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Coolcrab

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Everything posted by Coolcrab

  1. 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.
  2. This seems very relevant to my problem, so please allow me to highjack the thread a little bit. I got my game to work using similar conversions but the collision only seems to registers if the player moves into the wall and not if the wall scrolls into the player. Is this a known problem? And is there any way around it?
  3. Ah ok, I thought that this forum was also for bB. Sorry for that then. Could a mod maybe move it to the bB section? I tried your solution though, and it seems to semi work. Oddly enough only if the player moves into the block and not of the block moves into the player. (the play field is scrolling down.)
  4. I gave it some updates to make it 2 player and even added some power-ups. But I can't seem to figure out how to fix the collision in such a way that a branch 'falls off' when touched. Collision with PFpixels can be sort of replicated but for some reason this only works when the player moves into the block, not if the block scrolls into the player.. Also any suggestions for power-ups? I got one that removes all branches one one side and one that gives a life. I was thinking of one that switches P1 and P2 and maybe one that mirrors the branches?
  5. I was wondering if there is any way to get the PFpixel coordinates of the PFpixel that is touched by the player during a collision. (I want to remove blocks that are touched by a player)
  6. New picture from hyperkin FB. https://www.facebook.com/HyperkinGames/photos/a.586639651371135.1073741835.106988796002892/1589276131107477/?type=3&theater
  7. I updated the game to be 2 player and rewrote the scroll mechanics. Each block now has a 50% chance of having a branch. If there is a branch diagonally below it (making dodging the new branch impossible) then it will not draw it. I was wondering how people deal with player vs PF coordinates. I'd like to remove the branch that hits the player, but IDK how to map that.
  8. I've played it a few more times and I think that it is stable. Maybe the curve should be sharper but I don't want to make it too hard. I also messaged Al about possible publishing on AA. So let's hope that that works out. Now I want a box and manual for the game. If anyone can/wants to help then that would be great!
  9. well if you can put on your own stella version then its fine right?
  10. I'm not sure if this is the right place, but I was wondering if any gfx savy people could help me with a nice manual for my game. Maybe also with a box. I searched the forum but I couldn't really find much about it.
  11. I'm trying to get bB to run on my Mac, but with no luck. What do you do after 'make'?
  12. Wow so it isn't cancelled I really want this thing. Also if it downloads the rom, then I assume that the supercharger won't work? or the stella cart?
  13. This still needs work. It's a proof of concept now mostly
  14. 27/11/2018: game done! 25/11/2018: Invisible players were not invisible. They are now. 24/11/2018: If playing in 'Keep going' mode the losing player becomes a controllable ghost that does not interact with anything but can move. 18/11/2018: Fixed the sound glitch and some minor things. 18/10/2018: Added upgrade and fixed framerate. There seem to still be sound glitches though. Almost final! 29/9/2018: Found more bugs! (And fixed them) AI is a bit smarter and can get to about 2-3k on its own. ALso added reset delay for firebutton when player dies. 16/9/2018: Fixed all bugs that I am aware of! Now I just want to tweak the speed, power up frequencies, etc and then I would say that its done! 15/9/2018: Major AI overhaul (it now chases the stones) and US change. Made possible with smart space hack by Isposta 13/9/2018: Fixed scrolling of tree to make it more realistic after getting a great tip from Karl G 11/9/2018: Added box and cart label. Art by Steve Hammond 9/9/2018: I think that all errors are gone now. Still have ~50 bytes of ROM so could add some small things. 6/9/2018: Higher max speed, fire button starts game, flipped game modes to emphasise its a multiplayer game. Monkey King is an endless runner with a strategic twist. Made for one or two players, played with the joystick controllers. Manual in attachments! Comments welcome! Thanks to: RevEng, Random Terrain, Karl G, Lillapojkenpaon, Arenafoot, StanJr. Uses minikernel by CurtisP edited by Karl G, score graphics kernel by RevEng and music example by RandomTerrain. score_graphics.asm playerscores.asm MonkeyKing_NTSC_rc6.bas MonkeyKing_NTSC_rc6.bas.bin MonkeyKing_PAL_rc6.bas.bin
  15. Cool stuff are you a Taiwanese bootlegger now? I'm still thinking about my Wizard Destroyer game. Got an idea but its very vague still.
  16. Could you post some screenshots? I can't play games at work unfortunately I'll try the bin asap
  17. Smartcards go up to 245 kB. Then you could save Atari games on plastic cards and tap them onto the reader. (Like amibos)
  18. How did the operation go RT? Feeling well apart from the Internetless torture?
  19. That's simple PHP. Just read in the document and order based on the cells.
  20. That's the point. I was looking for a list of all the games that were exclusive to any of the consoles. I've noticed that very little is out on them compared to other Atari games. So I was curious if there are any good ones there. So anything that never came out on a cart
  21. I was wondering, what are the flashback exclusive games? Lunar lander, yars return, Atari climber and any others? The wiki page is not too clear.
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