arcade_lights
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Posts posted by arcade_lights
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Thanx guys, I already sent him a message 2 days ago, he hasn't read it yet, I guess he's busy or something.
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Hey guys, that cart looks great. Just wanted to ask, if I wanted to release a game trough Atariage, who would be the right person to talk to on the forum? What is their criteria for a possible release? Could you give me a link perhaps?
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Perfect! You did it better than I imagined. I fixed the score issue in the end, I just deleted the player0-player1 collision equation. The score only goes up on missile0-player1 collision. There shouldn't be a restrainer for this screen, score should jump a little on missile0-player1 collision. You don't have to do the titlescreen, you can if you want to of course. And about music, honestly I don't know much. I just used the music and sound editor in view section, it gives you the keyboard and I just play the melody on the keyboard and click "create bas". Than I insert the music bas file in the program, but it won't always work. As you can see, I inserted the club equations somewhere in the middle of music bas file, otherwise it wouldn't work. I don't know why it works this way, I figured it out by accident when I did a game over screen for one of my previous games. What I know is this. When you play a note in music and sound editor it gives you this:
8,4,150,0,0202,4,150,0,08The numbers 20 and 8, in this case, have to do with sound duration so that's where you change the duration of notes and do the rhythm. I don' know what other numbers do, I didn't try to change them. Thanx again for all your help. As far as I'm concerned, the game is pretty much finished but if you want to add something more, any suggestions are welcome of course. -
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That sounds great, thanx. Btw I did what you said with timer, now it compiles, but for some reason when it ticks down it always goes back to full. I don't understand why this happens..
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I also added this equation to player1 movement in 3rd screen which makes him more elusive, now it takes some effort to hit him.
if collision(missile0, player1) then score = score + 1: player1x = player0x - 10 if collision(player0, player1) then score = score + 1: player1x = player0x + 10
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Awesome. Thanx a lot Lewis. It's almost finished. Just a few more things. I also need a timer on the 3rd screen, just like you did on the 2nd screen. I tried copy pasting your code in the 3rd screen, but for some reason it gives me an error and won't compile. Also, I added score, as you can see in the bas file below. The point is to score as much as possible by dancing in the second screen and attacking in the 3rd screen (I added a static missile0 in the 3rd screen which is like a weapon or something). There is a problem though. On the second screen you gain points by pressing joy0fire and joy0up, but the score just jumps trough the roof, so there's no point in pressing several times, one could just keep the button pressed. What I need is a restrainer for these two buttons on the 2nd screen, but again, whenever I tried to insert it in the code, the program wouldn't compile. Also, in the 3rd screen, would it be possible for player1 to run around independently from player0? Something like those girls in Wizard's Texas chainsaw massacre or something similar? If he moves like this, I can just approach and keep the fire button pressed and gain points without trouble. And in the end, I had an idea for the game over screen. Would it be possible that when the timer runs out windows in the apartment start changing colors (red and blue, it's like cops outside of the apartment). If not I can just do a regular game over screen.
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Should I perhaps use bank switching for this?
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Thank you for the info. I've been working on it for the past few days and I have the basics done which consist of 3 screens. It's supposed to be like a fighting game. Two friends dance in the club, than they get tired and go to hang out at home and get into a fight. Now, I have several problems.
1. On the first screen the commands work fine, but on the second and third screen commands get kinda "frozen". If I move player0 left or right he only moves for 1 unit only. A beginner mistake, but I have no idea what I'm doing wrong, I suppose it's something about loop.
2. The pfscore2 in the second screen is supposed to drain slowly as the two players dance, but it either goes down all at once as I keep the joy0fire pressed, or if I put the command inside the loop it just decrements one health unit, and when I release the button it just goes back to full.
3. On the third screen (the apartment) I have the same problems as described under section 2. Here I also need some help. Player1 is supposed to run around so I used rand command on player1x, but he just moves way too fast. Also pfscore1 is supposed to be a timer and thick down. I know you already explained this to me Random Terrain, but I'm not quite sure I understand what I'm supposed to do. I apologize for for being such a noob
If you could give me an example equation that would be great. So, in the 3rd screen, player0 is supposed to beat up player1, using static missile0 in his hand, before the timer runs out. Thanx in advance guys. All help is highly appreciated. Btw I apologize for bas file being a little messed up, I did my best to avoid it.
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Hey guys. I have an idea for a new game. The concept is unusual so I could use some tips and links. You know how E.T. has to look for specific "power zones" to execute a power? Well, in my game, the main protagonist enters a nightclub, and he needs to dance on a podium in order to attract a partner. However, he must find the right place to dance before the timer runs out. The faster he finds it, the more points he gets, and if the time runs out it's game over. This place has to be random in every new game. I could also use some links about energy bars and timers, if it's not too much trouble. Thanx in advance.
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Thanx, I'll give it a try. And about the $ thing, for some strange reason when I use it the game won't compile and gives me an error, but when I don't use it NUSIZ works, changes in accordance with the numbers. I have no idea what's going on.
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I've been trying the whole week with no success. I know what I have to do but it still doesn't do the trick. It does something, making cars tremble and flicker at some points, but not destroying one by one, they still die at the same time. Here are the equations I tried:
For example, If there are 3 cars coming:
if missile0x = player1x then player1x = player1x+16: NUSIZ1 = 01 if missile0x = player1x + 16 then NUSIZ1 = 02 if missile0x = player1x + 32 then NUSIZ1 = 01
Even if I succeeded there would still be one problem. My car shoots from all sides and enemies attack from all sides. So if an enemy car is below me and I shoot above this would still cause an effect.
Also, this whole dim and variables thing is still very confusing to me, I really need to take more time to study this.
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Thank you very much. Now I understand how it works. I'll give it a try tomorrow. Today I added extra lives in the form of a ball and I also added homing missiles1 which makes gameplay much more interesting and challenging. I also had an idea to do a separate screen for player0,player1 collision (crash) and also player0,missile1 collision, (missile hit) which I did, and it looked good, but for some reason it started to interfere with player1 x and y and also with my game over screen background color. Sometimes the color would be how it's supposed to, sometimes it would just go black. I have no idea why this is happening. They are supposed to be separated. Anyway, I'll leave that for later and now try to do this thing you just explained.
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Kdgarris, thanx a lot for all the info man, really appreciate it, but honestly, I still don't know how to apply NUSIZx for this purpose and the link you shared, doesn't mean a lot to me. I don't want to sound boring, but if you could put it in a more simple words I'd be really grateful. I'm sure your explanation above is good and precise but I'm still a noob after all. I don't wanna sound pretentious, but I think this game has potential. It's fast and chaotic, it's challenging and not so easy to play. If I managed to make enemies die one at a time it would be practically finished. Also, I tried to put in an extra life sound in the game but I got an error. If you guys could give me more info about music and sound editor that would be great. I managed to put in my own composition of sound in the game over screen last time, you can see it in the bas file above, but now I don't know how to do it in game for an extra life. I'll attach the music below. I tried to create another setup for this but got an error every time.
I don't know what else could I put in this game to make it more challenging. Maybe additional pfpixels like holes in the road? Any ideas are welcome.
Here's the music I intended for an extra life:
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Nevermind, I fixed it, it was the missle1 x and y.
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I have another question concerning lives. I added a power up in the form of missile1 which is supposed to add an extra life. I wrote the equation outside the main loop to avoid instant game over. However, when player0 and missile1 collide, it adds the full life bar instead of just 1 life. I don't understand what I'm doing wrong here. Here's the equation: Can you help me with this?
missile1height = 2 missile1y = missile1y + 1 if missile1y > 200 then missile1y = 200: missile1x =200 if collision(player0,missile1) then sounda = 1: lives = lives + 32 if lives > 223 then lives = 223 ;*************************************************************** ; ; Displays the screen. ; drawscreen
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As far as I understand NUSIZx only works within DPC+ kernel and I haven't gotten familiar with it yet. Is there any way to make these cars disappear one at a time within this 4kb rom and a regular kernel, without bankswitching? I would also like to add a power up pixel which makes player0 invincible for a short period of time. Also, could you give me some examples of equations for a specified movement of cars, because in my game they only randomly charge at you. I would like to make them move, after some time in the game, in a specified manner, like for example those tires in Megamania and also shoot missiles at player0. Just a few examples to spare me from endless searching. Thanx in advance guys.
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Hey guys, sorry for resurrecting an old thread, I also have a problem with OBS studio and Stella. Whenever I try to record my game, it records the sound but gives me a black screen. If I try to record other PC games which do not use emulators everything looks fine. Any ideas?
I set sources to "game capture" and fps to 30.
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Besides playing games, which is nothing unusual, I also wrote a song to honor Atari's 40th birthday. Here it goes:
ATARI OUTLAWI'm a blasterSolaris, a distant starSpace masterRevenge seeking YarInvaders strikeI shall not recoilMissile commandProtect the city soilDefender, whizz through the StargateSave the astronauts from ghastly fateLanders descend, helpless humans screamFearless pilot, ignite your laser beamIntruder alertI guess I better runEvil Otto's smileHurry up or you dieAvoid the hungry sharkRide the Cosmic arkKaboom, Frogs and fliesDemons invade the skiesEpileptic colors blazeExplosions blow me awayEar-raping blasting soundThe whole room's spinning aroundI don't want Sega, I don't want NESWhat I want you can guess2600 is my gameAll the others are just lame-
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Thanx for the info! I'll give it a try.
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Hey guys. I understand there were issues with my previous topic. I apologize for that. I know I'm new here, but I should have gotten familiar with forum rules more thoroughly. It won't happen again.
So I changed the title and excluded everything even remotely political from the game. Just plain old post apocalyptic racing-shooting game now.
Unlike my previous game, which sucks, I must say that for my 2nd game, I'm really satisfied with this. I studied batari basic more thoroughly this time and I managed to do several difficulty levels. First the enemies attack alone. Than they come in groups of 2, than 3. All 3 of them die at the same time if you hit one, which sucks, but it makes gameplay harder, so it counts. I still don't know how to work with multisprite kernel so I used NUSIZ1 to create an illusion of multiple enemies and also different colors. Later on speed of the game goes up, and player0 gets a powerup in the form of another car and bigger missile. The background also changes colors during waves which looks very "atarish". I also did the "eye hurting" game over screen in the vain of Missile command with my own sound composition.
So that's it for now. I don't have any more ideas for this. Any suggestions are more than welcome.
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Well it's all just for fun, it's humor. Aren't you pissed off when Germany or Australia or some other "liberal" country ban awesome games like Manhunt 1 and 2 for example, simply because they hurt someone's feelings? Or Postal 2? That game is full of sexism, homophobia, etc. I mean you kill political activists and wield a chainsaw or a scythe in a gay bar, but it's just a video game people, come on. I didn't realize politics was taboo in this forum, if it is, let the moderators delete this topic, it's as simple as that.

PAL vs NTSC speed?
in batari Basic
Posted
Slightly off-topic, but if you're already discussing PAL vs NTSC, I was wondering does anyone here know for sure are there any PAL carts without the little "p" on the end label, or after CX number. I'm from PAL region and some guy in my proximity is selling some carts that don't have any PAL tags on them, so I figure they're probably NTSC, but I'm not sure. Could they be PAL by any chance? I could ask the guy my self but I don't really trust him cause he doesn't have a good feedback from customers.