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Everything posted by KevKelley
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I still have things I wanna do with the graphics to give a more varied experience. And then depending on how much space I may try to improve upon the simple walking movements and may tweak the playfield a bit. Overall I am pleased. Once I finish with the virtual Sprite behavior I am going to add power ups and bonus items.
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Here is a current screen shot with all sprites and the added life counters and timer bar.
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Thanks! Your help on the other thread has helped me move onto another gameplay element. Now I can try to hammer out some details. I'm now trying to figure out the behavior of the vehicles and customers at different difficulties. It is exciting that it is resembling a real game more and more each day. I hope to have some time to work on it the next few days to where I can have a new update relatively soon.
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Thanks again! I had wound up using a scheme similar to the first option and had indeed considered using a global counter. So far I have it set to decrease one position every couple of seconds but can increase from a collision between the player and its target. I will eventually try to make a power up that can increase or stop the clock. I guess what tripped me up was that I thought the mini kernel was the only way. I had tried to make some kind of pfpixel counter to some success but didn't like the appearance. With this I like that it fills the blank space on either end of the score.
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Now all I have to figure out is how to make the statusbar act as a timer and decrease at a reasonable speed.
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I had finally got an opportunity to implement the test code you had posted and it works perfectly! Thank you very much. This little thing had kind of held up some gameplay elements I had wanted to play around with.
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Collision Detection Issue - Teleporting Sprites
KevKelley replied to KevKelley's topic in batari Basic
I will definitely revisit my code and try to clean it up some more. Thanks for the tips! -
Collision Detection Issue - Teleporting Sprites
KevKelley replied to KevKelley's topic in batari Basic
That would probably be the obvious thing to do! My brain was running around in circles. I would also have to double check but I thought I had a whole bunch of code inbetween the goto and the label and through some quick revisions I may have left some things around. -
Thank you! I have found the process both daunting and rewarding, especially since this is my first game. I had started with an idea without realizing the limitations of the system and have been trying to educate myself along the way. This has caused some gameplay revisions and some added elements that I have come to really enjoy. I was aiming for an arcade feel while avoiding something done over and over. I feel like the gameplay is familiar but new. Any suggestions are definitely welcome. They will help me become better. I just got the car spawning for all the vehicles and am now working on their behaviors. When I get stumped I hit the forums. I have a long way to go but when I see screenshots of my first iterations I feel encouraged. I'll hope up have another update soon once I hammer some things out.
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Cool. I'm gonna have to check that out. Thanks.
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Okay. Thanks. I was playing around with a separate screen and I like the idea of a graphic appearing with a life total. I was having a hard time trying to use the title screen wizard so I guess this will be an opportunity for me to learn! I'll keep my eyes on any development...
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I wasn't 100% certain. When I placed it in my code I got a rolling screen and some buzzing so I was gonna opt for a separate screen that announces lives but I liked the idea of a status bar for doing something like act as a timer.
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Are life counter and/or status bar minikernel not compatible with DPC+?
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After some work today I finally fixed my collision detection and any issues related between Bag Boy and the shopping cart so I had then moved onto the spawning of the cars and the second customer. I haven't quite determined how the second customer will behave. Also took a bit to figure out how to use the score as a determining factor for when new cars will be introduced. I am thinking certain gameplay elements will be introduced at certain score intervals while their behaviors may react to other variables. Anyway. I will update the .bin and .bas on the first post! Thank you to all who have either answered my questions or had taken the time to check out my progress!
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Collision Detection Issue - Teleporting Sprites
KevKelley replied to KevKelley's topic in batari Basic
SO... when I flipped the order of the collision check and added a second and third line checking the x and y coordinates it seemed to work. if player0x <= player1x +8 && player0x +8 >= player1x && player1y + player1height >= player0y && player1y <= player0y + player0height then goto _bagboycart if player0x <> player1x && player0y <> player1y then goto _skipcheck0 if player0x = player1x && player0y <> player1y then goto _skipcheck0 if player0x <> player1x && player0y = player1y then goto _skipcheck0 When I didn't include that last two lines every time the x coordinates or y coordinates matched the cart would teleport to the player. So now it seems like everything is functioning as normal. I'm sure there is probably a better way but at least I can move onto something else for the time... -
Collision Detection Issue - Teleporting Sprites
KevKelley replied to KevKelley's topic in batari Basic
So i replaced if !collision(player0,player1) then goto _skipcheck0 with if player0x <> player1x || player0y <> player1y then goto _skipcheck0 and it seemed to work... but now it doesn't seem to detect collision with the cart. So teleportation is good, collision still needs work. lol I don't entirely understand other than the issues I had read about regarding the DPC+ kernel and virtual sprites but I'll take it. I'll keep reading up on this and fixing as needed. Thanks for pointing me in the right direction! -
Collision Detection Issue - Teleporting Sprites
KevKelley replied to KevKelley's topic in batari Basic
I can probably replace it with something like if player1x <> player 6x then goto... -
Collision Detection Issue - Teleporting Sprites
KevKelley replied to KevKelley's topic in batari Basic
Ah. When I get a chance tonight I will play around with that. I had it kind of stop when I messed with the first collision code and since it seems to teleport to player0 I had a suspicion it dealt with how I had the player capture it. And I'm sure having virtual sprites complicates things. I'll conduct more trial and error experiments later. -
Collision Detection Issue - Teleporting Sprites
KevKelley replied to KevKelley's topic in batari Basic
I just double checked and didn't see any collision(player,player) statements. This is the relevant code rem player collision with cart if !collision(player0,player1) then goto _skipcheck0 if player0x <= player1x +8 && player0x +8 >= player1x && player1y + player1height >= player0y && player1y <= player0y + player0height then goto _bagboycart _bagboycart player1x=player0x+3: player1y=player0y+7:goto _skipcartfollow _skipcheck0 rem cart movement following car if player1y < player2y then player1y = player1y+carty if player1y > player2y then player1y = player1y-carty if player1x < player2x then player1x = player1x+cartx if player1x > player2x then player1x = player1x -cartx _skipcartfollow rem collision bagboy with customer2 if !collision(player0,player6) then goto _skipcheck1 if player0x <= player6x + 8 && player0x + 8 >= player6x && player6y + player6height >= player0y && player6y <= player0y + player0height then goto _bagboycustomer2 _bagboycustomer2 AUDC1=6:AUDF1=20 player6x=rand:player6y=220 score = score+5 _skipcheck1 rem collision with customer2 and cart if !collision(player1,player6) then goto _skipcheck2 if player1x <= player6x + 8 && player1x + 8 >= player6x && player6y +player6height >= player1y && player6y <= player1y + player1height then goto _cartcustomer2 _cartcustomer2 player1x=player6x+3: player1y=player6y+7 AUDC1=rand+1: AUDF1=rand+1 score=score-1 _skipcheck2 rem cart collision with customer if !collision(player1,player4) then goto _skipcheck if player1x <= player4x + 8 && player1x + 8 >= player4x && player4y + player4height >= player1y && player4y <= player1y + player1height then goto _cartcustomerhit _cartcustomerhit player1y =170 : player1x = rand AUDC1= rand : AUDF1 = rand score = score + 25 : AUDV1 = 8 _skipcheck rem cart collision with car if !collision(player1,player2) then goto _skipchecktwo if player1x <= player2x + 8 && player1x + 8 >= player2x && player2y + player2height >= player1y && player2y <= player1y + player1height then goto _cartcarhit _cartcarhit player1y=170:player1x=rand AUDV1=8: AUDC1 = 1 : AUDF1 = 31 score=score-10 _skipchecktwo rem player collision with car if !collision(player0,player2) then goto _skipcheckthree if player0x <= player2x + 8 && player0x + 8 >= player2x && player2y + player2height >= player0y && player2y <= player0y + player0height then goto _bagcarhit _bagcarhit player0y=32 : player0x = 73 AUDV1=8: AUDC1 = 3 : AUDF1 = 29 player1y=170 : player1x=rand score=score-50 _skipcheckthree rem player collision with customer if !collision(player0,player4) then goto _skipcheckfour if player0x <= player4x + 8 && player0x + 8 >= player4x && player4y + player4height >= player0y && player4y <= player0y + player0height then goto _bagboycustomer1 _bagboycustomer1 AUDV1=8: AUDC1 = rand : AUDF1 = rand _skipcheckfour -
Collision Detection Issue - Teleporting Sprites
KevKelley replied to KevKelley's topic in batari Basic
I had followed the other thread where creating a box around each Sprite. I thought I had eliminated any collision statements I had originally made. There were a few "if !collision" statements but I think only preceding each box, like the example had. I will double check in the morning and see if I had missed one when I was deleting my old code. -
I think I am stumped. I think I got collision detection down between player0 and the virtual sprites but I have come across an issue where whenever player0 touches a virtual sprite player1 would teleport to the player0 location and linger. I have a feeling the solution is super obvious and has to deal with how I have the player0 "capture" the player1 sprite when they collide because when I deleted the line that ties the player1 coordinates to player0 the teleportation problem seems to be solved. Is it due to placement of the code? Should I create a variable that turns the collision on or off for player0/player1 so that it doesn't teleport or linger? BBPv020219.bas
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I was confused at first when every time I had a collision between player0 and player 2-4 my player1 sprite kept bouncing around. I had to reread the DPC+ page a few times but had a hard time understanding it at first.
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I was soon to ask this question regarding collision. I was getting tripped up and making all sorts of weird code to try and get it hammered out. I will have to try this out tomorrow. Hopefully I have time. I have jury duty so plan on sitting around all day at the courthouse.
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Real life Atari or Blade Runner Atari?
KevKelley replied to insertclevernamehere's topic in Atari 2600
It took my family some time to get a Nintendo but we had my dad's Atari. I would wake up early to go in the basement when my brothers would go to school to play games like Joust, Atlantis, or Dig Dug. I even had Alpha Beam with Ernie (because I guess my parents figured I could learn from the system. We didn't have many games but it was awesome. By the time I had my own job, video games were getting expensive so I got back into the VCS scene buying my old favorites and some new ones. Learning about homebrews made the system even more endearing and since I record music, discovering things like the SynthCart solidified my love. I got tired of waiting for these graphically beautiful games only to be met with horrible game play, micro transactions, or online limitations. I love the simplicity and fun and am amazed by the creativity Atari programmers possess.
