Aaron
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Everything posted by Aaron
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Heh, personally I thought it was the other way around. The gravity is actually a bit weaker in demo #4 though. Yeah, I've been meaning to redo the animation entirely.... drawing is hard though And I've already used up most of it
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Ok, I've been working hardly on Fall Down, and I think it's approaching a point where it might actually be fun to play (well... sort of). So I have a new version for everyone to try out.... New stuff: Gradius-style powerups - you can collect little squares and press the fire button to apply them. Currently using 1 gives you a short speed boost, 2 digs a hole in the platform beneath you, 3 gives a longer speed boost, and 4 swaps your position with the other player (in 2 player mode). An AI player. Currently it's not very smart - it doesn't go after the powerups, though it does use them when it gets in trouble. A title screen, with the high score shown on it. Select changes game modes (1 player, 1 player vs. AI, 2 player) and fire starts the game. Jumping. Really the only use for it now is to grab powerups, though I have some plans... X-acceleration. Well, everyone seemed to like this in Alex's game, so why not... And lastly.... some bugs. The guy's feet can disappear at the bottom of the screen sometimes. I think I could maybe fix this one, but it would be a lot of work for something that only shows up rarely. Thoughts? fd_31jul04.zip
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Hello again The power-ups make things a bit more fun I think, compared to the version you posted before. This is really a game that punishes greed... Would it be possible to have a power-up that let you wrap around the edges? Also the Joust idea sounds fun
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Just so Alex can't have all the attention, I've put together an update. Unfortunately my hard drive is dying, so I didn't get as much stuff into this one as I would have liked. Still no title screen, alternate game modes, AI players, etc. What I have done is put in a whole new scoring system - the idea is that the platforms are 'captured' by either player, giving one point each time. When a platform is captured, it changes color to match the player that got it, which looks nice I think. Also the platforms have color gradients now. fd_11jul04.zip
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Yeah, I've been hoping to get to that eventually. I don't think it would be too hard... all it would do is go left or right towards the nearest hole, though if I add jumping it might complicate things. Right now I'm thinking of having a game mode where the players block each other, so jumping would become important... it'd probably be simpler than putting in obstacles at least.
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I have an updated version with a second player. It needed a little more trickery than I thought... still, it works and all. Also I improved the graphics a little. Obviously it needs some work still... the second player can't die yet, and the scores really should be independent. Alex - Go Down is pretty cool. The collectibles combined with the player's acceleration are a nice touch. Your sprites look a lot better than mine Nathan - Things to jump over would be kind of fun I think. I'm not sure how I'd fit them into the current kernel though. fd_30jun04.zip
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Oops, already submitted for the Spectrum but I think that's okay. You might want to read the rules as I haven't read them yet. Hey, now there's a coincidence - I was the author of the original FallDown Forever on the TI-86 Anyway, I don't see anything in the rules about different authors doing the same game, so I'll submit it eventually. I think I've figured out a way to get both players on the screen now, though there's still the problem of actually writing it...
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Hello AA forum people. For the past couple weeks, it's been my life-long dream to write an Atari 2600 game, and thanks to Andrew Davie's excellent tutorial I actually have something that kind-of works. It's a recreation of an old TI game called Fall Down - playing it is pretty simple, you just keep falling for as long as you can. I just picked the colors at random, so it probably looks awful... though I think it animates reasonably well at least. I'd like to add a simultaneous 2-player mode (hence the second score counter), but have run into technical problems... I'd need to either move to a 2-scanline kernel or show the players on alternating frames. Or maybe I could use a symmetric playfield instead. Any thoughts on this? Or on the game in general? fd_24jun04.zip
