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Everything posted by GradiusLover2000

  1. This thread has died because of loss of interest. (and code... sorry.)
  2. You probably need to make a physics engine. This requires squaring numbers, as shown in most physics formulae... You're in for a lot of memory usage Edit: oh and trigonometry... LOTS of it. I took a physics course and it still was hard for most (although i did excellent)
  3. Is there a game that is like Burnout Paradise (xbox 360) (free roam, select your races)?
  4. Thanks for the idea! A free demo (mapless version of the same game, actually...) is now on the same site link for those who are skeptical to buy it!
  5. Next I am planning on a single player mode. You would do so by using the right difficulty switch, and the left difficulty one i'd probably use to select the slowing pellet's availability.
  6. Okay, so I did as much as I could to polish it! Its is now an 8k rom with 32 maps to choose from before you battle! The game is no longer free, and will now cost $1.79
  7. Yeah, I'll darken the sprites. I'm going to leave out the title screen because back in the 80s a two player game on the atari didn't have one (Combat, for example). And then there's animation; i'll add some of that for the ghosts, too, and probably make the actual player 12 or so pixels high to incorporate a body animation, but other than that i will probably also add a "winner:" screen.
  8. You're looking at the wrong game, silly the game is Jukes Battle, not just Jukes. That version you are talking about i lost the source code for
  10. Well, as it turns out, the game was originally for windows 32-bit! You can play any of those versions, too if you want; if you have the money. The current price on the fullest version (includes music, fonts, and 256 levels with possible powerups) is $1.49 USD. Edit: this version is called Jukes - Redux.The older atari version (that doesn't have the word "battle" in it) is the same style as jukes redux, except 32 levels, no music, and no sprite acceleration.
  11. ANOTHER HUGE GAME UPDATE!!! Ghost repellent collectables and 7 lives per player added!
  12. Never mind; i figured it out. But this answer will be useful: dont forget to redifine player colors every drawscreen
  13. Please read the title. It should be all I need to ask. Anyway, pfscore wasn't working after adding it to a code with players 0 and 1 already being used. It shows up, but not player1. Any reason why?
  14. Yes you can replace it, but reprogramming it would require removing the uveprom and placing it on a serial programming board. Dont know if there is any of those anymore... Anyway, in the US, you cant upload a game's actual rom again from a website; that's illegal. You will have to make your own game if you want to go the route of programming. Oherwise I recommend buying another entire cart on a website that has it for the actual console. This is because the glue logic might be your problem, too. So if you dont feel like buying the same game twice, try replacing the 74LS first.
  15. HUGE GAME UPDATE!!! A special missile tile can slow down your enemy when you collect it (no button required!)!
  16. The game I have developed in bB is complete! The compressed binary is up on here: GAMEJOLT Remember, its under Jukes Battle - Atari 2600 Edition! It is free for a limited time. EDIT: I think you guys need pictures...
  17. Anyway, that is not the point. I need my source code looked at because it compiles fine but runs incorrectly and it is NOT the same game in the gamejolt link
  18. Sorry forgot the "s" in "games" when i entered the link. It should work now
  19. The code is attached. I made another version on gamejolt.com/games/jukes/281986, but i needed a multiplayer edition. this code doesn't work very well, as TWO ghosts pop up when the WRONG controller fires, and the ghost spawns in the INCORRECT spot. I need it like this: Two players flash on the screen. Once one and ONLY one gets the ball that spawns randomly accross the same row, they can fire a ghost at the other player that follows them at half their speed. The ghost, however, must spawn 10 pixels away from the player fired at. The .bas file is linked below.jukesii2600.bas
  20. This version works! I originally got the files from bataribasic.com, so yeah, it was my version. Thanks!
  21. I found this weird bug in bB 1.0 after compiling an 8k bank switching program, it assembles with three unresolved symbols: BS_return BS_jsr scoretable Why is this? Do I need an older version or a newer one? Or is it my program? I don't think it's my program because bank-switching examples don't compile either.
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