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s0c7

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Everything posted by s0c7

  1. s0c7

    Multicart

    Let's try this again. This was the 1st bB program I did. It showed (the source in particular was a mess). Now that I have a little better feel for the 2600 as a platform and feel a little more comfortable doing BASIC again, I wanted to redo this. I probably should have started over from scratch, but whatever. I've redone maybe 75% of what was there. It doesn't show so much playing the game, but you'll notice a few subtle differences. Anyway, this is only the 1st build. Still needs tweaking. My intention is pair this with a slightly updated version of Pirate and maybe something else when the next version of bB comes out. I've done some tests and a multi-game bin should be no problem. In the meantime, my biggest question is about the initial stage. When you have the dual enemy jets on the screen and you shoot one, you advance to the next two. I kind of like it like that (reminds me of Combat). Would this be better : you have two enemy jets, shoot one, one left, shoot it, two more. I sort of think that would disrupt the flow, but I've been known to be wrong. Opinions? For those that have never played it before, yes it is in b&w. Beat the game and it will unlock the color version (fight your way through to the bomber and shoot it down before running out of missiles). Left difficulty switch toggles 1-p 2-p (player 2 controls the enemy jets).
  2. Small update. Free time is an increasingly foreign concept to me. Anyway, once and only once per game you can now teleport (think hyperspace in Asteroids). The only check I make is to make sure you don't wind up back in the exact same spot. As such, you might land on the eye or a scroll. I've won the game by teleporting onto the last scroll. I tend to think that's how teleporting/hyperspace should work. Anybody feel differently? I still have over 1k free and some ideas. I also need to tighten up what's here now a bit. Might take a while. Weekly updates are probably over.
  3. s0c7

    Run!

    ** EDIT ** Ok, I understand now. I guess you are supposed to be able to fall through to the top of the screen (walk off the initial platform). You might want to drop the strip at the top of the screen down one level so the player can appear on top of it. Nice job.
  4. ...... ok....... Happy Halloween! (it's not finished yet)
  5. Thanks. BTW - I like the drip effect in the new version of Ooze! Plans for the future: - Background music - More interesting death animations - Something with the playfield (still thinking about what I want to do) - Improved AI for the eye (will have to wait until I figure out what I want to do with the playfield) - Game title is going to be "Evil Eye"
  6. Since I'm going 4k, I guess I'll try the other thing I've been meaning to take a stab at - background music. Got a few tunes in mind. We'll see if I can get it to work. Not promising anything. I suck at music.
  7. Ok.... guess I know what I'll be doing next weekend. Improved AI is #1 on the list. And probably a bump up to 4k. Anybody have anything else they'd like to see? BTW - During playtesting the best score I got was in the low 300's.
  8. Hmmmm..... I was worried it was too easy. I had to dumb the eye AI down compared to how I originally had it. Hint: Try going around the top of the eye. But yeah, I should be able to alter the speed no problem. If I leave it 2k, this is probably pretty much it (0 bytes free). If I bump it up to 4k I may put pyramids in as obstacles (Dr.Fate has a Egyptian mythology thing going, so that would sort of fit).
  9. ... so I thought I'd experiment. Wanted to see if : 1) I could get something done in 2k 2) Some of the graphic tricks that I thought should work actually worked the way I thought they would. Sprite blending in particular may interest some of you. Anyway, you are Dr. Fa........ uhmmm..... "superhero guy from Earth-2". You must retrieve the 5 scrolls of Anubis. They are guarded by the Evil Eye. If you touch the eye you die. You only get 1 life. If you collect all 5 scrolls, you read the magic spell on them which kills the Evil Eye. Try to collect all 5 in the least amount of time (the score increments the whole time). Simple game. *** EDIT *** Normally I remove old versions when I post new ones, but in this case I'm letting the 2k version stay. One note - if you look at the variable list at the top of the source, what 1 and 2 are for variable g should be reversed. d'oh.
  10. s0c7

    Pirate!

    .... also ...... coming soon. Based off of (but altered enough so MB won't get po'd).... (note: got the above image from www.boardgamegeek.com) Another niche game.......
  11. Change the location to "outside", with appropriate obstacles. Change your car to the hovercraft. Make the end goal Sanctuary. Pick up pieces of the dismantled REM for extra points. Make the enemy car the car-thingy the sandmen used. And voila..... Logan's Run - The TV Show. It did have a few decent episodes. I liked the one where they brainwashed him and he went back to the city to be a sandman again.
  12. s0c7

    Pirate!

    Pirate (have dropped the !) is finished. Minor cosmetic changes from the last one. This is the version I submitted to the 2005 MiniGame Compo.
  13. s0c7

    Pirate!

    Thanks! There will be at least one more version before I declare it to be finished. Right now I'm doing the boring part - documentation. Writing a small manual to go with it so people who play it outside of the context of this thread will know how to play.
  14. s0c7

    Pirate!

    For the most part, I guess this is done.... What's new : A few more simple sounds A new enemy - the snake. Like most real snakes, he won't bother you if you don't bother him. But... he never leaves the area he's in, and he may or may not be on top of something you need. You can fight him with or without the sword. Odds are better with. Either way, the odds are better than fighting the pirate. Fixed a bug in the fight routine that I didn't notice last time around. Moved the pirate to the foreground so you can see him in all his "Pirates of the Caribbean" glory. This was more or less the inspiration for this game. Anybody remember these?
  15. s0c7

    Pirate!

    Another new version. No new sound yet. The following gameplay changes: - If you run away from the pirate (with or without the sword) he will steal the shovel. - When you pick up the shovel, the pirate will now make a b-line for the treasure. - If you have the sword and fight the pirate, the odds are slightly in your favor. One hit will do him in. If he hits you once, you will be wounded. The 1st person screen will turn red to let you know this has happened. Another hit will kill you. At this point, the odds are more in his favor. Up to you if you want to keep fighting or withdraw (losing the shovel if you have it). Fighting without the sword is still instant death. - There is now a flower on the island that has medicinal properties. If you are wounded, you can seek it out and use it to restore you to full health so you can have another go at the pirate. Using it when you aren't wounded just wastes it.
  16. s0c7

    Pirate!

    Transitional release. Having to rework some things internally to free up some resources. Please report any bugs you encounter. Also a partial sound release. Haven't finished yet. The odds are also now slightly in your favor if you fight the pirate with the sword (still wanting to work on this piece a little more).
  17. Not yet. I think somebody mentioned maybe trying to do a Stellar Track-style kernel in the future. For now, your only real option is to use player0/1 (or the playfield). Homsar http://www.atariage.com/forums/index.php?showtopic=73280 is a game that does some text during the intro. If you're going for more than one small word, it'll probably have to be vertical.
  18. s0c7

    Pirate!

    Ok, sound it is. That will probably be the main new feature of the next release.
  19. s0c7

    Pirate!

    The duel portion is something that I'm still trying to work on. There may also be an additional enemy in the future that will cause new complications. I'm also going to put this question out - how important is sound in regard to this game? At the moment, I think I can stick a few Adventure type sounds in to indicate things happening as well as other stuff. But it may get to the point that it comes to a choice between audio and extra gameplay options. I would lean towards a silent release if it comes to that. Opinions?
  20. s0c7

    Pirate!

    New version. New stuff..... You ship was sunk in a hurricane on the way to the island. As such, you now wash ashore the island at a random location. This also explains why you don't have a shovel, etc. The shovel is a leftover from another adventurer who met his fate on the island while seeking the treasure. You will need it to dig up the treasure (indicated by an x on the ground). If you encounter LeDuc while carrying the shovel and you don't have the sword, he will steal the shovel (he is a pirate after all) and give it to his equally undead parrot who will deposit it somewhere else on the island There is a sword laying around as well. This is the actual sword that killed LeDuc in the first place. It is the only weapon you can use to lay him to rest permanently. You are free to try to fight him without it, but you will die. As he was an excellent duelist in life, fighting him with the sword is not a sure thing either. A fight will be a 50-50 affair. Up to you whether you want to try to avoid it or not. You pick up items and fight/dig with the fire button. If you pick up the shovel, the display will turn blue. If you pick up the sword, it will turn yellow. If you have both, it will turn green. As this caused a lot of confusion earlier, I'll explain the displays again. Probably best to think of this as one of the old text adventures which would draw a picture of where you are. This IS NOT a first person game in the sense of something like DOOM. Pushing up on the joystick won't make you go forward. The display on the left is a 1st person view of the area you are in (but again, only in the sense of an old adventure game). The display on the right is like an overview of the joystick which tells you which directions you are allowed to move. Up on the stick is north in the game game world, etc. The game world is a 7x7 island. The outer edge of the island is beach, with the interior being trees and whatnot.
  21. I don't have time tonight to look into this, but I just d/l'd 0.3 and tried compiling F-4 & Pirate. I knew the bins wouldn't work right, but I thought they would probably compile. But they both return label mismatch errors, which is an odd problem to be having for something that was working.
  22. s0c7

    Pirate!

    He was talking about the TI-99/4a one. It's like Star Trek, every old computer had a version of it. No 2600 version though. on-line version http://www.inthe70s.com/games/wumpus/index.shtml Creative Computing http://www.atariarchives.org/bcc1/showpage.php?page=247
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