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Everything posted by SlidellMan
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So Darryl, what are your plans once Popeye is complete? (Just curious.)
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My 7800 Vertical Shooter - Heofonfīr
SlidellMan replied to SlidellMan's topic in Atari 7800 Programming
Time for another update, but this time, I have implemented @mksmith's Read Controller routines. However, I still need to rewrite my shooting routine. The current one: if joy0up && joyposup=-2 then gosub SetBulletHome if joy0down && joyposdown=-2 then gosub SetBulletHome if joy0up && joyposleft=-2 then gosub SetBulletHome if joy0down && joyposright=-2 then gosub SetBulletHome if joy0up && joyposup=-2 then gosub SetLaserHome if joy0down && joyposdown=-2 then gosub SetLaserHome if joy0up && joyposleft=-2 then gosub SetLaserHome if joy0down && joyposright=-2 then gosub SetLaserHome if joy0up then playerY=playerY-1:joyposup=1:joyposdown=0:joyposleft=0:joyposright=0 if joy0down then playerY=playerY+1:joyposup=0:joyposdown=1:joyposleft=0:joyposright=0 if joy0left then playerX=playerX-1:joyposup=0:joyposdown=0:joyposleft=1:joyposright=0 if joy0right then playerX=playerX+1:joyposup=0:joyposdown=0:joyposleft=0:joyposright=1 if joy0fire && joyposup=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon if joy0fire && joyposdown=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon if joy0fire && joyposleft=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon if joy0fire && joyposright=1 then bulletY=bulletY-5 : playsfx sfx_pulsecannon if !joy0fire then bulletX=playerX+2:bulletY=playerY-8 As it currently stands, upon pressing the button, it heads back to the front of the ship. When held, it loops across the screen. I have also run into a sound effect bug. New_VerticalShooter_Test_controller_check.78b.a78 New_VerticalShooter_Test_controller_check.78b.bin Vertical Shooter 1-23-2021.zip Update: Now I get a ROM that crashes when I use the current code, and errors when I switch to the new routines. To be succinct, I am baffled as to how to fix it. New_VerticalShooter_Test_controller_check.78b -
Here's the finished set of 16x16 tiles. If you want more, just ask. atariJaguar_phoboz_sa_platformer_pipes_01.tga
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Glad that you liked what I made so far, @phoboz, and here's a WIP. I'm still working on it.
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Here's some graphics I made, and there's more on the way. atariJaguar_phoboz_sa_platformer_door_01.tga atariJaguar_phoboz_sa_platformer_hud.tga
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You did the right thing by starting that Wiki, @Igor.
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Phoboz, if you need any ground tiles, sprites, etc. for this, I can help you. Of course, I can also recommend a few others from Newgrounds who happen to be good pixel artists.
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My 7800 Vertical Shooter - Heofonfīr
SlidellMan replied to SlidellMan's topic in Atari 7800 Programming
I added explosion_aniframe=1 to the check_collisions subroutine. Thus, a minor cosmetic update. Vertical Shooter 1-20-2021.zip New_VerticalShooter_Test_continue.78b.a78 New_VerticalShooter_Test_continue.78b.bin New_VerticalShooter_Test_continue.78b.list.txt -
Matt, I'd like to say that I decided to try your little controller detection routine example. (Note: I posted it in my thread.)
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My 7800 Vertical Shooter - Heofonfīr
SlidellMan replied to SlidellMan's topic in Atari 7800 Programming
I decided to try out one of MKSmith's examples. Oh, and I tried to fix the bug in the enemy collision detection. How? By adding enemy01_X = 208 : enemy01_Y = 200 to my current routine. MKSmith Example 01.78b.a78 MKSmith Example 01.78b.bin MKSmith Example 01.78b.list.txt MKSmith_Example_01.78b.a78 MKSmith_Example_01.78b.bin MKSmith_Example_01.78b.list.txt MKSmith Example 01.78b MKSmith_Example_01.78b New_VerticalShooter_Test_continue.78b.a78 New_VerticalShooter_Test_continue.78b.bin New_VerticalShooter_Test_continue.78b.list.txt Vertical Shooter 1-19-2021.zip -
My 7800 Vertical Shooter - Heofonfīr
SlidellMan replied to SlidellMan's topic in Atari 7800 Programming
To be honest, every time I tested it, the blue ship seemed to be unaffected. I was so focused on trying to get the twin laser and continue screen working that I neglected to fix that. I'll try to remedy that issue. -
Oni, the one game from Bungie that has been forgotten.
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That looks really slick, @Eagle. Maybe something like that routine could be used for a horizontal space shooter?
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Hey, congratulations on getting nominated. By the way, I see where you were coming from on doing that side project. Truth be told, I had to take time off of Heofonfir by working on another engine in 7800Basic and making music.
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I hear you, I had to take time off from Heofonfir to start work on another engine and my music.
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Knight Guy On Board: 30 squares of fate WIP
SlidellMan replied to vhzc's topic in Atari 7800 Programming
This game is one of the prime examples of what 7800Basic is capable of. Maybe I could sketch out a couple of song ideas for this. Before I go, feel free to take a look at my current project, Vladamir. -
One project complete, another to focus on. That being E.X.O.
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Knight Guy On Board: 30 squares of fate WIP
SlidellMan replied to vhzc's topic in Atari 7800 Programming
Congratulations on the nomination, and this game is coming along quite nicely. -
TwentySixHundred, I'm sorry about your daughter, but I'm glad that she recovering. I look forward to the next version.
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Well, today's my birthday, and I decided to go eat sushi to celebrate.
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@Defender_2600That's an excellent graphics conversion.
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Announcing a rogue-like RPG for the Atari Jaguar
SlidellMan replied to phoboz's topic in Atari Jaguar
Something like Gauntlet, Secret of Mana, Seiken Densetsu 3/Trials of Mana, or Secret of Evermore is certainly doable on the Jaguar. Just let phoboz finish what he has on his plate. -
For a clone of Metroid, you have a solid foundation, phoboz. Plus, I know some pixel artists on Newgrounds if you need the help.
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You guys can thank UniWarS for this one... (Galaxian?)
SlidellMan replied to PacManPlus's topic in Atari 7800
What's next, a port of Gaplus as well? (Probably won't be for a while.)
