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Lewis2907

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Everything posted by Lewis2907

  1. Bb Team, Update. The version with NC "No Collision" the other you will die and reset the level. All 4 ghost move now. I can't figure out why there is no sound. Probably something easy I guess. It's the same sound from the DPC version. I'm making progress. unless I shring the code. It won't be 25 screens more like 9 based off the calculations I'm coming up with. 20210326_Multisprite_Pac_Man_(NC).bas.bin 20210326_Multisprite_Pac_Man.bas.bin 20210326_Multisprite_Pac_Man_(NC).bas.bin 20210326_Multisprite_Pac_Man.bas.bin 20210326 -Multisprite_Pac_Man.txt
  2. I was able to get the program working. Now I need to start streamlining the code for PacMan and the Red Ghost. The AI works pretty well and the exact coordinates (a pain to figure out) simulate the smooth collision that RT always says looks good in games. I turned off the collision of the moving ghost on purpose the other ghost you can hit and the move (code provided by "Collision function for multi sprites By Xan, February 16" saves a lot of space and time. I think i'm about 30% there with the game as most stuff can sort of port over from the DPC version. Any help or ideas to reduce the code would be great. 20210325 -Multisprite_Pac_Man.txt 20210325_Multisprite_Pac_Man.bas 20210325_Multisprite_Pac_Man.bas.bin
  3. Gemintronic, Ahh I have, but never quite understood it all the way. Makes more sense now. Similar to the below. if joy0up then c{1}=1:c{2}=0:c{3}=0:c{4}=0:c{5}=0:c{6}=0:c{7}=0:c{0}=0
  4. Gemintronic, Thanks. I see some ASM in the code. I probably need to learn that or find a book on it. I will try it out tonight.
  5. Bogax, Thanks for the tips. What I'm trying to do is use (rand&3)+1 to only pick 1-4. Then only select say two numbers then if others number return. Say rand comes back with 2 or 4 then move on. If not return. Hope it makes sense.
  6. I took the advice and got from everyone the program working. Now I'm working on the AI which will be a challenge without pfread, pfpixel etc. like in the standard and DPC Kernels. My plan is exact coordinates then streamline it later (hopefully). What I'm trying to do is only pick certain numbers if at that coordinate. If not the correct one then return. If the number is chosen then move on to move player1 the correct way. Below is a snippet and notes out to the right if anyone has any ideas. Thanks for helping with this as Multisprite is a challenge __AI_Controls_Room_0 ;*************************************************************** ; ; Allows players 1-4 to move down to a level 2 ; Use exact coordinates as they will be on "Auto Pilot" ; 1 = up 2 = down ; 3 = left 4 = right ; if player1x = 28 && player1y = 72 then Red_Ghost = (rand&3)+1 : if Red_Ghost = 1 || 3 then return ; choose 2 or 4 not 1 or 3 if player1x = 85 && player1y = 72 then Red_Ghost = (rand&3)+1 : if Red_Ghost = 1 then return ; works as it chooses left, right or down if player1x = 141 && player1y = 72 then Red_Ghost = (rand&3)+1 : if Red_Ghost = 1 || 4 then return ; choose 2 or 3 not 1 or 4 if Red_Ghost = 1 then _P1_U_D = _P1_U_D + .5 if Red_Ghost = 2 then _P1_U_D = _P1_U_D - .5 if Red_Ghost = 3 then _P1_L_R = _P1_L_R - .5 if Red_Ghost = 4 then _P1_L_R = _P1_L_R + .5 return
  7. Bogax, I will give it a shot in the next few days plus the other variations I still have for code. To be honest I have zero clues on assembly. Not even sure where to start. The only reason I understand Bb is because in the 80s I used Basic as a kid. Thus my style is similar to that and what I can find in the forums.
  8. Thanks. I was thinking too many on gosub. I will probably work on it as tomorrow when I get some free time.
  9. Bb Team, I think my eyes are tired. So I went back to the basics on a lot of this program and I have some variations. For some reason when I start the program to move my ghosts disappear. I'm not sure why. Otherwise I'm using exact coordinates to simulate pfread for Multisprite. Probably could be better. I think it was Bogax who gave me a code using temp and data as a solution, but after a while the program got kind of large. I'm still playing with that code as well. For now can someone figure out why the ghost disappear. I'm thinking too many gosubs or something easy that I'm overlooking, thanks. 20210323_Multisprite_Pac_Man.bas.bin 20210323 -Multisprite_Pac_Man.txt 20210323_Multisprite_Pac_Man.bas
  10. It was a program I was borrowing from everywhere to learn. I may come back to it one day.
  11. I started back about two weeks ago. Trying to port it over to multisprite. I'm making progress. Hopefully it can get something working in a few weeks.
  12. Thanks. I forgot about swapping the players out in DPC. It's been like 1.5 years if not longer since I really had time to play around with Bb and I kinda forgot some stuff. I'm looking at my old stuff and the notes I have in there to help me remember. Thanks again.
  13. I'm going through the example programs I have and searching the forum, but I can't find an example for DPC using player2 playfield detection. I'm okay with the bouncy effect as I know the smooth effect that RT likes to use is difficult and takes time. It's been a while since I have played with Bb and I'm almost relearning some stuff and looking at things differently as well since I took a break from Bb as a hobby. Below is a snippet of the code I'm using. ;*************************************************************** ;*************************************************************** ; ; Player 1 movement and boundaries ; if collision(playfield,player1) then gosub __Knock_Player_Back gosub __Move_Enemy __Knock_Player_Back player1x = player1x - P1_X player1y = player1y - P1_Y return **************************What I would like to use or something simple (DPC+ is not simple lol)******************************** ;*************************************************************** ;*************************************************************** ; ; Player 2 movement and boundaries ; if collision(playfield,player2) then gosub __Knock_Player_Back gosub __Move_Enemy2 __Knock_Player_Back2 player2x = player2x - P2_X player2y = player2y - P2_Y return
  14. Karl G, Thanks. That what I figured. I do okay with programming on a beginner level, but the really nice title screens are tuff. I will probably play with it some and maybe build a PowerPoint like info for work when I pass on information with arrows and where to click and what it does if I can get a simple one going. I'm sure I'm not the only only struggling with the title screens. Thanks again for confirming what I thought about the difficulty.
  15. It's been a while since I have made anything, but I could never figure out how to use the title screen to make high res screens with text. I saw a manual here and there and it's quite confusing to me. Does anyone have a video like YouTube (or something similar) on where to click to make the screen then compile it all into a game or some easier manuals and examples to work with at the beginner level. Any ideas or help would be greatly appreciated. After I get better at this I plan to move on music as that can be a challenge to for background music while playing or at the title screen or game over screen.
  16. Bb Team, It's been a while since I was online and even worked on programs. I plan to revisit this game soon and maybe scale it down to have more memory to improve game play. Hopefully I will have time since I'm always deployed, but my time is coming up soon to retire as well then I can go back to making this one of my main hobbies.
  17. You have the adjust the + 15 and sometimes it can be - 4 etc. It took me a while to adjust to the correct info as the Sprite it was hitting and for wall collision as well
  18. http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=530879 I used collision detection for all the sprites in DPC. I have notes in the programs to help as well. Hopes this helps, thanks.
  19. This is where I used the light around a Sprite and you could see the playfiled. Just control f for flashlight or light for the code. http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=530879
  20. RT, That's pretty cool. Reminds me of the old Snake game on the Nokia Phones. For your text it's looks like it solid and not hyphenated. How did you do that?
  21. Karl, I'm still a novice at this. How do I make the inline text12DPCplus.asm included with the .bin. I could never quite figure out how to accomplish that so basically I abandoned doing this to include the Title Screen Kernel. I'm trying to make it where when I or some downloads it on their phone they can play the game. Also the pdf was very helpful. I did strip down the DPC to make it user friendly for us beginners. Thanks for helping me with this. ***edit*** Never mind I answered my own question. I'm guessing the .asm was included in the .bin when I uploaded. I thought I had to do something special or extra to make it work. 20190309_DPC_Text.bas 20190309_DPC_Text.bas.bin 20190310 - DPC Text Template.txt
  22. I have started to redo this game using the Text the Karl G provided. So far no issues with text. My issue is the graphics for DPC. I'm not sure if it's an error with my computer or if i'm running the correct Batari with updates. I'm using Build_568. Any ideas would be helpful. Thanks edit: It was my settings. Had to reinstall everything on my laptop after it crashed. playfield: ................................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X.............X..X.............X X.............X..X.............X XXXXXXXXXXXXXXX..XXXXXXXXXXXXXXXX X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X..............................X X..............................X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end Basically I have to off center the above to make the below.
  23. Sprybug, Thanks I will check out this weekend as I have been trying to get something like this. I'm sure people will ask about multisprite and DPC options.
  24. I maybe jumping ahead, any chance for DPC?
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