Jump to content

mika

Members
  • Posts

    132
  • Joined

  • Last visited

Everything posted by mika

  1. although i scored only 5190 this time, i prefer the new logic. Mr Bear's behaviour is much less predictable. Well done. What about adding other animals, say for example Evil Penguin, with different behaviour? i'm thinking like every other level, or every three levels or as a bonus round maybe? you could still retain Mr Bear as a main enemy, and reward a player with some other funny animal every three rounds to make it more tempting to have another go.
  2. i have checked again, and again to get around 12000 all i needed to go was top left at the edge of the screen, shoot at the Mr. Bear who was always coming that path (sometimes just a little bit to the bottom, but always in more or less the same area), then quickly hide on the bottom left. Oh, Mr. Bear and monkey never reach that space. Saying that, around 12000 Mr. Bear suddenly changed his plans, which actually surprised me enough to lose again
  3. While the game looks stunning and well thought if it comes to screens design, there is something i don't like about physics. Yes, i know Atari 2600 is not a perfect machine to emulate real-life physics, but it feels bit like the main hero in your game weights 10kg max. I would like him to be bit "heavier" and not that touch sensitive, say for a price of smaller holes in the ground. Does anyone have the same thoughts?
  4. nice i scored bit over 12700, by just lining on the top left, then after shooting him hiding bottom left. it looks like he has a pattern to always go left on the top of the screen. unless it is changing in later stages, but that will be too hard for me anyway
  5. haven't got the chance to play it yet, but thanks for screenshots - looks promising!
  6. Cabbage Patch Kids! Real contender for best 2600 game ever, if it was ever released.
  7. oh, i'll be definitely following the development, thanks. that screenshot wasn't actually my high score, just to give people browsing the boards a rough idea how does the game look. i often find myself not being able to try the game in emulator (that's mostly at work, but shhh - don't tell my boss ) so i would love to have a possibility to at least look at the screenshot. if it comes to the gameplay, well - for a casual atari gamer like me, it's bit frustrating and discouraging at the moment. but most people seem to have fun with it, so don't rely on my opinion too much!
  8. that game is too hard for me nice idea though
  9. more i think about it, easier it sounds. although someone with a skill in web design and batari basic is needed to do it. oh, plus a lot of spare time here we go: - selectable list of kernels possible - that's just exporting a simple code at the beginning. - player design - like in playerpal height of up to twentysomething, width 8 obviously - export to subroutine - animation of player - again like in playerpal, - export to subroutine, plus add a standard moving in direction whenjoystick presses to the loop - playfield - like in playfieldpal - export to subroutine - levels - just playfields, export to subroutine, and add something like "for level a goto 10 20 30..." to the loop and so on, player1, missiles, ball. obviously some kernel choices make missiles unavailable, like in basic batari kernels. done. standard procedures on collisions, export. at the end export full code, so designer can tweak in some places if necessary, and voila! making games for 30 years old system available to designers, without the programming skills. i bet we could expect some innovative games, even with that limited environment. that probably would not happen, but would be nice tool. and some of us could at least play a bit with batari basic at work, when we are not allowed to install the programming environment on the employer computers
  10. ha! my early WIP (even if it's not WIP anymore, as i have no intention and time to do anything with that pile of c...) is there! it makes me feel like i'm a part of Atari 2600 history seriously, great job. we will never loose a single line ever written for 2600 thanks to people like you - most fascinating thing about the community, that there are people willing to do things like that, sacrificing their own time, just for a credit on the message board. thanks!
  11. I don't know if that is possible, and have absolutely no idea how it could eventually be done, but if the proper bB environment is not possible, then maybe something similar to playfieldpal and playerpal, but combining both - including let's say possibilty to add standard movement/animation/jumping routines to the players, that lets you view the result in the browser and export the code? And if it could support all kernels included in bB. well, would something like that be possible?
  12. now if that came out in 1984, that would save the gaming market from the crash. wow.
  13. i'm not sure, Asteroids Vector Edition? http://www.videogamecritic.net/2600aa.htm
  14. Montezuma's Revenge? I haven't played it in awhile but I recall thinking it was a pretty good game! i remember playing Atari 8-bit version, and i absolutely loved it! but 2600 is so frustrating, that i nearly cried. moment after playing i went to look for reviews online, and was surprised to find, that i'm alone in my opinion. this is beyond my understanding, but it looks like i'm the only person in the world having problems with that game. on the other hand i really, really like Airlock, so there must be something wrong with me.
  15. yes, flying is much better. and it looks like game will be lots of fun!
  16. 2600: Cabbage Patch Kids (again, what a great game that is!) - 60 minutes Montezuma's Revenge (sorry, guys - i'm a patient person, trying to consider all the points of view before judging, but this is frustrating piece of crap) - 45 minutes Airlock - 60 minutes Adventure - 10 minutes (yes i know it was on the easiest setting, but are you really supposed to finish that game twice within 5 minutes, when you never ever played it before?)
  17. when you are moving to the next screen, it looks like you would have to jump, because screen columns are the same colour as a background. the move between screens is weird because of that.
  18. that's the most depressing thing i've read today.
  19. i like the idea of walking in the clouds! game is obviously in very early stage at the moment, but nice start, waiting to see more.
  20. jeez, mate! well done. do you have a website when i can read more of your reviews and analysis? great stuff.
  21. can't stop playing Cabbage Patch Kids for 2600 - another 60 minutes. brilliant game
  22. 2600: Cabbage Patch Kids - 60 minutes Pitfall! - 15 minutes
  23. are we talking emulators OF gba, or emulators FOR gba?
  24. great, never thought about it! now i got two cars with no flicker! btw. has anybody ever managed to use PFREAD properly? i spent last 8 hours trying to figure that out, and i cannot do it. even with a help of other threads. i'm doing something like playfieldx=player1x-16 playfieldx=playfieldx/4 playfieldy=player1y/8 moving player1x=player1x+x then checking if pfread(playfieldx,playfieldy) then player1x=player1x-x cancelling the movement before tyhe drawscreen. my player just goes through the wall, never stops. ??? i use NUSIZ for doubling player pixels, so i tried with other values, but that never works. i even tried some random numbers, but the guy NEVER, EVER stops. Why?
  25. I was thinking about it! The only problem is i'm trying to avoid annoying flickering, leaving me with a question, what obstacles to include in additional row(s)? Right now it is meant to be: 1 ROW - player0 (car) 2 ROW - ball (8pixels wide? if possible) 3 ROW - player0 (car) rows 1 and 3 refreshed every second frame alternately it will all depend on how challenging the game is with just three rows. if that will be not enough, i will definitely consider other kernel options. thanks for suggestion. keep in mind it is still early in progress, and that it is my first attempt to program in Basic since late eighties, when as a kid i was trying to get that damn rainbow on my 8-bit Atari 65xe
×
×
  • Create New...