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Coolcrab

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Everything posted by Coolcrab

  1. My r77 doesn't seem to want to read carts all of a sudden... I was testing my library and put in about 40 carts in one hour. Now they all give weird noises and don't work, even the ones that did work a moment ago. I looked inside and it seems that 3 pins are bent? Or should it be that way. I'd like a confirmation about whether or not those 3 should be there before I start poking the slot.
  2. Cool, looking forward to it!
  3. I was wondering if there are any examples on how to do parallax scrolling in Bb. Something like the background in Flappy. For my game I'd like to move it vertically though. I've looked around but it doesn't seem to be documented? Or I'm looking for the wrong keyword.
  4. Could you publish that kernel? It would be cool for 4p stuff indeed.
  5. Update 16/8/18: Added a start and kill screen, a pause button (B/W switch) and ironed out some glitches. I think that the switch power is still an issue though. Gameplay is left unchanged. 789 bytes left for music. Is that doable?
  6. I was wondering if it is possible to make a larger playfield in Bb? I got a game idea that would work best with a larger field. It's based of the switch game inversus. So a white and black player starts on the PF. One would sit on PF blocks and one would sit on empty PF. Both can move freely on their terrain but not on the other. Shooting would have 2 functions. Kill the enemy and flip the color of the PF. There would be a limited amount of bullets with slow regeneration. Should work well even in the standard field, but a larger one would be nicer.
  7. I'll be glad to hear how it plays with 2p. Also how the powerups work and the speed. Oh and if the powerup dot appears often enough now. (It should motivate people to stay high on the tree, which is more risky) I'm still unsure about whether or not to turn some around or introduce new powerups all together. So looking forward to the let's play! When is the next episode?
  8. Thanks for the tip! This is a very useful way to check scanlines. I have fixed it up (I hope) and fixed the second player so you should be good to go for a test run. (bin in main post) It still needs a proper start screen and sounds and maybe a 1p option. Maybe an AI. Not sure if that will fit on 4k, we will see.
  9. Update V0.5: Updated the game with player score minikernel by CurtisP edited by Karl G. The power ups are now displayed as numbers instead of monkey colors. I also changes the monkey colors to red and blue. The power ups have been changed to: (Only for player 0, player 1 still needs implementation) 1) slows down level 2) removes all branches on your side 3) gives a life 4) makes opponent invisible 5) ads a branch to enemies tree at height of player on the left for Player 0 and on the right for player 1. 6) switches with opponent All work apart from (6),that needs more work to implement correctly. Need to think on how to do that without wasting a million variables. I'd say that its all skill based but with (5) you can kill the opponent by blocking the way up. The tree also slows down by 1 when either monkey bumps into a branch. Feedback welcome
  10. This works! thanks I'll post an update of my game in the climb the tree thread soon.
  11. My program works again However.. (Feeling bad that I keep bothering you...) Player0score and player1 score seems to be tied to pfscore0 and pfscore1, is it possible to tie it to seperate variables? I want to use the pdscore's for tracking lives.
  12. Cool! Personally I don't mind if an extra variable is introduced, but I can see the esthetic reasons for keeping it minimal. Many thanks for taking the time anyhow!
  13. Thanks! I tried to look at it but I have no idea where it is going wrong. Only thing that I can come up with is that the rand function stores in temp and the .asm overwrites it. But can't confirm it atm. It really makes the game look much better though!
  14. Thanks, I'll probably have a new version going up soon. I like making this things but I had too many things going on at once so I told myself not to touch this until astronomer was out.
  15. Awesome! Now to put this into my game. I'm almost afraid to ask, but could you move the left number back by one so that they are symetrical? (Or the right one) Also if I understand this correctly then this does not use any variables apart from pfheight and pfcolors? it seems to do something with my rand function because if I do this is always false. (and it was not before I implemented this) _rand1 = rand & 1 if _left_right{0} && !_rand1 then gosub __branch I tried reading the asm file but its black magic to me After some experimenting it doesn not seem to be the variables that I defined, as I turned them all off. It really is the .asm being included. (Code in attachement) Could you take a look? climbV0.4.bas
  16. Oh wow that's cool! However I'd like to have the original 6 digits (or 4) down below. Then I can use the main number for score and the other two for powerups. So basically the original program with just 1 digit instead of two on both sides. Could you do that? Sorry to be picky
  17. is there a way to display just 1 digit per player?
  18. is there any way to get three scores? Like: 0 0000 0
  19. Now that astronomer is out I plan to return to this soon. I'm still looking for a good way to display the powerups. One of the ideas that I had is to use the score bar like 0 0000 0. Where the first and last zero is the # powerups and the middle 4 are for score. Is it possible to put a space in between the zero's like that? The powerups currently are: 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 But I was thinking of maybe doing something more competitive. Like make the opposing player invisible like StanJr suggested. Maybe like: 1) slows down level 2) removes all branches on your side 3) gives a life 4) makes opponent invisible 5) switches with opponent 6) ads a branch to enemies tree at hight of player How does that sound? Is the order good?
  20. Does anybody have a line in with them? I tried emailing but didn't get a reply.
  21. That would be great. I think that an updated Stella for the new batch would work wonders.
  22. Cool. The software is not that hard to do. There are free programs that you can use for relatively good results. Pm me me if you want some links. As for the kids game nights, that's super cool! If you do one with my game, please send some pictures (if thats a possibility.)
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