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Retro Lord

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Posts posted by Retro Lord


  1. 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.

     

    Namnloumls_zps2daa790e.png

     

    DOWNLOAD - Puncher.bin


  2. 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.

     

    483711393-main_zps670028fc.jpg

     

    483711393-top_zps1d42ea24.jpg

     

    Namnloumls_zps711b2176.png

     

     

    DOWNLOAD - Wipeout 2600.bin

    • Like 5

  3. 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
    
    

  4. 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
    

  5. 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?


  6. 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?

     

    Namnloumls_zps7565df32.png

     

    Techdemo.bin

    • Like 1

  7. 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?


  8. 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


  9. 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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