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Posts posted by KevKelley
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Had some fun playing this on my phone. I love the concept!
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This keeps getting better! And I for one like offline functionality, as I tend to use my laptop in places I have no connectivity.
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Just updated the .bin on the first page.
I tried to fix up some of the code in the minigames, mainly Carts and Trolley Volley being that Dock Boy is pretty much the maingame bonus screen.
This update focused mainly on Carts. I reworked the movement and collision detection by basically using the code from the maingame with some gosubs. So far it seems to work well and I was able to free up a little space.
My next goal is to fix up Trolley Volley.
Since my last main edit, something happened with the audio, to where the sound gets stuck on once gameplay begins which is very obnoxious. I will have to check to see if one of my Carts modifications interfere with that minigame. I also want to tweak how the score is kept. Currently I use a graphical error to divide the two scores but I may try something else to make it look more uniform. For the most part that minigame is also done, but since I lack a reliable 2nd player it is the least tested of the games.
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Just checked and I am using Windows 7 on an old laptop. I thought when I started on my PC years ago on Windows 10 it worked but I do not remember
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This is awesome. I had recently saw some use of sprites for titlescreens and it had never occurred to me to use them for such a purpose. This looks great and I definitely want to play around with it now.
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While it is unfortunate they had issues on their initial release, it is actually comforting that they experienced such an overwhelming response. Here is to future endeavors from the team at Audacity!
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This sounds real cool. I had been following it's progress for a while. I just downloaded it so that I may try it later (on my phone).
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Thank you so much for these games. I had been a fan of many of your games as a youth (A Boy and his Blob being my favorite and first game I had saved up for with my own money).
Here is the question:
In developing these new games, has the creative process been a collaborative effort or is it more or less the brainchild of one programmer?
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After thinking some more, another thing I had thought about that could make things interesting is perhaps a way to create a template for the game being made in an easier way.
I kind of touched up on this idea in another thread where I was wondering about the difficulty of moving the position of the score and life counters/status bar in the kernel do that it may appear on the top of the screen. Maybe kind of like the titlescreen editor...
Maybe allowing the programmer to kind of set up the parameters of their kernel in a more detailed way. I imagine this would probably be a big pain on the back end but maybe open up more for the programmers and maybe offer varying appearances for games.
And maybe even an easier way of doing things like the titlescreen (I have had a hard time trying to figure that thing out after multiple tries but do like the results when done).
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Ahh. I didn't know if it was something like cutting the code and pasting it on the top (oversimplified, of course).
Part of me was just thinking of appearance variations, but also utilizing the space for game play. Kind of like in Mario, so that the score can maybe be at the top and look as if it is floating in the sky and the bottom platform be a bit lower.
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Was just curious. How hard is it to mess with the kernel to do something like move the score and life counters to the top of the screen instead of the bottom?
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I've probably read RT's site hundreds of times and sometimes I never put two and two together.
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I don't know much about those things (although it would be an eventual goal of mine to learn) but would something like this work with DPC+?
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9 hours ago, Karl G said:Nothing that simple, but if you can e.g. set a ball or missile to the background color, you can use it to cover the portion of the sprite that you don't wish to display.
Thanks. I had a free moment and was revisiting some ideas I had that involved the sprites moving off screen but I didn't want to shorten the playfield with black bars on the side.
Previously I was playing around with an extra wide sprite and as it moved towards the border I quickly shrunk it's size and then tried to mask it with a ball or missile.
The game idea I was working on didn't really need too much space so I had considered just making several sprites and as it got closer to the border it would just change the sprite but then that got me thinking about player height.
I'll still play around with this. Just figured I'd ask.
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I was curious if there was an easy (or simpler) way to adjust a sprite width similar to using player0height rather then creating numerous sprites, each with one less column.
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The only thing I could think of which I don't know if it would be wishlist worthy would be maybe a simpler or easier way to determine collision detection with a copy of a sprite.
Or if that is easier, then also making it simpler to do something like shoot a copy and then eliminate it.
So let's say if you have a game where you have 3 copies of a sprite and you shoot the middle one, make it easier to switch to to the 2 wide spread copies of a sprite.
I'm sure if I knew more or was more proficient in programming I would come up with more.
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With the issues corrected from November, I had been testing the game to see if it would go over 262 cycles. As I had posted in the past, it would appear to only go over a cycle or two in Stella but I would never experience any kind of screen jumping on real hardware. After testing I only seemed to experience this issue whenever I was moving downward. After numerous tweaks the issue seemed to occur less and less. My assumption is that this would happen because of some conflict with some of my various if/then statements involving joy0down, or movement in general.
So far I haven't experienced any overcycle issues during testing, granted my testing sessions haven't been that prolonged.
So with this issue considered "fixed," I just have some minor things to work on here or there and Crossdock will be done.
I plan to now check the minigames for any issues, as I have found a couple minor ones that need correcting.
Updated .bin on first page.
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I had recently played Tower of Rubble with my 7 year old and he had a blast. Once he got over running off the island for fun it was a real exciting.
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I had received my package the other day and had finally had a chance to open it up. It was beautifully put together. When I had opened it with my children, my youngest (3) literally "wowed" when I opened the package And he loved the artwork. My oldest (7) is looking forward to playing this. I can't wait because since we last played my oldest has become better at games and the baby has really gotten excited watching the action on the television.
Thank you again @Armscar Coder for the thoughtful gift and from my family to yours, we wish you a happy and healthy holiday.
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Okay. I understand!
When I changed the shooting code I forgot I didn't need the bit check on Line 283. I deleted that along with the other check for f{5} for now and when I get home I will do the other changes.
Thank you again.
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12 hours ago, bogax said:You're doing something with bit 1 of f so you should use a different bit for the fire button flag
If you're going to use a single bit you have to use a single bit in the if statments too
You should move the initialization of the missile position to where missile direction gets set
I apologize. I am a little confused.
I did notice that I had forgotten to indicate the bit in a couple of the if...thens but in regards to the fire button flag I wasn't sure what you had meant. I know in the original example you had it as a full variable so I had thought that I could use a single bit for the flag for P1 and a different bit from that variable for P0.
I had also tried the initialization of the missile position in other parts of the code but noticed that it would interfere with how the missile fired.
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I love it! I had been wondering about this game for a while, as I have been looking forward to playing it with my sons.
There was also that image of the custom cart with the mole poking through. I was wondering if you had any success making it? I am a fan of custom carts and thought it really cool and had a thought of if it seemed to difficult, what if the end label area as customized instead with?
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I just replaced the shooting code in my program with the new shooting code and I noticed that the same issue with the P1 shooting exists, where it does not shoot in certain directions (UR, DR, and DL).
By chance I played the file in z26 and it seemed that all directions seems to work. I tried again in Stella 6.0.2 and it didn't work.
Weird.
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Thank you @bogax!
So I was playing around with the code inside my original program to get it to work and after some tweaking here and there I fit it in!
I had made a couple adjustments to get it to work. Here is what I did:
if collision(ball,player0) then goto skip_m0_direction if j0f{0} then missile0x=player0x+3:missile0y=player0y-4 pj0f = j0f if joy0fire then j0f{0} = 1 else j0f{0} = 0 if !pj0f then skip_m0_direction if j0f then skip_m0_direction m0d = (SWCHA ^ %11111111) / 16 skip_m0_direction if !m0d then missile0x=200:missile0y=200: goto skip_move_m0 missile0x = missile0x + m0x[m] missile0y = missile0y + m0y[m] skip_move_m0 if collision(missile0,playfield) then m0d=0 data m0x 0, 0, 0, 0, -1, -1, -1, 0, 1, 1, 1 end data m0y 0, -1, 1, 0, 0, -1, 1, 0, 0, -1, 1 endI had added the check so that it spawns the missile by the player.
I had added the coordinates to put the missile off screen.
I deleted the 0 in the data table bracket.
I changed a value in the table to allow for shooting in all directions (originally I was going to not shoot backwards but this method made it much easier).
I also added where if you grab the ball in the game the shot continues but it is still locked out.
This has been a very good lesson for me, as I had always been confused by some concepts, like SWCHA or data tables. I had only previously used a data table for the lightning sound in Bag Boy when I tried using data tables for sound for some reason (I kept it because I liked the effect even though it didn't end up how I expected). And looking at my old code for the SWCHA, I don't know what I was thinking. I think I just inserted the defining of the temp value but then never did anything with it.
Now all I gotta do is copy this for Player1 and delete my old code and check any other code that previously used the spaghetti code.
Thank you @Random Terrain too! Your site and sample programs have again proven to be invaluable! I truly wish one day it could be in a book form so I can bring it with me everywhere!

bB:New Tool for creating PF + 48 px title screens (functional WIP)
in batari Basic
Posted
This is beyond amazing, as I have such a hard time using the Titlescreen editor in VbB. Now I need to finish Crossdock so I can use this on my next game!