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1. ## Joystick question

anybody have some good simple smooth code for controls that only go left, right, up and down. No diagonal control I've been experimenting but nothing I've done works very well.
2. ## Atari Programming Workshop Chapter links

By any chance are these tutorials available in a PDF file?
3. ## Multi Sprite Kernel wall detection?

I thought just reversing the Y calculation would work but it doesn't. Even though the playfield is flipped it seems the pfread doesn't flip. So if you have your Player0y at 80, to the Y pfread it thinks it at 2...I think., at least that's what it seems like it's doing. I'll keep playing with it but it's starting to make me pull my hair out.
4. ## Multi Sprite Kernel wall detection?

I've seen this question in past posts but there doesn't seem to be a resolution to the problem. The code I generally use doesn't work and I'm assuming because the playfield is flipped. This works pretty well for standard games but what would the Y calculation be for the multi sprite kernel? if !joy0right then left temp3 = (player0x - 14)/4 : temp4 = (player0y - 6)/8 if pfread(temp3, temp4) then down temp3 = (player0x - 14)/4 : temp4 = (player0y - 1)/8 if pfread(temp3, temp4) then down player0x = player0x + 1 left if !joy0left then down temp3 = (player0x - 18)/4 : temp4 = (player0y - 6)/8 if pfread(temp3, temp4) then down temp3 = (player0x - 18)/4 : temp4 = (player0y - 1)/8 if pfread(temp3, temp4) then down player0x = player0x - 1 down if !joy0down then up temp3 = (player0x - 17)/4 : temp4 = (player0y + 1)/8 if pfread(temp3, temp4) then movedone temp3 = (player0x - 15)/4 : temp4 = (player0y + 1)/8 if pfread(temp3, temp4) then movedone player0y = player0y + 1 up if !joy0up then movedone temp3 = (player0x - 17)/4 : temp4 = (player0y - 7)/8 if pfread(temp3, temp4) then movedone temp3 = (player0x - 15)/4 : temp4 = (player0y - 7)/8 if pfread(temp3, temp4) then movedone player0y = player0y - 1 movedone any ideas?
5. ## Trouble with the Titlescreen Kernel

I had this happen and it turned out to be a bank switch problem. I would go into the correct bank but didn't have the correct return making the game restart.
6. ## Activision style backgrounds?

Sorry, that's what I meant. It's very well done game and a good use of sprites. Must of took forever to get the timing just right. I'm kind of looking for some kind of background to make my games more interesting and I hate programming in Assembly. I'm wondering if there is a way to make the backgrounds in Assembly and import them in to bBasic.
7. ## Activision style backgrounds?

what is the link? I couldn't find it in your profile. Maybe is there a way to do the cool background stuff in Assembly and import it in to bBasic? like the way you can do with minikernels.
8. ## Activision style backgrounds?

Yeah, the way they did Tyre-Trax is pretty crafty using the background colors and multi sprite combo's but it wouldn't work for what I need because I'm going to be using the sprites for the game play
9. ## Activision style backgrounds?

Does anyone know a way to achieve the cool sky backgrounds in batari Basic? like the sunset or mountain backgrounds in some Activision games, and are there any examples out there? I've been experimenting with ideas but the end up using a lot of resources and scanline problems.
10. ## sound help (arrrggg)

cool, I'll check it out. Strange that if you search forums with "sound" this thread doesn't come up until the 4 or 5th page. Should come up almost first.
11. ## sound help (arrrggg)

I've given up trying to make sounds that actually work. Either they don't trigger at the right time or they sound choppy. I've followed the random terrain examples and some others which work until I try to put them into my games. They also seem more complicated than they should Does anyone have simple advice to adding sound? like a good pew, pew when I hit the fire button to maybe explosions that actually work at the right time. I'm really at a dead end when it comes to sound.........and I have a degree in music (lol) aarrgg
12. ## more than one missile question

What I'm wanting to have is 5 vertical lines spaced out to make 4 tracks along the left side of the screen. I'm planing on using the multi sprite kernel so I can have more than two sprites but I don't want the play field mirrored A missile looks great with a height of 80 or so, it's nice and thin looking. I've tried flickering them but it's really annoying. Just thought maybe someone had a good trick to achieve this
13. ## more than one missile question

I know using NUSIZ0, NUSIZ1 can give me 2 or 3 copies of a player and missile but is there a way just to make copies of the missile and not the player?
14. ## Stella and Windows XP

Tried changing graphic settings, general computer settings and running it from a command line with no success.I tried it on another computer I have with XP, does the flicker then the same shut down but 3.9.3 works fine on both. Some small setting must of gotten changed between version 3.9 and version 4. It's working for what I need it to do but I wish I could change the screen stretch. It's like there should be a "choose to fit" option that needs to be turned off but I can't find it. There is a zoom option but it only makes it bigger. My laptop is running a relic Intel Core 2 Duo with a Nvidia GeForce Go 8600M GT, very old but still works great
15. ## Stella and Windows XP

I decided to use one of my old XP gaming laptops to develop Atari games but I couldn't get any the newer versions of Stella to work on XP with service pak 3. When you launch Stella it flashes a few times then program shuts down. I kind of wonder if it has something to do with the render options? DirectX problem maybe. I went through all the versions and the last version that works is 3.9.3 but for some reason it stretches the game. 3.9.3 works fine for me but is there a way to get the screen to be normal and not stretched in 3.9.3?
16. ## Apshai beta 4.2

Cleaned up some more code tonight and got rid of the screen shake. Seems to run smoother now as well. reposted as version 4.2
17. ## Apshai beta 4.2

Very cool!! Thanks. I'll make sure you have a good cleaned up version to try out. let me know if you need anything else Thanks again, Justin Gibson
18. ## Apshai beta 4.2

the rotating bullet was actually a mistake but I liked it. If you play the game for awhile the phantoms move faster and if you get good at rotating the bullet it can make the game last longer. I still want to add sound to this someday, even if it something simple.
19. ## Apshai beta 4.2

Fear of the Dark is a pretty cool game, I remember playing Plague as well. Not a bad platformer. Making games has always just been a hobby for me. I actually like working around the limitations of the 2600. I'll be working on Apshai more on Sunday, will have a new beta version on Monday. My first 2600 game is called Phantoms (or Flicker of light). Kind of the same concept of my Apshai game but your stuck in a dark room and Phantoms come at you but they turn on and off so you don't know where they come from sometimes. If you move they move faster and if you shoot to many times they reset there position. Kind of a cat and mouse game. I got the idea when I was standing in my laundry room and the light started to flicker on and off. My girlfriend said there is a ghost in there, so I made a game of it. you can get it here if you want to check it out http://bit.ly/Phantoms2600 you don't have to sign up for dropbox and hit the download in the upper right corner.
20. ## Apshai beta 4.2

Thanks for the feedback, I am in the process of cleaning up the code and have rewritten a good part of it. I wasn't really trying to make a port of Apshai, just wanted to capture elements of the original game and make a simple dungeon crawler style game on the 2600. All about getting the high score and seeing how far you can get. Writing this game was basically started because someone said I could make an Atari game and I like a challenge. I choose Batari Basic over assembly mainly because assembly is so boring to program in. The original Atari game programmers had a hell of lot more patience that I do. Time is my problem right now. I only have a few hours on the weekend to work on it. All the elements that I want from the game are done, just cleaning it up is what I'm working on now. Thanks again,
21. ## Apshai beta 4.2

Hello everyone, been working on a Apshai for the 2600 game for a few months now. Based off the classic Gateway to Apshai EPYX game. Except for bug fixes, this will be the last beta release, it's basically the game without the final level 40 boss fight. This is the endless dungeon version. Changed a bunch of stuff and fixed a bunch of bugs. Still have a few more bugs to iron out but it is playable. I do plan to release carts for the final version hopefully in the next few months. You can download it from the link or from the attached files. Remember to hit the download button in the top right corner from the link. Thanks for playing!!!! http://bit.ly/Apshai1 August 18, 2018 edit: Cleaned up some more code and it's running a little smoother now. apshai manual.pdf ApshaiTEST_v4_2.bin
22. ## Apshai 4th beta release

Aug, 11 Updated a few things. Cleaned up some code so it runs smoother and added sprite animations. Also updated the manual a little Thanks for playing
23. ## Apshai 4th beta release

Hello everyone, been working on a Apshai for the 2600 game for a few months now. Based off the classic Gateway to Apshai EPYX game. This will be the last beta release, it's basically the game without the final level 40 boss fight. This is the endless dungeon version. Changed a bunch of stuff and fixed a bunch of bugs. Still have a few more bugs to iron out but it is playable. I do plan to release carts for the final version hopefully in the next few months. You can download it from the link or from the attached files. Remember to hit the download button in the top right corner from this link. Thanks for playing!!!! http://bit.ly/Apshai1 ApshaiTEST_v4.bin apshai manual.pdf
24. ## In game timer

lol, never mind. I figured it out using the timer.inc
25. ## In game timer

I know how to do a timer using the score but is there a good (easy) way to do a timer without the score? Basically I want the screen to change color every 30 seconds or so. It sounds like something that would be easy but I'm not getting it for some reason.
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