before I release the updated version?
  23. I don't know. I sent a message to Albert and if he has time I hope he'll try it out and maybe put it up on the Atari store. It all depends on that. I've personaly played it for about an hour straight, I think it's really addictive. And my highscore is 612 if anyone wants a challenge to beat =) The gameplay is inspired by Street Racer, but with zombies.
  24. This first post is now updated to include the latest verion of Dead Road: 2.2 which features 3 difficulties. Novice = first 3 levels. Pro = levels 4-5-6 and Super Pro = Levels 7-8-9-infinity. I haven't made it to level 7 yet myself so it may be to difficult or worse yet, unbeatable, therefore I need your help with playtesting. Rated M for mature. The world is ending and zombies are rising from their graves and are now wandering the earth, so get in your car and drive, drive, drive down Dead Road. Avoid the other drivers and run over the zombies. Hang on to your helmet, it's gonna be a bumpy ride! Features: Your car goes red with blood when hitting the zombies! Breakneck speed! Radical engine sound! Cars in different colors! Manual: Use the joystick to control your car left and right. When you crash, hit the reset switch to start over. Hitting zombies earn you 10 points. When you clear a stage you are awarded with 100 points. I hope you enjoy this fun little game, don't forget to rate & comment! DOWNLOAD : Dead Road 2.2.bin
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