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Coolcrab

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Posts posted by Coolcrab


  1. I just remembered a FB chat that I had with them some time ago. They complained about cartridge ports and I suggested them a cheap part.

    Maybe I helped create the idea in a way. :P

     

     

    post-48701-0-63637600-1518610358_thumb.png

    • Like 2

  2. Does anybody know of a good way to display the power-ups? I am using player color now, but I want something else because I want to make the monkeys blue and red.

    Is there some mini kernel that could add ticks above the lives or something similar?


  3. Short update: the game will be published on PackRat. :D Thanks all for the help and feedback!

     

    I'm currently working on a manual and tweaking the game difficulty and then I'll make a PAL version.

     

    If anyone wants to help out with some play testing that would be great, I'll put you in the credits in the manual.

     

    Once this is all done, I'll go back to work on climb the tree.

    • Like 2

  4. Alright. I finally saw the color bug that Michael pointed out (right most pixel of the first digit). Adding a cycle into the middle of the display routine fixed it.

     

    I rewrote the code to reference existing labels instead of memory locations, so it should work with both kernels now.

     

    And I added support for 4 scores (each with it's own color of course). With just one minikernel, you can have 2 or 4 scores. See the documentation for more details.

     

    Can you combine this with a healthbar on one side? (say left and score on the right?)


  5. The plan was to count how many steps they did and save the score once a monkey died. Then it can blink after the game between monkey 1 and 2.

     

    I figured that 1 score was enough as they both climb the at the same pace.


  6. At the moment:

    1 removes all branches on your side

    2 gives you a life

    3 slows down the level

    4 (not in yet) might switch the players around

     

    I'd also like one that flips the tree left to right, but not sure how to code that.

     

    And of anyone has a suggestions on how to stack the bonuses better (currently it's player Color and both healthbars are used) (maybe healthbar Color) I feel like it should be displayed better.

    Is there some assembly code that ads more ticks?

     

    And the asking started as a bug but I decided it's a feature now :P it basically does too much in one draw screen and lags for a moment.


  7. New version added that should be playable. The speed is a bit higher and the power-ups work. Collisions also work now, as it removes all branches on one side when one is hit.

    I wont have much time to work on this the rest of the week, but should upload more next week.

    • Like 2

  8. Thought that you guys might like to see my homemade eeprom Atari cart. It's basically one of those 8-bit classics 4k boards with a chip clamp and a heavily modified cart shell.

     

    It only plays 4k chips but it still allows me to play games that I would never be able to afford. :D (and yes I know the flahcarts exist, but this was an old weekend project.)

    post-48701-0-34401300-1517147026_thumb.jpg

    post-48701-0-88909200-1517147038_thumb.jpg

    • Like 4

  9. I added the newest version to the main thread. As can be seen there are some weird bugs.

     

    1) the collision works poorly. Even if I delete the wall upon contact,somehow it still takes away more than 1 life.

    2) the speedup is not very natural yet.

    3) The room sometimes 'shakes' and I have no idea why.

     

    Bas file is included in main thread, if anyone can look at it that would be great!


  10. I plan on making it speed up with time. Some potential power-ups would be to slow it down again. but then it slows down for both players, but that might add strategy.

     

    However, right now I'm still stuck on the branch collision and like you said that is quite important to get working. Does anybody have experience with this?

    The problem being that if I say something like this. (don't have the code on this PC, so the coordinate transformations might be wrong)

    if collision(player1, playfield) then px = (player0x - 16 ) /4 : py = (player0y -16)/4 : pfpixel px py off

    Then it works when I collide with the PFpixel but it doesn't if the PF pixel collides with me. Is there a fix for this? Could it be some misalignment?


  11. It might be a good start, but I wouldn't let it exclusively be bB games.

    I could make an excel sheet wrapper (that could be expanded to the huge one that Arenafoot made.

    If you have say: title, author, description, link, imagename/location. then that would be a good start.

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