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Posts posted by AgentOrange96
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Why not clowns or barrels?
Score by how many you jump.
Scoring by how many kids you jump is a planned feature whenever I get around to re-making the PC version. Although, I'm using the score actually to give the directions in the Atari version with a custom score font, since I didn't put in a real score system.
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Barrels are cool. You could use one of those flicker kernels to excited the sprite count so it looks like a lot of objects. Or stick figures...

Here's an idea. Two kids per sprite. Using P0 and P1 sprites triplicated simultaneously for up to 12 children displayed onscreen simultaneously without flicker. 24 children with flicker.
The monster truck is already two sprites, so I'm very limited. Plus I might have had more limits with the timer bars, but I forget. Either way, I don't want to truck to flicker.
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A monster truck jumping over a line of children? That's seriously sick, dude. Goes right there next to Custer's Revenge on my personal disgust-o-meter. Sometimes I wonder what is wrong with people...

Not gonna lie, that was the first game I immediately put on my Harmony as soon as I got it... It's not something I'm proud of...
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Were you guys planning on fleshing this out with more gameplay elements?
I was not. I'd like to make the kids look better, but I'm unsure of how to do that without flickering. But as far as game play, that's pretty much all I had planned for it. RIP those fire buttons!
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My news has officially been approved on IndieDB and ModDB for this. Unfortunately it has been archived so not to show on the front page. They always seem to archive any news I post. :/
Anyway, link for anyone who wants a read. And thank you everyone for your support!
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with regards to making the kids look more "kid like", how about just stick men and then we could use our imaginations to imagine they're several deep rather than just a line of 10 or so ?
The biggest issue is the limitations of the console itself. If I remember correctly, to add another Sprite on that level would cause the monster truck to flicker as it is already made out of two sprites on its own. The kids are right now built into the playing field, which is why the ramp has a brown line (hair) instead of a red line. I tried to make it somewhere between red and brown.
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Hello mate ! WOW ! What a game ! I simply had to do a review of this and the original. You've really done something amazing here mate it's so addictive i cannot stop playing it and i urge others to do the same. 10/10 !
Oh dear, that is a stunning review of an absolutely stunning game! Thanks!
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The tears and cries and screams will be added later!
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The tears, cries and screams come from the player's dispair! You're welcome, @StanJr!

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That explains why I got no sound in Stella. It still peeves me how the emulator handles the switches in a default position upon loading the ROM (and some games only read the switches on boot).

I noticed if you clear the kids or miss them, the truck just drives to the end and stops. But I guess it's in prelim stage right now.
The truck is supposed to stop, although I suppose there's no reason for it to. The smiles or frown faces are the indication as to whether you won or not. They're actually using score with custom "digits" so I couldn't do much to write out win or lose there. I could make a win or lose screen separately though, or make it appear on screen via the background. Perhaps I should.
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So, you ramp your truck onto the children, which I assume is the little bar in the middle of the screen? Pump the gas more to get farther air time. Teddy bears turn into frowny faces when hit.
Still not sure if the objective is to hit the kids or jump over their heads...

I probably shoulda mentioned how to play. You want to clear the kids. Mash the fire button enough and you'll clear them, don't and you'll hit them. It's binary in that you either hit the kids or you don't. If I ever get around to a proper remake for PC, it'll be more dynamic that way. The bar in the middle is the kids. That's what I'd like to improve most graphically, but I'm not sure how I really can.
Also, the difficulty switches toggle the sound effect and the music. (Separately) Mostly because I was tired of hearing the same song over and over.
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This is some advanced level trolling right here.
Hey, man! Read the reviews on IndieDB! People regard it highly! XD
Anyway, there is a a story to why this stunning game exists. I'd been wanting to both remake it but better as well as port it to the Atari 2600 just for fun, and finally I've at least accomplished half of that!

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Hello, all!
A few months back, I started working on my first Atari 2600 homebrew. It was quite a learning experience, and quite a challenge. I actually haven't touched my game in a few months now, but it has been sitting more or less complete for a while.
The game is a re-make of a PC game I had made years ago in Game Maker. This game can be found on IndieDB. Given the patriotic undertones of this game, I figure it might be cool to release the Atari 2600 version on Tuesday (July 4th) on IndieDB. However, before I go ahead with that, I wanted to get the opinions of you all at AtariAge!
I have uploaded my code if anyone wants to compile it themselves. (The two .txt files should just be .dat)
I'd be very interested to hear any feedback or suggestions for this game. I'd like to make the children a little more distinguished, but I'm not sure I can realistically do that with the hardware. I definitely look forward to writing more for the Atari 2600 as it's very fun! Let me know what you think!
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For some reason Avira didn't tell me it quarantined that file on my desktop, however it did tell me on my laptop when I went to go check it on there. So yeah, you're spot on with that one! Thank you!
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I'm using the latest version of this with build 556 of Visual Bb. When I compile anything, it seems to run as usual without giving any errors, however, no binary seems to be produced. I'm not sure if there is something I have set up wrong of if this is a bug. It seems to be independent of the .bas file I use. I'm running this on Windows 10. My path settings should be correct. If you need more details, I'd be more than happy to help figure this out. Thanks!
EDIT: I ran the compiler outside of Visual Bb and figured out why no binary was produced. It seems in your last upload you forgot to compile bbfilter for Windows. Luckily, since you had the source file in there, I was able to compile it myself. Now I just need to figure out what I'm doing wrong as far as my use of the DPC+ kernel.

Any info on StellaDS?
in Emulation
Posted
Over the summer, I'd hacked my DSi and among other things installed StellaDS. It hasn't been updated since 2012 and I've noticed a couple of improvements that could be made.
First, it seems like it runs slow. I tried the Mr. Caterpillar demo, which due to my NTSC VCS, I don't really get to fully experience. (Plus the video signal cuts out on occasion) However, on StellaDS it seems very slow. I don't think it's the difference between 50Hz/60Hz, but then I really can't say for sure. I'm used to running on the wrong hardware after all.
Second, and this is more a concern for me, is the ability to play DPC+ games. I've used this for both homebrews I've worked on, and am kind of disappointed to find that this version of Stella doesn't support it. (From what I understand, this requires emulation of the micro-controller in the Harmony Cart, which modern Stella does.)
I'm wondering then if anyone knows where to find source code or better yet, but much less likely, a version of StellaDS that's been updated more recently than 2012. Otherwise, I'd also be interested to hear anyone's thoughts. I'm not expecting too much, but I figured it's worth posting. Thanks!