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Everything posted by Retro Lord
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Very cool! Keep up the good work!
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Well, I've re-written the whole game, now it's like a mix between Pitfall and Kung Fu Master. Run from left to right, punch badguys and jump over pits. I think this has some neat potential. I just need to make a boss at the end, and maybe some fruit that you collect too refill your time alá Adventure Island. Hm... DOWNLOAD - Puncher0.5.bin
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Thank you for the feedback. It's turning out pretty great thanks too you =)
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I've been working on a concept for a while and I'm looking for feedback. It's a fighter, you'r in a temple punching some dudes, and they punch you back. They get faster the more you beat, beat them all and you get a victory pose then it starts over. No titlescreen and no game over yet due to it being in a testing demo phase still. What do you like, what don't you like, what could make it more fun? Your input is important =) Walk left and right, you can't pass the pillars. If you move outside the screen on the sides without the pillars you shift level. DOWNLOAD - Puncher.bin
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Steer with the joystick, avoid the other racers, or shoot them with your missiles. Speed up with the speed boosts and refill the clock with the energy points. DOWNLOAD - Wipeout 2600.bin
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I do hope you'll like it, I spent alot of time working on it =)
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How would a scrolling background like in Moon Patrol be achieved? I would like to know how the mountains scroll. https://www.youtube.com/watch?v=rSfWuN0sZqs
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Wipeout for the 2600 Avoid crashing into the other racers, or if you can: Blast them from behind with your missiles! Race against the time, speed up by driving over the speedboosts. Gain more time by driving over the energy symbols! Racing track that changes color if you last long enough! Push the joystick left and right to move left and right. Push the button to fire. DOWNLOAD - Wipeout 2600.bin
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As I'm completely incompetent with music I'm putting out a request for this song for my main game title. Helping out earns you having your name in the thank you notes =) Wipeout 2097 - We Have Explosivehttps://www.youtube.com/watch?v=PHdVvxLr0Jc
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Thanks a million guys, I got it working now, you are the best =)
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Cheers for the tip =)
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It's plenty fast enough it's just that player0 staggers until it hits max speed then it goes nuts and into some weird hyperspeed. rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 set kernel_options player1colors no_blank_lines dim _Bit1_FireB_Restrainer = d dim _P0_L_R = player0x.g dim _P0_U_D = player0y.h title drawscreen if joy0fire then goto begin goto title begin COLUPF=rand z=0 player1x = 50 player1y = 80 player0x = 50 player0y = 20 missile1x=200 : missile1y=200 a=0 b=0 const pfscore=1 pfscore1 = 21 pfscore2 = 255 pfscorecolor=$44 COLUP0=rand missile1y=200 : missile1x=200 COLUBK=$00 k=0 main scorecolor=$0E playfield: .....X.XXXXXXXXXXXXXXXXXX.X..... .....X.XXXXXXXXXXXXXXXXXX.X..... .....X.XXXXXXXXXXXXXXXXXX.X..... .....X.XXXXXXXXXXXXXXXXXX.X..... .....X.XXXXXXXXXXXXXXXXXX.X..... .....X.XXXXXXXXXXXXXXXXXX.X..... .....X.XXXXXXXXXXXXXXXXXX.X..... .....X.XXXXXXXXXXXXXXXXXX.X..... .....X.XXXXXXXXXXXXXXXXXX.X..... .....X.XXXXXXXXXXXXXXXXXX.X..... .....X.XXXXXXXXXXXXXXXXXX.X..... end if a=0 then player0: %00000000 %00000000 %00000000 %00100100 %00111100 %01111110 %11111111 %00100100 %00100100 %00100100 %00111100 %00111100 %00011000 %00011000 %00011000 %00011000 end if a = 2 then player0: %00000000 %00000000 %00000000 %00000000 %00110011 %00110011 %11001100 %11001100 %00110011 %00110011 %11001100 %11001100 %00110011 %00110011 %11001100 %11001100 end if z=0 then f=f+1 if f = 10 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00011000 %00011000 %00011000 %00111100 %01111110 %11100111 %11100111 %01100110 %00100100 %00011000 %00011000 %00011000 %00011000 %00011000 end if f = 10 then player1color: $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $1E; $1E; $1E; $94; $94; $94; $94; $94; $1E; $1E; $1E; $1E; $1E; end if f = 20 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00010000 %00011000 %00011000 %00011000 %00111100 %01111110 %11100111 %11100111 %01100110 %00100100 %00011000 %00011000 %00011000 %00011000 %00011000 end if f = 20 then player1color: $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $1E; $1E; $1E; $94; $94; $94; $94; $94; $1E; $1E; $1E; $1E; $1E; end if f = 30 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00001000 %00010000 %00011000 %00011000 %00011000 %00111100 %01111110 %11100111 %11100111 %01100110 %00100100 %00011000 %00011000 %00011000 %00011000 %00011000 end if f = 30 then player1color: $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $1E; $1E; $1E; $94; $94; $94; $94; $94; $1E; $1E; $1E; $1E; $1E; end if f = 40 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00010000 %00001000 %00010000 %00011000 %00011000 %00011000 %00111100 %01111110 %11100111 %11100111 %01100110 %00100100 %00011000 %00011000 %00011000 %00011000 %00011000 end if f = 40 then player1color: $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $1E; $1E; $1E; $94; $94; $94; $94; $94; $1E; $1E; $1E; $1E; $1E; end if f = 50 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00001000 %00010000 %00001000 %00010000 %00011000 %00011000 %00011000 %00111100 %01111110 %11100111 %11100111 %01100110 %00100100 %00011000 %00011000 %00011000 %00011000 %00011000 end if f = 50 then player1color: $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $1E; $1E; $1E; $94; $94; $94; $94; $94; $1E; $1E; $1E; $1E; $1E; end if f = 60 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00010000 %00001000 %00010000 %00001000 %00010000 %00011000 %00011000 %00011000 %00111100 %01111110 %11100111 %11100111 %01100110 %00100100 %00011000 %00011000 %00011000 %00011000 %00011000 end if f = 60 then player1color: $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $1E; $1E; $1E; $94; $94; $94; $94; $94; $1E; $1E; $1E; $1E; $1E; end if f = 70 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00001000 %00010000 %00001000 %00010000 %00001000 %00010000 %00011000 %00011000 %00011000 %00111100 %01111110 %11100111 %11100111 %01100110 %00100100 %00011000 %00011000 %00011000 %00011000 %00011000 end if f = 70 then player1color: $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $1E; $1E; $1E; $94; $94; $94; $94; $94; $1E; $1E; $1E; $1E; $1E; end if f = 80 then player1: %00000000 %00000000 %00000000 %00000000 %00010000 %00001000 %00010000 %00001000 %00010000 %00001000 %00010000 %00011000 %00011000 %00011000 %00111100 %01111110 %11100111 %11100111 %01100110 %00100100 %00011000 %00011000 %00011000 %00011000 %00011000 end if f = 80 then player1color: $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $1E; $1E; $1E; $94; $94; $94; $94; $94; $1E; $1E; $1E; $1E; $1E; end if f = 90 then player1: %00000000 %00000000 %00000000 %00001000 %00010000 %00001000 %00010000 %00001000 %00010000 %00001000 %00010000 %00011000 %00011000 %00011000 %00111100 %01111110 %11100111 %11100111 %01100110 %00100100 %00011000 %00011000 %00011000 %00011000 %00011000 end if f = 90 then player1color: $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $1E; $1E; $1E; $94; $94; $94; $94; $94; $1E; $1E; $1E; $1E; $1E; end if f = 100 then player1: %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00011000 %00111100 %01111110 %11100111 %11100111 %01100110 %00100100 %00011000 %00011000 %00011000 %00011000 %00011000 end if f = 100 then player1color: $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $BE; $1E; $1E; $1E; $94; $94; $94; $94; $94; $1E; $1E; $1E; $1E; $1E; end if f=100 then z=1 if z=1 then f=100 else z=0 drawscreen if player0y>90 then player0y=0 : player0x=rand : b = (rand&3) : a=0 : score=score+5 if f<=10 then _P0_U_D = _P0_U_D + 0.50 if f>=20 then _P0_U_D = _P0_U_D + 0.55 if f>=30 then _P0_U_D = _P0_U_D + 0.60 if f>=40 then _P0_U_D = _P0_U_D + 0.65 if f>=50 then _P0_U_D = _P0_U_D + 0.70 if f>= 60 then _P0_U_D = _P0_U_D + 0.75 if f>= 70 then _P0_U_D = _P0_U_D + 0.80 if f>= 80 then _P0_U_D = _P0_U_D + 0.85 if f>=90 then _P0_U_D = _P0_U_D + 0.90 if f=100 then _P0_U_D = _P0_U_D + 1.00 if b=0 then player0x=player0x+1 if b=1 then player0x=player0x-1 if player0y<10 && player0x<49 then player0x=rand if player0y<10 && player0x>110 then player0x=rand if b=3 then player0x=player0x-1 if collision(player1,player0) && a=0 then z=0 : f=0 : player1y=player1y+5 : score=score+10 : a=2 : pfscore1 = pfscore1/4 if d=0 && player0x<49 then b=0 if d=0 && player0x>110 then b=1 if d=1 && player0x<49 then b=0 if d=1 && player0x>100 then b=1 if d=2 && player0x<49 then b=0 if d=2 && player0x>85 then b=1 if d=3 && player0x<49 then b=0 if d=3 && player0x>85 then b=1 if missile0y<200 then missile0y=missile0y-1 if pfscore1=0 then missile0y=200 : missile0x=200 if joy0right then player1x = player1x + 1 if joy0left then player1x = player1x - 1 if joy0up then player1y=player1y - 1 if joy0down then player1y=player1y + 1 if !joy0fire then _Bit1_FireB_Restrainer{1} = 0 : goto __Skip_Fire if _Bit1_FireB_Restrainer{1} then goto __Skip_Fire _Bit1_FireB_Restrainer{1} = 1 __Skip_Fire goto main
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I'm testing my waters doing a racing game in order to further my understanding of bb, and I've realised I must learn a new way to increase difficulty speed. Player1 is a car that goes faster and faster and creates a light trail over time. This is 10 frames long. What would be the most efficient way to make player0y+ increase over that time. When f=100 that would be max speed. My current way is no good at all: if f=10 then _P0_U_D=_P0_U_D+1.00 if f=20 then _P0_U_D=_P0_U_D+1.10 if f=30 then _P0_U_D=_P0_U_D+1.20 if f=40 then _P0_U_D=_P0_U_D+1.30 if f=50 then _P0_U_D=_P0_U_D+1.40 if f=60 then _P0_U_D=_P0_U_D+1.50 if f=70 then _P0_U_D=_P0_U_D+1.60 if f=80 then _P0_U_D=_P0_U_D+1.70 if f=90 then _P0_U_D=_P0_U_D+1.80 if f=100 then _P0_U_D=_P0_U_D+1.90
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I have another question related too pfscroll. (I think) How would I go about if I wanted a racetrack. And I want 3 playfield, one being a straight road, the second being a forked road and the third being something else, and having 1 of them randomly selected and coming in after the current playfield?
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Yeah, I really should try to get the newest version of VBB working again someday, it just never seems to work for me.
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I'm a bit stuck with my Mallard Hunt game so I began fiddling with a silly donkey kong styled game where you are a rabbit and a fox is throwing barrels at you...Very barebones at the moment, you can run, jump and stomp the fox on the head. No collision for the barrels yet and no scoring. Gameplay suggestions? Techdemo.bin
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How would I go about if I want to fake multiple sprites? I want player 1 too ocupy certain locations on the screen at the same time so I thought some kind of cycle routine could work where it was sent to the locations really fast. And when player1 collides with player0 on that location it stops going to that location untill they all have been visited. Like coins in a mario game. Any ideas on how such a thing might be done?
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Ah, cool. That cleared it up, thanks!
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Hm, okay. But what does the numbers mean?
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Cool, cheers!
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I'm curious on how the rotating shields are done in Yars' Revenge, and I was wondering if someone has done something like that and pehaps could offer an explanation on the subject?
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Still experimenting with what game concepts work for the 2600...How about remakes of LCD games?
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I'm sorry I haven't updated this in a while. I've been sucked into a game called Monster Hunter for the 3DS. But I managed to get away from it's grip for a while and I'm working on updating Mallard Hunt. I've hit a glitch I'm not sure to why it happens. I've made a random number generator so the ducks bounce either left or right when reaching the top or bottom of the screen, but now they no longer bounce on the left or right edges of the screen. Any ideas why? the p counter is to check if the game is over or not. the a and b counters handles the bouncing. if p=0 && player0x>133 then a=2 if p=0 && player0x<15 then a=1 if p=0 && player0y>72 then b=2 if p=0 && player0y<15 then b=1 if player0y<15 then m=(rand&1) if player0y>133 then m=(rand&1) if m=0 then a=1 if m=1 then a=2 Sourcecode - Mallard Hunt Source.bas
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I find it hard to get a grasp of pfscroll. I can get the playfield to jerk about but that's it. How can I make it scroll up or down properly? if joy0up then pfscroll up if joy0down then pfscroll down if playfieldpos <> 8 then goto __Skip_Draw temp5 = rand : temp6 = rand/2 if temp5 > temp6 then var44 = 0 : var45 = 0 : var46 = 0 : var47 = 0 : goto __Skip_Draw var44 = rand : var45 = rand : var46 = rand : var47 = rand __Skip_Draw
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My highscore is 60 =D I'll check it out.
