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Everything posted by Retro Lord
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Congratulations to your highscore! Now try and beat my score of 340 =D
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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.bin
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Thank you all for the help, got things the way I want now, you'r awesome =)
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It's been ages since I made any games. And I just started again and I realised I've forgot how to dim. The situation is like this: You are a car, driving along, avoiding other cars and running over zombies, when a car or zombie leaves the screen a counter goes up and it gradually turns into night. When it's night you go to a separate screen that gives you 100 bonus points. Now, it is at this point I need the dim that makes the car/zombie that is player1 to move faster. The skeletal structure is: if r=0 then player1y=player1y-1 if r=1 then player1y=player1y-2 if r=2 then player1y=player1y-3 if r=3 then r=0 Any pointers? .bas = default.bas The code should be easely understandable, but if you want me too clearify things just tell me to. rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 set kernel_option no_blank_lines newstart s=0 player0x = 70 player0y = 70 f=10 main rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if f = 10 then player0: %00000000 %00111100 %10111101 %10100101 %11100111 %10100101 %10100101 %00111100 %00111100 %00011000 %00011000 %01011010 %01011010 %01111110 %01011010 %01011010 end COLUP0=$1E if g = 10 then player1: %00000000 %00111100 %10111101 %10100101 %11100111 %10100101 %10100101 %00111100 %00111100 %00011000 %00011000 %01011010 %01011010 %01111110 %01011010 %01011010 end if g = 20 then player1: %00000000 %00100100 %00100100 %00100100 %00100100 %00011000 %00011000 %01011010 %01011010 %01111110 %00000000 %00011000 %00011000 %00011000 %00000000 %00000000 end if g = 30 then player1: %00011000 %00011000 %00011000 %00011000 %01111110 %01111110 %00011000 %00011000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 end if g=10 then COLUP1=$86 if g=20 then COLUP1=$D8 if g=30 then COLUP1=rand COLUPF=$04 playfield: .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... end a=a+1 drawscreen if r=0 then player1y=player1y+1 if r=1 then player1y=player1y+2 if r=2 then player1y=player1y+3 if s=0 then COLUBK=$DE if s=1 then COLUBK=$DC if s=2 then COLUBK=$DA if s=3 then COLUBK=$D8 if s=4 then COLUBK=$D6 if s=5 then COLUBK=$D4 if s=6 then COLUBK=$D2 if s=7 then COLUBK=$D0 if s=8 then COLUBK=$00 if s=9 then goto WIN : r=r+1 if player1y>90 then s=s+1 : score=score+1 : b=(rand&2) : player1y=10 : player1x=rand if player1x<70 then player1x=rand : player1y=0 if player1x>95 then player1x=rand : player1y=0 if g=20 && collision(player0,player1) then score=score+10 : b=(rand&2) : player1y=10 : player1x=rand if g=10 && collision(player0,player1) then goto LOSE if b=0 then g=10 if b=1 then g=10 if b=2 then g=20 if joy0right then player0x = player0x + 1 if joy0left then player0x = player0x - 1 if joy0up then player0y = player0y - 1 if joy0down then player0y = player0y + 1 goto main LOSE COLUPF=$04 COLUBK=rand drawscreen if switchreset then reboot goto LOSE WIN COLUPF=$04 COLUBK=rand q=q+1 drawscreen if q=60 then score=score+100 if q=120 then goto newstart goto WIN
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Babadook is based on the old Hunt the Wumpus game for the TI-99. Controls: Use the arrows to move around, and use W,A,S,D too fire your arrow in your desired direction once you've found Babadook, but beware; if you miss you'll wish you where never born. The game features a highscore list so you can see who is the best Babadook hunter. If you stumble upon a bat you will be moved to a random room. If you fall into a bottomless pit you will see a small animation of you falling like in the original Hunt the Wumpus game, and if you see the Babadook...You'll find out for yourself. The game is just an .exe file so you should be able to play straight away, this is my first PC title so again, if you encounter any problems please let me know. And come with suggestions on improvements too if you have any. Story: If it’s in a word, or it’s in a look. You can’t get rid of the Babadook. If you’re a really clever one, And you know what it is to see. Then you can make friends with a special one, A friend of you and me. His name is mister Babadook, and this is his book. A rumbling sound then 3 sharp knocks; ba-BA-ba DOOK! DOOK! DOOK! That’s when you’ll know that he’s around, You’ll see him if you look. This is what he wears on top, He’s funny don’t you think? See him in your room at night, And you won’t sleep a wink. I’ll soon take off my funny disguise, (take heed of what you’ve read) And once you see what’s underneath … You’re going to wish you were.. ..dead. I’ll wager with you, I’ll make you a bet. The more you deny, THE STRONGER I GET. You start to change when I get in, The Babadook growing right UNDER YOUR SKIN. Oh, Come! Come SEE What’s UNDERNEATH! DOWNLOAD - Babadook.zip
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I remember a few years ago I used to play NES with a buddy online via Hamachi, it was great fun. Now I'm wondering if it's possible to do with MAME? I got my arcade stick ready but none of my irl friends play arcade games. So I thought that maybe I could find some people here too play with. My top 10 2-player games in order are: 1. Street Fighter Alpha 3 2. NBA Jam 3. Quiz & Dragon 4.TMNT in Time 5.Metamorphic Force 6.Battletoads 7.Samurai Shodown 2 8.Sunset Riders 9.League Bowling 10.Smash TV
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Ah, too bad. Would love to play this by myself. I have no friends who play the 2600 =/
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graphical hack of Artillery Duel. By the way, does anybody have a manual for this game that says if you can play against the cpu in some mode or if this is only a 2 player game? DOWNLOAD Worms.BIN
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Sorry about that. I must remember too comment things. Does this clarify things more? rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 player0x = 50 player0y = 50 dim _P1_L_R = player1x.d dim _P1_U_D = player1y.e player1x=60 : player1y=80 main rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if a = 0 then player0: %01000100 %01000100 %00000000 %01000100 %01000100 %01101100 %00111000 %01111100 %01111100 %00111000 %00010000 %00101000 %00010000 %00111000 %00111000 %00010000 end if a = 1 then player0: %00010001 %00100010 %01000100 %10101010 %00100010 %00100100 %00111000 %01010100 %01111100 %10111000 %00010000 %01101000 %01010000 %01111000 %00111000 %01110000 end rem death if a = 2 then player0: %00000000 %00000000 %00000000 %00010000 %00100000 %01000000 %10000100 %00000100 %00000010 %00000010 %00000000 %00000000 %00000000 %01110000 %01110100 %00111000 end rem tree if f=0 then player1: %00000000 %00000000 %00111000 %00111000 %00111000 %00111000 %00000000 %01111100 %11000110 %10111010 %01101100 %01010100 %00111000 %00101000 %00010000 %00010000 end rem rock if f=1 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000100 %00001110 %00111110 %01111110 %00111100 %00000000 %00000000 %00000000 %00000000 %00000000 end rem yeti if f = 3 && g=1 then player1: %00100000 %00101000 %01000100 %01000100 %00111000 %01110100 %01101101 %01011110 %00111100 %00000000 %01111100 %10101000 %11010100 %11111100 %11010100 %01111000 end rem yeti if f = 4 && g=1 then player1: %00000000 %11000010 %00100010 %01000110 %00111000 %01110100 %01101101 %01011110 %00111100 %01111100 %10101000 %10000000 %11010100 %11111100 %11010100 %01111000 end rem if g=1 then player1 turns into yeti if g=1 then f=f+1 if f=4 then f=3 rem changes color depending on which sprite is shown if f=0 then COLUP1=$D6 if f=1 then COLUP1=$06 rem yeti counter h=h+1 if joy0right then REFP0 = 0 if joy0left then REFP0 = 8 if b=1 then REFP0=0 : player1x = player1x - 1 if b=2 then REFP0=8 : player1x = player1x + 1 COLUP0=$44 COLUBK=$0E drawscreen rem changes size and number of objects if c=0 then NUSIZ1=$00 if c=1 then NUSIZ1=$01 if c=2 then NUSIZ1=$02 if c=3 then NUSIZ1=$03 if c=4 then NUSIZ1=$04 if c=5 then NUSIZ1=$05 if c=6 then NUSIZ1=$06 if c=7 then NUSIZ1=$07 rem if i < 2 then player1 is trees and rocks moving up rem if i=2 then player1 is yeti moving down if h=100 then i=1 if i<2 then player1y=player1y-1 if i=2 then player1y=player1y+2 if i=2 && player1y>90 then h=0 : i=0 : c=(rand&7) : player1x=rand : f=(rand&1) if joy0right then b=1 : a=1 : player1x = player1x - 1 if joy0left then b=2 : a=1 : player1x = player1x + 1 if joy0up then a=0 : _P1_U_D = _P1_U_D + 0.25 : b=0 if joy0down then a=0 : _P1_U_D = _P1_U_D - 0.25 : b=0 if player1y<10 && i=0 then player1y=90 : c=(rand&7) : player1x=rand : f=(rand&1) if player1y<10 && i=1 then player1y=11 : player1x=rand : f=3 : g=1 : i=2 if player1x<10 then player1x=135 if player1x>135 then player1x=10 goto main
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I have painted myself into a corner here and I could use an idea on how to solve my current mess up. player0 is a skiier and player1 is trees and rocks scrolling upwards if g =0. If g=1 then player1 is a yeti scrolling down. So far so good. The mess up is when the yeti reaches the bottom of the screen the game should go back to picking trees or rocks but it decides to do yeti's instead. Any thoughts? rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 player0x = 50 player0y = 50 dim _P1_L_R = player1x.d dim _P1_U_D = player1y.e player1x=60 : player1y=80 main rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if a = 0 then player0: %01000100 %01000100 %00000000 %01000100 %01000100 %01101100 %00111000 %01111100 %01111100 %00111000 %00010000 %00101000 %00010000 %00111000 %00111000 %00010000 end if a = 1 then player0: %00010001 %00100010 %01000100 %10101010 %00100010 %00100100 %00111000 %01010100 %01111100 %10111000 %00010000 %01101000 %01010000 %01111000 %00111000 %01110000 end rem death if a = 2 then player0: %00000000 %00000000 %00000000 %00010000 %00100000 %01000000 %10000100 %00000100 %00000010 %00000010 %00000000 %00000000 %00000000 %01110000 %01110100 %00111000 end if f=0 then player1: %00000000 %00000000 %00111000 %00111000 %00111000 %00111000 %00000000 %01111100 %11000110 %10111010 %01101100 %01010100 %00111000 %00101000 %00010000 %00010000 end if f=1 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000100 %00001110 %00111110 %01111110 %00111100 %00000000 %00000000 %00000000 %00000000 %00000000 end if f = 3 && g=1 then player1: %00100000 %00101000 %01000100 %01000100 %00111000 %01110100 %01101101 %01011110 %00111100 %00000000 %01111100 %10101000 %11010100 %11111100 %11010100 %01111000 end if f = 4 && g=1 then player1: %00000000 %11000010 %00100010 %01000110 %00111000 %01110100 %01101101 %01011110 %00111100 %01111100 %10101000 %10000000 %11010100 %11111100 %11010100 %01111000 end if g=1 then f=f+1 if f=4 then f=3 if f=0 then COLUP1=$D6 if f=1 then COLUP1=$06 h=h+1 if joy0right then REFP0 = 0 if joy0left then REFP0 = 8 if b=1 then REFP0=0 : player1x = player1x - 1 if b=2 then REFP0=8 : player1x = player1x + 1 COLUP0=$44 COLUBK=$0E drawscreen if c=0 then NUSIZ1=$00 if c=1 then NUSIZ1=$01 if c=2 then NUSIZ1=$02 if c=3 then NUSIZ1=$03 if c=4 then NUSIZ1=$04 if c=5 then NUSIZ1=$05 if c=6 then NUSIZ1=$06 if c=7 then NUSIZ1=$07 if h=100 then i=1 if i<2 then player1y=player1y-1 if i=2 then player1y=player1y+2 if i=2 && player1y>90 then h=0 : i=0 : c=(rand&7) : player1x=rand : f=(rand&1) if joy0right then b=1 : a=1 : player1x = player1x - 1 if joy0left then b=2 : a=1 : player1x = player1x + 1 if joy0up then a=0 : _P1_U_D = _P1_U_D + 0.25 : b=0 if joy0down then a=0 : _P1_U_D = _P1_U_D - 0.25 : b=0 if player1y<10 && i=0 then player1y=90 : c=(rand&7) : player1x=rand : f=(rand&1) if player1y<10 && i=1 then player1y=11 : player1x=rand : f=3 : g=1 : i=2 if player1x<10 then player1x=135 if player1x>135 then player1x=10 goto main
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Cheers!
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Your A.I is really good for the ghost, it seems to work really well, would you mind telling how you did it? =)
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I would love too make a maze game someday in the spirit of Wizard of Wor. I have 1 theory on how the A.I could be done. 1. Have a counter for each of the corners/openings so the monsters can wander about. Like: If player1x=80 && player1y=50 then a=(rand&1) if a=0 then player1x=player1x+1 if a=1 then player1y=player1y+1 And have a bunch of those. The downside would be that it would be pretty bloated, especially if there is more then 1 maze...And it would be impossible to do with a maze generator which in my book would be the ultimate thing. Any other theories out there on how to do maze A.I?
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If you like Robot Tank or Battlefield I think you'll like this one. It's a game very similar too those but in a Doom setting. Featuring Cacademons, skulls, evil Spacemarines and the alien you love to hate. E.T! Walk around the surface of Mars with the joystick, move forward, backwards, left and right, press the firebutton too shoot. Press the reset switch too start the game over when you have died. You get points depending on how far away the monsters are: Distant : 20 points Medium : 5 points Close : 2 points. The different monsters have different difficulty. Some are quicker too shoot then others so you need to be quick. 1 shot will kill you! I use flicker in this game so I couldn't capture both the gun and the avatars face at the same time. When you move left and right your face looks in the same direction. Known glitches: Sometimes the enemies start on the death animation but in less then a second returns to normal. Can you rid the evil of Mars? Can you rid the evil of Planet Doom? DOWNLOAD - Planet Doom 1.1.bin
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Hehe, thanks. The only sprite that I borrowed is E.T. The rest I did from scratch. I'm Pretty proud of the space marines
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Slightly updated version featuring a better titlescreen and flashing screen when killing monsters DOWNLOAD - Planet Doom 1.1.bin
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If you like Robot Tank or Battlefield I think you'll like this one. It's a game very similar too those but in a Doom setting. Featuring Cacademons, skulls, evil Spacemarines and the alien you love to hate. E.T! Walk around the surface of Mars with the joystick, move forward, backwards, left and right, press the firebutton too shoot. Press the reset switch too start the game over when you have died. You get points depending on how far away the monsters are: Distant : 20 points Medium : 5 points Close : 2 points. The different monsters have different difficulty. Some are quicker too shoot then others so you need to be quick. 1 shot will kill you! I use flicker in this game so I couldn't capture both the gun and the avatars face at the same time. When you move left and right your face looks in the same direction. Known glitches: Sometimes the enemies start on the death animation but in less then a second returns to normal. Can you rid the evil of Mars? Can you rid the evil of Planet Doom? DOWNLOAD - Planet Doom.bin
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Expedition Island demo / Adventure Island port
Retro Lord replied to Retro Lord's topic in batari Basic
Cheers! If you need help with something just ask, I'd be glad to help if I can -
I can't get the hang of switching out playfields when I'm using pfscroll. Any idea why this is not working? When e is less then 20 the first playfield is used, and when e is greater or equal to 20 I want the second playfield to be shown but it never does. What am I doing Wrong? rem Generated 2015-03-08 17:10:41 by Visual bB Version 1.0.0.554 rem ********************************** rem *<filename> * rem *<description> * rem *<author> * rem *<contact info> * rem *<license> * rem ********************************** set kernel_options player1colors dim rand16 = z pfhline 8 5 23 on set smartbranching on player1x=20 : player1y=50 dim _Scroll_Control = g.h if e<20 then playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X............................... X............................... X............................... ...............X................ ...............X................ ...............X................ ........................X....... ........................X....... ........................X....... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end if e>=20 then playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ..............XX............XX.. ..............XX............XX.. .......XX....................... .......XX............XX......... ..............XX.....XX.....XX.. ..............XX............XX.. .......XX....................... .......XX............XX......... .....................XX......... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end main COLUBK=$AA f=f+1 rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if f = 10 then player1: %00000100 %00011000 %00111010 %00111100 %00111000 %00001100 %00000110 %00101101 %01101001 %11000110 %00000010 %00000010 %00000100 %00000000 %00000000 %00000000 end if f = 10 then player1color: $02; $1E; $02; $1E; $02; $1E; $02; $1E; $02; $1E; $02; $02; $02; $0E; $0E; $0E; end if f = 20 then player1: %00000100 %00011000 %00111010 %00111100 %00111000 %00001100 %00000110 %00101101 %11101001 %00000110 %00000010 %00000010 %00000100 %00000000 %00000000 %00000000 end if f = 20 then player1color: $02; $1E; $02; $1E; $02; $1E; $02; $1E; $02; $1E; $02; $02; $02; $0E; $0E; $0E; end if f=20 then f=0 c=c+1 COLUPF=$44 scorecolor=$0E if a=0 then _Scroll_Control = _Scroll_Control + 0.50 if _Scroll_Control > 1 then pfscroll left : _Scroll_Control = 0 if joy0fire then b=1 else b=0 if b=0 then player1y=player1y+1 if b=1 then player1y=player1y-1 if collision(player1,playfield) then gosub DEATH drawscreen if c=60 then score=score+1 : e=e+1 : c=0 goto main DEATH scorecolor=rand d=d+1 drawscreen if d=120 then d=120 if joy0fire && d>=120 then reboot goto DEATH
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I've been stuck with Atari 2600 programming for a long while now, and when I finish my current project I'd like to move on but I've been unsuccesfull in moving on, but I got interested in these 2 consoles and I was wondering if there are any well documented guides on programming for them. Thanks!
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Expedition Island demo / Adventure Island port
Retro Lord replied to Retro Lord's topic in batari Basic
Cheers for the tips =) -
Expedition Island demo / Adventure Island port
Retro Lord replied to Retro Lord's topic in batari Basic
Cheers, yeah it's a good start. I've found some bugs that I'm gonna deal with later. First I'm going to add the ability to get to level 2. I put in an end checkpoint in level 1 now. When you touch it some sound will play and the next level starts. -
Expedition Island demo / Adventure Island port
Retro Lord replied to Retro Lord's topic in batari Basic
By the way, is it possible to cram in no_blank_lines in the kernel options? I'm already using these ones and I get an error when I try adding it: set kernel_options player1colors playercolors pfcolors -
Expedition Island demo / Adventure Island port
Retro Lord replied to Retro Lord's topic in batari Basic
Updated version, now you can walk a little bit to the left, and better holes. DOWNLOAD - Expedition Island Demo 0.6.bin
