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alfredtdk

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About alfredtdk

  • Birthday 10/28/1974

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    Brazil, SP

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  1. I agree, the image of the submarine also came to my mind. There are different models, from the simplest, white and black to the most complex. with multiple colors. I made some changes to the colors to improve this. As for the wheel that propels the boat, it is generally located in the centralized part of the vessel, do you think there is a need to improve this animation of the wheels? Steamboat_3_Wip9.bas.bin
  2. Testing a more realistic steamboat. Steamboat_3_Wip8.bas.bin
  3. The steamboat made with the players with more graphic details. Steamboat_+Details.bas.bin
  4. I tried an example using both players to compose the width of the boat. Steamboat Horizonty Larger.bas.bin
  5. Very cool this. Did you need to use both players to build the twins? Programming in assembly, I believe, gives you other possibilities and freedoms to create what you want with your own display kernel.
  6. Currently I think it would be easier to follow the example of the dragon from Dragonfire, than to use the playing field to increase the sprite's width. It seems to me that the dragon's body is made up of several sprites lined up and synchronized in their movement. Has anyone used this feature in Batari Basic in any game?
  7. Yes, I always turn to BB at RANDOM TERRENO to resolve doubts. These are great examples, thank you. I'm currently exploring the multisprite kernel.
  8. Maybe I will adopt logic from the Miner 2049er elevators, to switch between the port areas of the pier you must press up or down. Steamboat_3_Wip7.bas.bin
  9. More mischievous creatures to challenge our brave sea captain? Steamboat_3_Wip6.bas.bin
  10. Screen by screen concept (Pitfall!), consisting of 7 different screens in total. Just test it for now. Steamboat_3_Wip_5.bas.bin
  11. Concept with the model of 3 docks arranged vertically, the maximum supported in the standard kernel is 11 lines. From here I'm thinking about the possibility of migrating to the multisprite kernel to have other possibilities and benefits leaving the standard kernel. The current concept model in my view is very close to the M.A.S.H. game, that is, you must transport a certain load limit to the docks in order to earn a score. The difference is that there will be a time limit in meeting the objectives of collecting and unloading the cargo at the docks, the life bar will symbolize the steamboat's boiler, where the boiler will overheat and thus pose an imminent risk of explosion. of the boat. It will be a race against the clock. Steamboat_3_Wip4.bas.bin
  12. Donkey War.bin Donkey Jurassic.bin Donkey Jones.bin
  13. Concept of port docks for receiving cargo. Docks Steamboat_3_Wip3.bas.bin
  14. I'm thinking about making the source code available to anyone who wants to participate in the development, so that there can be faster evolution. All the ideas expressed about what can or cannot be added to the title are incredible and deserve to be present in the conclusion of this trilogy. Anyone who wants to participate in this project, please send me a private message and I will make the source code available. I thank and greet everyone.
  15. Barnstorming is currently the main source of inspiration for the creation of this third title in the Steamboat series. I'm trying to apply the same concept of using the playing field to compose the body of the vessel, increasing its width due to the grid restriction of 8 pixels. You just need to understand how to combine this, in this kind of symbiosis, a perfect synchrony between sprite and playfield. Below is an example of what the concept of the vessel's width would look like, combining sprite and playfield, not yet synchronized. The only working key is Reset. I don't know if it's just me, but in this wide view of the boat, it seems more realistic and less cartoonish. Steamboat_3_Wip2.bas.bin
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