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KevKelley

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About KevKelley

  • Rank
    Moonsweeper
  • Birthday 08/18/1982

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Profile Information

  • Custom Status
    Lots of hobbies, little time, loads of fun.
  • Gender
    Male
  • Location
    Orlando
  • Interests
    Music recording and production (using vintage and obscure instruments), classic video games, board games

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  1. This is awesome, being sound has been an enigma for me.
  2. Thanks. I had tried keeping the first page updated as I had seen others do it. I guess the later versions down the line were kind of progress reports. I didn't want people to look at the latest build and be disappointed that I made minor changes when something simple may have been a huge development for me. I will also have to definitely revisit Dragonfire. Right now the controls are rather basic. I kind of want to add a little momentum in Bag Boy's normal movement. After playing using the Harmony cart I get the feeling that I have a lot of tiny things to implement and maybe a handful of big things I want to knock out. I just get mad because the few moments I have that I want to program my mind is fatigued and useless to perform any task involving logic.
  3. I have my eyes on this thread because I would love to make my own carts. I was considering the Willem USB model (not sure the exact one) but that is one I had found where the ones selling had a list of every compatible chip so I knew it would work for Atari. Plus I saw a video of a guy making one pretty quickly. I do not like it's exposed board though. My criteria was one that would be up to $100, large comparability, and ease of use.
  4. I had considered making it reflect a little bit. I saw when I tested it on a real TV how it is easy to miss the flashes. I was working on the collision detection between the bag boy and the lightning right now but I have been playing with how it displays. I'm thinking a couple frames longer might be good. And personally unloved the suggestions and love trying to integrate them in my game. It is sometimes a challenge and will push me to do better but I feel overall I think it will make for a better game. Plus it is cool to involve the community. I remember when I was little I used to write letters all the time to companies and game developers. I'm older now but would still love getting a response or have an idea at least listened to.
  5. I have had some small opportunities to program recently so I am almost done working some kinks out of the stage changing. I did play around with the manager cursing, making it resemble the exclamations Q-Bert uses in the 2600 version. I had also altered the way the lightning works. Suggestions were for it to stay on the screen a little bit longer. I personally like the quick flash but what I have done is make it flash a couple times and then stay on the screen a bit longer and if you are touching the shopping cart then it will start to move left or right in your direction. I am still playing around with the timing since I had taken an easy route and just had the lightning appear along side the playfield change and there seemed to be a glitch where when I make the collision check for the bag boy and the cart the lightning stays on the screen after stage change. And as for the stage change, as I mentioned I may have it straightened out. In my original "god mode" for testing I had levels change with the score but I liked the suggestions of having the stages change after a wave of carts. Once I get the stage swaps down to where there are no issues, like sprites remaining on the screen or environmental issues staying in then I will work to add the additional stages, which will currently be a snow stage and what my son suggested - a night stage. My thoughts on how the stages alternate was to use a data table with certain values for the stages so that there be a pattern (I may have that randomize once I start adding difficulty). I don't know how to use data tables or the switches yet so I figured it would be a good exercise to learn. And while the stages will be determined by waves of carts, I think I may keep things like additional cars tied to score.
  6. I just watched the video and I think it looks amazing. Love all the sounds (including the footsteps), options, enemies, and animations. It really does appear to have a nice difficulty progression that requires a bit of strategy. I had been following the blog, as I had done something similar, and it is amazing to see everything from where the game started to the thought process behind the alterations and decisions. It is also inspirational to read because it gets one wanting to program (I know when I have found myself in a lull and I had just read your daily entry it made me sit down and do something, even if it was a minor touch.) It is funny when looking at games like Secret Quest, which is mildly enjoyable, and this, which looks a whole bunch better. Watching ZPH play makes me believe this is a game one can get addicted playing. It is sad that games like this didn't come out back in the day. I feel they would have prolonged the life of the system.
  7. Game looks really cool. Smooth scrolling and I love how the powers are attracted to Zed. Reminds me of a combination of Mega Man and Kirby.
  8. That could be interesting. I had always read people posting about optimization and kind of scratched my head but several big programming sessions I had I started to understand more, whether it was rewriting a line of code or eliminating redundancies. My last big optimization occurred when I was playing around with my collision detection code and freed up hundreds of bytes by simply following the written program. But I would love to understand more about the previous post about why that particular way works best.
  9. There is that new basketball game that looked cool.
  10. Of all systems: Joust Rampart Bomberman series THQ wrestling games Metal Warriors Smash TV Goldeneye Perfect Dark Mario Party Mario Kart Smash Bros.
  11. You might have to post the code for specific solutions.
  12. Okay. I think I understand. I had originally thought I was going crazy when I combed through Random Terrain's website and admittedly, when I look through many of the sample programs online I have a hard time figuring them out while they can be very well documented and rather straightforward... But I find them extremely valuable in my learning. I find this helpful since my end goal is to learn batariBasic and eventually assembly. I think I got your explanation down and plan on playing around with it to see if I can get it work for my game. So a recap: asm lda #<(PFCOLS+6) ; point to the sixth byte in the color data sta DF0LOW lda #(>PFCOLS) & $0F sta DF0HI lda $0E ; white sta DF0PUSH ; changes the sixth byte/row sta DF0PUSH ; changes the fifth byte/row sta DF0PUSH ; changes the fourth byte/row end The first PFCOLS label sets the starting row (pointing to the bytes where the colors) and the second PFCOLS line sets the ending row, effectively creating a range for the later lines to change to a particular color. I would assume if I wanted different colors then a different lda would precede each DF0PUSH. Currently, in my game when I have one area change playfield I redraw the entire playfield, or at most up until I don't need to change anything else so this method would probably use less space as well.
  13. I was looking at the example code. I kind of understand it but trying to adapt it into my program is boggling me. I see how moving the cursor and pressing fire changes the color but what is confusing me is how to basically have a line (or couple lines change together) and how exactly everything works, like the purpose of the constants or what these do DF0LOW, DF0HI, DF0PUSH?
  14. KevKelley

    Windows 2600

    That is awesome. Would make for a pretty cool menu interface for a monogamy cart.
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