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Coolcrab

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Posts posted by Coolcrab


  1. 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.


  2. 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?


    • Like 1

  3. 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.


  4. 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?


  5. 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.

    • Like 1

  6. 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 :)

    • Like 1

  7. Attempt #3, now with less memory corruption! Apart from that, improvements include:

     

    • Score spacing increased (I think it looks better this way)
    • Proper centering in both 1 and two digit modes

    Here are some screenshots showing all 4 possible configurations:

     

    attachicon.gifone digit with score.png

     

    attachicon.giftwo digit with score.png

     

    attachicon.gifone digit 4 scores.png

     

    attachicon.giftwo digit 4 scores.png

     

    Edit: Just found a bug - fixed version should be up shortly.

    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.


  8. Sure - I'll take a look at this again tomorrow

     

    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!


  9. Here's attempt #2 that fixes my previous issue, and the sample program revised to use two single-digit scores in addition to the main score, each with its own color.

     

    attachicon.gifScreen Shot 2018-08-15 at 4.34.05 PM.png

     

    attachicon.gifplayerscores.asm

     

    attachicon.gifplayerscores.bas

    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 :P

    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


  10. Okay - here is my first stab at this. Use this like the original minikernel with the following exceptions:

     

    • Add the line " const onedigitscores = 1" to your code to enable single-digit mode
      • When using single-digit scores, there is no need to worry about the score being in BCD format
    • The original minikernel used a lot of stack variables, which caused issues for me when I've tries to use this minikernel in the past, so I changed around the variables to eliminate this usage.
      • If the kernel options pfheights or pfcolors is used, you will need to dim a variable to avoid incompatibility as follows: " dim temp0color = z". "z" can be any valid bB variable that is not already in used.

     

    Here is the revised minikernel and a revised sample program that uses it. Let me know how this works for you!

     

     

    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 :P


  11. 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?


  12. I doubt they are. I have a good friend who is a fairly well known Youtube personality that beta tests for them. They are very small, and their communication is... poor. But they will generally push out (generally with no warning) a couple of updates to most of their products.

    That would be great. I think that an updated Stella for the new batch would work wonders.

    • Like 2

  13. I'd say that I'd like to take pictures, and I've almost pulled the trigger on a mount for my DSLR for that reason... but the amount of post processing involved, coupled with the need for a pretty expensive/fancy motor drive setup has made me always put it off, especially since cloud cover here prevents reliable use. I suspect it would start to feel like work for me.

     

    I just enjoy hunting for faint fuzzies, comets, planets etc. I find it almost like meditating.

     

    I will have to get this game on cart. I do a retro gaming night for kids on the autism spectrum, and this is a nice, simple game that would be easier for some of the younger kids to wrap their heads around.

    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.)


  14.  

    I like this theory haha. I'm enjoying the Retron 77 immensely, and I'm glad to see that the community is working towards making it a better, more compatible, product!

    And hyperkin themselves! I hope that they are not done with updates.

    • Like 1

  15. Nice, always wanted a solar scope. I have a celestron c90 backpack scope, a Stellarvue 'Sparrowhawk' 50, and a Barska Magnus ED Apo. Fun hobby, though Washington clouds make it hard to do here.

     

    Fun little game too. Reminds me of some of the good, early VCS titles that are still fun like Bowling or Pinball. Simple concept, but addicting gameplay.

    Nice setup! Do you take pictures too? And you can buy a filter for most telescopes these days .they are not as nice as say a Lunt telescope but you can see spots.

     

    I'm glad that you like the game. :) It was fun to make and having others enjoy it is the main goal now.

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