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Captain Spazer

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Everything posted by Captain Spazer

  1. Oh boy is it hard to design fatalities, so far I only have 1, when you jump kick the opponent you kick his head off and blood squirts out of the neck a few times then he collapses. I need 3 more.
  2. Thank you, very kind of you to take your time helping out!
  3. Simple and elegant! Thank you. Yes, I think you understood it correctly 😃
  4. How does this look? Experimenting with a more classical 2600 look, but trying to put in some personality and improve the walkcycle, based on the walkcycle of International Karate for the C64
  5. Hm, true. I am experimenting and I find that mono colored sprites flicker a lot.
  6. I'm having a bit of trouble with DPC+, I am making 2 big sprites for player 1 and 2 composed of 2 sprites each. Sprites 0-1 for player1 and sprites 2-3 for player 2. When I move player2's joystick sprites 2-3 are not in unison, destroying the illusion of 1 sprite by leaving a gap. What can I do? DPC_Big_Sprites.bas
  7. Hm, I find it quite difficult to make player sprites that are appealing to look at at bigger sizes due to the 1 color per row limit and I could use some thoughts on how to improve. Here is my current draft of a bigger karate guy, size is 16 pixels wide and 20 pixels tall.
  8. Neat game! Though there seems to be some glitches, if I press the joystick button while facing up or down I teleport up, and collision seems a bit wonky when I collide with the playfield, zooming across them.
  9. Captain Spazer

    Car Race

    Awesome! Looking forwards to seeing it 😃
  10. Captain Spazer

    Car Race

    This is pretty good! I do however have 1 complaint: The other racers hit you before you even get going. Some ideas for improvements: Perhaps a countdown at the start of the race, a time limit, or a limit too how many times you can crash. So far, I really like this game. Good job!
  11. Thank you! That is very helpful to know.
  12. Ah, clever approach! Thank you, now I can debug this thing 😃
  13. I am not sure what I am doing wrong but when I try using pfheights 2600basic.exe stops working. The error message says: In the code I got set romsize 8k set kernel_options player1colors playercolors pfcolors pfheights background main pfheights: 8 8 8 8 8 8 8 8 8 8 8 end pfcolors: $f5 $f5 $f5 $26 $1A $1A $1A $1A $26 $00 $00 $00 end drawscreen goto main Is the error as simple as I don't got enough space left in bank1? I have 186 bytes left in bank1 and 1251 bytes left in bank2.
  14. I'm attempting to make the game pick a room at random, place a dragon in that room, and then check if the player is in an adjacant room. Thank you for your idea, gave me a fresh perspective.
  15. I would use the custom score editor. You can customize the score display a lot to show sprites instead of numbers etc: https://www.randomterrain.com/atari-2600-memories-batari-basic-vbb.html#scoreeditor
  16. I fixed up the AI and a couple of glitches and added a winning pose. I wish I could use the missiles with playercolors, would be cool to have the missiles as belts in the 1P mode and for every win you go up a rank and earn a new color for the belt, hehe...I have also mused around the idea of fatalities, which also would require the missiles. Like, kicking the head off at the last round.
  17. I'm trying to figure out how to do a calculation that checks if player0x = player1x at like, 20 and then continues checking for as long player0x is at 20 or closer to player1x, any ideas? Something like: if player0x = player1x && player0x >=20
  18. It might be a nice game someday 😃 I am quite happy with it, I am continuing work on it and I made a titlescreen with a selection between 1 player and 2 player mode, and I have just begun making the AI, this is the first time I am making an actual decision making AI, it can only walk forwards, backwards, stand still and avoid ring outs at the moment, I dread giving it attack choices... Look forward to the next update.
  19. Now it's turning into a proper fighting game. FEATURES SO FAR: Titlescreen 1P or 2P mode. Winning by hitting the opponent or making him step outside the ring 3 times. Sound effect when hit. Sound effect when blocking. 5 color variations of the gi. Input limiter - no more holding down the firebutton to make a wall of attacks. Increasingly difficult opponents. Blocking Score in 1P mode. Exciting new feature for this version: Improved Graphics! DOWNLOAD - Karate_V.1.3.bin CONTROLS: At the titlescreen choose your game mode by moving the cursor up or down with the joystick and flip the reset switch to move to the gi selection screen. At the gi selection screen move the joystick to the right to pick your gi color and flip the select switch to begin the game. Controlling the game: Move the joystick left or right to move Move the joystick in the opposite direction of your opponent to block attacks Push the joystick button to punch Move the joystick in the opposite direction of your opponent and push the joystick button to do a heavy kick Move the joystick in the direction of your opponent and push the joystick button to do a kick Move the joystick up and push the joystick button to do a jump kick Flip the reset button to restart the game. You defeat your opponent: Enjoy your victory and wait for a little while and the next match will begin. You are defeated: Flip the reset switch to restart the game. DPC+ Version I finaly managed to get into DPC+ and the sprite upgrade is amazing, I made a big karate guy by putting 2 sprites together, only it flickers, if anyone know a trick to reduce or get rid of the flickering, I would be extremely happy to learn! So far, the player can only walk across the screen, just wanted to show off the cool sprites, and maybe get some help with the flickering. Download : DPC_Karate_V.0.1.bin DPC+ progress: Next version of DPC+ version includes: Same engine as the none-DPC+ version More advanced animations Fatalities A judge An audience. How the game looks so far: Why is it taking so long for the release? Animating takes a long time, so far there are 22 sprites making up the animations and it's still not enough.
  20. Here's an attempt at an isometric boxer
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