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Captain Spazer

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About Captain Spazer

  • Rank
    Chopper Commander

Profile Information

  • Gender
    Male
  • Interests
    Retro videogames ofcourse!
  • Currently Playing
    Mike Tyson's Punch Out & Pitfall 2
  1. Curious if there is a way to make player1 overlap missile0? I.E: When player1 is in contact with missile0, player1 doesn't dissapear behind missile0
  2. Well, the reason is that I got a map grid of 5x5 rooms. If it's not possible, or super hard to do I guess I'll simply have to increase the number of rooms. I
  3. I only have a basic grasp of the rnd, what I learned is thanks too Randomterrains wonderful website. But, I'm in a situation where I need to pick a random number between 0 and 5, is that possible somehow with math wizardry?
  4. Alright, adding jumping is easy enough. I attemped at keeping it somewhat realistic without jumping samurai, but I guess it is more fun to jump around and stab someone in the head, hehe...
  5. (UPDATE - JUMP FEATURE) I made a fighting game, it's strictly 2 player only. Controls: On the start up screen, you see a cherry blossom tree, this is the stage selection screen, move joystick to the right right to choose a level, then player 1 hits the firebutton to start the game. Joystick to the right or left moves your samurai, moving away from the opponent is quicker then moving forward, enabling swift dodging action! To jump press up + right or up + left, and push the firebutton to swing your katana while in the air. Firebutton swings your honorable katana, but be careful, it takes a little while to regain your focus to swing again, this is the prime time to cut your opponent! Reset switch resets the game. Notable features: 3 levels to choose from: The refreshing spring stage with a blossoming cherry tree, oh, so beautiful. The Harsh winter stage, set in a freezing cold blizzard The bridge of destiny - Many legendary samurai duels have been had here. Players get 3 hits each, on the final hit, you decapitate your opponent! Oh, the gory horror! Super simple, yet deep - Let the mindgames commence! As far as I can tell there are zero bugs. I worked very hard on balancing the gameplay and hammering out all the bugs I could find. I think it's perfect. Yet, a fighting game on Atari 2600 can only do so much...Sure, a 1 player mode where you fight an AI samurai would be great, but that is beyond my reach at the moment...Maybe in the sequal...If there will be such a thing, who knows. Enjoy, and let your inner samurai shine! DOWNLOAD (WITH JUMPING) - Bushido - With Jump.bin DOWNLOAD (NO JUMPING) - Bushido.bin
  6. Super fun that you liked the game! No idea why it glitched out like that, though. In Stella it works fine, but it looks like you play on actual hardware? I can't test on an actual Atari 2600 sadly. @CrazyChris: No news, I think the game is complete.
  7. I managed to compose a small victory tune, but I can't seem to trigger it correctly, I only get a buzzing noise, any thoughts? techdemo.bin rem Generated 04-02-2019 16:06:57 by Visual bB Version 1.0.0.568 rem ********************************** rem *<filename> * rem *<description> * rem *<author> * rem *<contact info> * rem *<license> * rem ********************************** set smartbranching on dim duration=y dim rand16=z player1x = 100 : player1y = 80 missile1x = 134 : missile1y = 80 player0x = 10 : player0y = 80 ballx = 109 : bally = 79 ballheight = 2 dim _P0_Left_Right = player0x.c dim _P0_Up_Down = player0y.d const pfscore = 1 pfscore1 = 21 rem * Volume off AUDV0=0 AUDV1=0 rem * Initialize duration and set up music duration = 1 goto MusicSetup dragonlevel pfscorecolor = $0E COLUPF = $DC COLUP0 = $1C scorecolor = $0E if g = 0 then playfield: ................................ ................................ ................................ ........................X.X.X... .......................X.X.X.X.. ......................X.......X. ................................ ................................ XX.............................. X............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end rem little caveman walk animation if b = 5 then player0: %01000000 %00100000 %00011110 %00011000 %00111110 %01000000 %00011000 %00011000 end if b = 10 then player0: %00000100 %00001000 %01111000 %00011110 %00011000 %01100000 %00011000 %00011000 end rem dino idle if a = 0 then player1: %00011111 %00001010 %00001010 %00001010 %00001010 %00001010 %00001010 %00001100 %00001000 %00001100 %00111110 %00111010 %00001110 %00000000 %00000000 %00000000 end rem dino eat if a = 1 then player1: %00011111 %00001010 %00001010 %00001010 %00001010 %10101010 %10101010 %10101100 %11111000 %10110000 %11100000 %00000000 %00000000 %00000000 %00000000 %00000000 end rem dino looks away if a = 2 then player1: %00011111 %00001010 %00001010 %00001010 %00001010 %00001010 %00001010 %00001100 %00001000 %00011000 %00111110 %00101110 %00111000 %00000000 %00000000 %00000000 end rem dizzy dino if h = 1 then player1: %00011111 %00001010 %00001010 %00001010 %00001010 %00001010 %00001010 %00001100 %00001000 %00011000 %00111110 %00101110 %00111000 %00000000 %00101000 %00010000 end f = f+ 1 if f = 60 then a = (rand&3) if f > 60 then f = 0 NUSIZ1 = $37 if b > 10 then b = 0 drawscreen rem little caveman move if e = 0 && k = 0 && j < 2 && joy0right then _P0_Left_Right = _P0_Left_Right + 0.50 : b = b + 1 : d = 0 if e = 0 && k = 0 && j < 2 && joy0left then _P0_Left_Right = _P0_Left_Right - 0.50 : b = b + 1 : d = 1 if d = 0 then REFP0 = 0 if d = 1 then REFP0 = 8 rem throw axe if d = 0 && e = 0 && i = 0 && k = 0 && pfscore1 > 0 && joy0fire then e = 1 : pfscore1 = pfscore1/4 if e = 1 then missile0x = player0x : missile0y = player0y : e = 2 if e = 2 then missile0x = missile0x + 2 : missile0y = missile0y - 2 if missile0y < 20 then missile0x = 200 : missile0y = 200 : e = 0 : d = 0 if missile0x > 140 then missile0x = 200 : missile0y = 200 : e = 0 : d = 0 rem dino is stunned if hit if collision(missile0,player1) then h = 1 : missile0x = 200 : missile0y = 200 : score = score + 30 if h = 1 then i = i + 1 if i = 60 then h = 0 : i = 0 if h = 1 then COLUP1 = rand if h = 0 then COLUP1 = $C2 rem steal the egg if collision(player0,ball) then j = 1 if j = 1 then ballx = player0x : bally = player0y - 4 if j = 1 && collision(ball,playfield) then j = 2 if j = 2 then goto GetMusic GotMusic rem dino eats player if a = 1 && collision(player0,player1) then k = 1 if k = 1 then player0x = 119 goto dragonlevel rem ***************************************************** rem * Music rem ***************************************************** GetMusic rem * Check for end of current note duration = duration - 1 if duration>0 then GotMusic rem * Retrieve channel 0 data temp4 = sread(musicData) temp5 = sread(musicData) temp6 = sread(musicData) rem * Check for end of data if temp4=255 then duration = 1 : goto MusicSetup rem * Play channel 0 AUDV0 = temp4 AUDC0 = temp5 AUDF0 = temp6 rem * Retrieve channel 1 data temp4 = sread(musicData) temp5 = sread(musicData) temp6 = sread(musicData) rem * Play channel 1 AUDV1 = temp4 AUDC1 = temp5 AUDF1 = temp6 rem * Set duration duration = sread(musicData) goto GotMusic rem ***************************************************** rem * Music Data Block rem ***************************************************** rem * Format: rem * v,c,f (channel 0) rem * v,c,f (channel 1) rem * d rem * rem * Explanation: rem * v - volume (0 to 15) rem * c - control [a.k.a. tone, voice, and distortion] (0 to 15) rem * f - frequency (0 to 31) rem * d - duration MusicSetup sdata musicData = x 8,4,27 0,0,0 15 2,4,27 0,0,0 8 8,4,24 0,0,0 9 2,4,24 0,0,0 8 8,4,20 0,0,0 9 2,4,20 0,0,0 8 8,4,18 0,0,0 9 2,4,18 0,0,0 8 8,4,20 0,0,0 11 8,4,18 0,0,0 38 2,4,18 0,0,0 8 255 end goto GotMusic
  8. So far so good, that made things work out!
  9. Collision in DPC+ is something I don't understand quite yet, but if I'm on the right track, I need to see if for example player1y is = to player0y + - height and player1x = player0 + - width?
  10. Thank you for providing the code, it answers a lot of my questions
  11. Making progress, I think I'm starting to get the hang of things with dpc+ now, it's still a little tricky but I adore the features, don't know how I managed without them. I have an issue with a piece of code, I'm not sure if it has something to do with how dpc+ works or if it's me that written the code badly, to me it looks fine. The idea is that there is a random chance that a car appears on screen, then travels down, then repeats the cycle of randomly deciding whether to put it back top or not, problem is the code never starts, it's placed in the main loop. Any thoughts? rem player1 is car if d = 0 then (e = rand&3) if d = 0 && e = 2 then d = 1 if d = 1 then player1x = 70 : player1y = 78 : d = 2 if d = 2 then player1y = player1y + 1 : player1x = player1x - 1 if collision(player1,playfield) then player1x = player1x + 1 if player1y > 150 then d = 0 if d = 0 then player1x = 200 : player1y = 200
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