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Everything posted by VGAGuy
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Thanks for all the help! I think I might go for the Devastators approach, though I don't know how the table for object placement would work(Rock walls, turrets, etc...). Sprite scaling and enemy handling will be tough as well.
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Like in Ballblazer. I'm wondering if a game in a similar vein to Konami's Devastators arcade game could be done, with 7800Basic. As I am considering making one. Where the engine reads a table for each strip of the area, telling it what obstacles to display and what enemies to place. The strips also being alternating colors to show movement. For my purposes the 2.5D scrolling would only need to take up around half of the screen, the rest being used for background graphics and the HUD, with the strips divided into 4 sections with a byte telling the engine what to put on each section, if anything. Any help is welcome.
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My timer values get messed up a lot. I am using every value that Bb gives me with the standard kernel. Going to start bank switching for the rest of the levels as they have 8 screens instead of 4. Glad to see that this is at least somewhat entertaining.
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I don't know why it crashes at 10,000 it should game over at all zeroes not at 10,000. As for the color of the player, that happens because I never reset it after the title screen. BatariBasic has been throwing some random bugs at me lately. I had to make it check the hex values for the score to get it to work right. I'll update the files in a second. I do plan on adding missiles that come from the other side of the screen in later levels, but I hadn't thought of making them only travel while the maze is lit, I might try to make that work.
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So, this game is sort of a combination of Haunted House and Irritating Stick. You move though a maze and try not to touch the walls(if you do it's game over), but the maze is invisible, you can briefly light the maze up by pressing the button on the joystick, but while the maze is lit you can only move up or down. If you reach the exit before the timer runs out you win the level. I putting this demo out there to see if this concept is any fun. This demo only has one level, so when you get to the level select(by pressing up) just press fire to start the first level. P.s. I tried to make flashing effects that wouldn't destroy the eyes, but I can still slow it down if needed. UPDATE: New demo version, 3 levels, sound, score saving and slight control tweaks. Just move the cursor until it changes color to select that level. InvisibleMazeDemo1.1.bin InvisibleMazeDemo1.3.bin
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I am sort of porting Irritating Stick to the 2600, but I can't figure out how to get scrolling to work. I looked at Princess Rescue's code, but I can't figure out how it loads the level and then scrolls it. I would like it to be as simple as possible, due to my low programming skill. Also, any name ideas? Thanks, VGAGuy
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2017 Portland Retro Gaming Expo - Call for Demos
VGAGuy replied to Albert's topic in Homebrew Discussion
Have any paddle controllers? I am working on a simple(but hopefully fun) shooter game that uses them. -
Updated original post with version 2.3 Version 2.3 is slightly faster with some very minor sound differences. Oh and yes the yellow glowing things are supposed to be rocks, I just resized the ball to make it a bigger square.
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I actually finished an Atari 2600 game. It's a pretty simple game, you have to shoot the meteors and prevent them from passing you, also there are falling rocks that you can shoot for more points but they are optional. It also fits in 2K! Meteors - 100 points Rocks - 250 points 8 lives to start, 1 new life every 16 meteors shot I made 2 versions, a Paddle version and a Joystick version. Flaws- Lives are not shown and meteors get fast a bit too quick. Both game versions will be attached below. The paddle version has 2 bytes of free space while the joystick version has 40! EDIT(made some small changes and fixed an invincibility bug, new versions will be attached separately for comparision) EDIT Replaced version 1.0 with version 2.3 MSJoystick2.2.bin MSPaddle2.2.bin MSPaddle2.3.bin MSJoystick2.3.bin
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This is a very early demo of a game I'm working on, called Brics for now(any better names?). The goal is to fill up the screen with bricks while dodging the swinging I-Beams. However I have 2 major problems: 1 The game needs a 3 digit(or four with the first unused) timer AND the 6 digit score 2 the game needs the detect when a screen is full I also would like a changing player sprite but that is for later on. BricsWIP.bin
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Here's my bad attempt at adapting the code to my program. At least it isn't a RAM editor like my previous attempts. I am missing something but I can never figure out what. EDIT: Got it working properly, thanks for the code.
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I meant draw.bas comes with Bb unless it is the newer version with 64k support as that did not have the file in the samples folder.
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I am trying to make a game where you lay down bricks when you move forwards and pick them up when you move backwards. I looked at the example program that almost does what I want but has a few problems: 1 It uses a playfield that is too big, I need the normal 31 X 11 playfield 2 I need it to draw behind the player not directly under the player 3 I need it to draw as fast as the player moves I have tried to make the playfield smaller and disable the superchip, but if I do that I becomes a RAM editor. Any Ideas on how to get this to work? P.S. The code should come with the Bb compiler
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I took a look at Robot Tank's death sequence and WOW that is what I wish I could do. This project may slow down as it might be to advanced for me at the moment but I will look at all the feedback I have been given. Another question, is it possible to make a line trace behind the player when he moves? Kind of like the player is drawing on the screen? Thanks in advance.
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Thanks for the feedback. Crashing is meant to be crazy but I don't know how else to pull it off(I wanted to make the TV lose sync but I couldn't get that to work) I would LOVE vertical scrolling but I can't get it to work. I don't plan on reverse gravity. The crash for going off of the bottom of the screen was to save ROM space for the code(I might add that in later if there is enough space). The lack of jet animations was also due to ROM space but I am optimizing my code and might be able to add them in later. Joystick down doesn't do anything because I am horrible at modifying the gravity code. I should add the feature to make the flash turn off and just have a black screen(or just have one normally to save ROM space) The sharp turns are to make the player think about controlling their speed but I can change them if it gets to be a major problem. Jet sound being lost on the first screen is a bug I still haven't found out how to fix. The jittery thrust sound is a bug I decided to leave in because it sounds kinda cool. I am pretty new to programming but I will try to make the game better for the public. Thanks, VGAGuy
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Yes, in my code I accidentaly put x + 1 on both statements. I thought I changed the file when I fixed that.
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I am announcing the development of Caves Of Zargon for the Atari 2600. I am posting this to gauge how good this game concept is before I try to go all out on it. The final game is planned to feature: 32 screens in 16K of ROM Gravity and inertia physics for all directions Ending cutscene 2 win screens 2 difficulty levels(ROM space permitting) I won't try to hide it, this game was made with batari basic, I just hope that the game idea is good enough. The goal of the game is to go through each screen while using as little fuel as possible, along the way there are fuel cans to collect, if you collect all of them and complete the game you get the 100% screen. if you touch the walls you crash and restart the screen with 100 less fuel points, collecting a fuel tank gets you 20000 fuel points. The game is also meant to have some speed running appeal(100%, Any% etc...). A demo file will be attached below(first 10 screens only and loops the last screen, until you loose all your fuel). Also seizure warning when you crash. Any constructive criticism is welcome. Thanks, VGAGuy (EDIT: fixed MAJOR movement bug) (EDIT2: Fixed crash at end of last screen) P.S. If anyone can help with left and right inertia that would be very much appreciated. zargon.bin
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(Hopefully)One last question. How would I get left and right inertia to work? And it has to fit in 75 bytes. Thanks in advance.
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Everything works perfectly! Thanks a lot! I am going to have to get rid of the sprite changes because I want this to fit in 16K of ROM. EDIT: when I try to bankswitch the game just resets, I labeled the banks with spaces and the jumps without spaces, what am I doing wrong? EDIT2: Fixed, forgot to add some statements
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Now my problem is I am using the score as a fuel meter and want the game to end once it reaches zero but the closest I get is the game ending at 9800 on the score counter. the code I am using: if score = 0 then goto game_over
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I got rid of the line numbers when I pasted it in to my program. (EDIT: resolved the error, an if statement called a line number that I erased)
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Thanks for the code, but when I ported it to my program I get this error: --- Unresolved Symbol List 0.59 0000 ???? (R ) FASTFETCH 0000 ???? (R ) 1761 bytes of ROM space left in bank 1 4052 bytes of ROM space left in bank 2 4052 bytes of ROM space left in bank 3 2644 bytes of ROM space left in bank 4 (this is for the gravity code) Added BAS file. zargon.bas
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I need help...again. I have a game I'm developing for the Atari 2600 and there are two things I need to get to work but can't figure out. Number one: Gravity physics. I have seen some explanations in the forums but haven't seen any code examples for it. Number 2: Changing Sprites. I can get it to change to a different sprite when a direction is pressed but can't get it to revert back to the original when no direction is pressed. Any help is appreciated. Attached is a screenshot of the game(it is in early development).
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I am trying to make the first home port of space zap and have most of the graphics figured out. My main problem is, I can't find out if the copyright on the original space zap was dissolved, in another company's hands or floating in the abyss. If I can make Space Zap for the 2600 without getting sued then I'll go for it(I probably should finish ski challenge first). I think the bigges coding problem I'll have will be the satellite part of the game but other than that I should be able to figure out the rest(I hope). P.S. I know there is a similar game made for the 2600 back in the day but I would like to make an "official" port. Thanks in advance.
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Reads NUISZ0 description...proceeds to facepalm again. Thanks, I really need to take the time and read the entire thing. I might keep the game as it is because the collision works properly but I might experiment with NUISZ0 and NUISZ1.
