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Muddyfunster

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Posts posted by Muddyfunster


  1. I watched the video and noticed that you have the same sound play every time the player passes something. If you have the space, you might want to have something like one of three to five similar sounds that will play randomly each time so it will be less monotonous for the player's ears.

     

    Speaking of that sound you are using, it kind of sounds like a warning sound instead of a more gentle, pleasing sound that lets the player know that he or she did something right. My first immediate thought was that it sounded like someone was violating a duck every time the player successfully passed by an object. :D

     

    This is a bit more gentle, i tried to get a sound like when you pass something like a whoosh / doppler effect.

     

    However sound is one of my skills that's still very much "developing".

     

    I'd be interested to see which folks prefer, the more muted woosh or the "abused duck"

     

    Cheers :)


  2. . My first immediate thought was that it sounded like someone was violating a duck every time the player successfully passed by an object. :D

     

     

    *that* made me chuckle.

     

    It's a good point, i'll look into it :)

    • Like 3

  3. Awesome. It sounds very dense and reminds me of some NES-type songs.

    Thanks Kev,

     

    JetRush1 did the music and he did a great job, All I had to do was shoe-horn it into the code, which took a few hours :) but it was well worth it as it's a great track. Props to mksmith to for figuring out how to get TIA Tracker tunes playing via bB, that in itself is a gamechanger I think,

    • Like 2

  4. Is it possible to have the music playing during game play? And maybe use a switch to turn it off, like in moon patrol? The music on the title is great and playing to the music would be a lot of fun. This game came together very well!

     

     

    It's something I'm going to have a look at, not sure if how successful I'll be as the game already has a lot of stuff going on and I'm always wary of the cycle count, but i'm certainly going to try :) but for now this is the "final" version.

     

    RushJet1 has also put together some fantastic music for Dare Devil.


  5. I've updated the first post with a short vid of the revised final version complete with kicking title tune.

     

    Huge credit to RushJet1 for his superb music that he provided for Tyre Trax and to mksmith for figuring out how to get TIA Tracker to work in bB,

     

    • Like 3

  6. Kev,

     

    That's a good question and one that probably has hundreds of answers :)

     

    I guess it really depends on your game. In tyre trax, I used the timer to drive the difficulty, so it was indirect, the player had to play better to get a gold cup. secondly, on the "free play" modes, I set the difficulty switches to control the type of obstacles (doubles and triples, instead of singles) and the view distance (make the obstacles appear closer to the player to reduce reaction time).

     

    In Dare Devil, the difficulty is the amount of movement in the obstacles from level to level and then in the level, each screen becomes progressively faster.

     

    Other variations could be faster moving enemies, enemies that attack more frequently (shooter games)

     

    You could tie it to the score, level, screen, timer, amount of enemies dead/alive or combinations of those.

     

    Mostly it will depend on your game as to what works and what doesn't.


  7. I've tried the standalone example code, that works great with my tia tracker file once the proper changes are made for the variables etc.

     

    As a quick test, I tried to integrate the code into an existing program. I usually use bank 2 for title screens, so I've stripped out the title screen code in Bank 2

     

    I added the variables required in to bB - compiles, no issues.

     

    When I add the code to initialise and call the tracker it refuses to compile with an unresolved symbol list, oddly pointing at the title setup label.

    rem *****************************************************
     bank 2
     rem ***************************************************** 
    title_setup
    
     rem initialise tiatracker
     gosub tiatrackerinit
    title_loop
    
     drawscreen
     gosub tiatrackerplay
    
     goto title_loop
    
     asm
     include "tiatracker/tiatracker.asm"
    end
    
    

    This is the compiler output

    --- Unresolved Symbol List
    27.title_setup           0000 ????         (R )
    28.title_setup           0000 ????         (R )
    
     free ram: 0
     DPC free RAM= 603
       35 bytes of ROM space left in bank 1
     Music player size:  $e9
     Track size:  $4bd
       851 bytes of ROM space left in bank 2
       302 bytes of ROM space left in bank 3
       585 bytes of ROM space left in bank 4
       1909 bytes of ROM space left in bank 5
       35 bytes of ROM space left in bank 6
       1310 bytes of ROM space left in graphics bank
    
    

    If I move the code to the end of bank 2, then every other label gets flagged as unresolved.

     

    Probably something I'm doing wrong, need to play with it some more.

     

    [edit] forgot to add, I have other code also sharing bank2 but there is enough space as you can see from the compile output.


  8. Well to my absolute shock and amazement I've managed to get this working with batari Basic! :-D :-D :-D

     

    Been fumbling around over the past few days trying various ways such as including the asm files directly, creating like a titlescreen kernel etc. Then remembering with Darrell Spice's sfx player you had to register some variables I played around and it started.

     

    I'll post up the code in the batari Basic forum once I clean it up.

     

    Jesus Mary and Joseph!

     

    I can't wait to see this!

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