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alfredtdk

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Everything posted by alfredtdk

  1. How about you being in control of the earthquakes caused by Stay Puft for an indefinite time by pressing and holding the fire button? With this you can also switch the game's soundtrack. Stay_Puft_Fire_Button_Earthquake.bas Stay_Puft_Fire_Button_Earthquake.bas.bin
  2. My friend, this is simply incredible. The opening telling the story of the tournament with the figure of Goro, I am speechless. The descent of the fighter icons across the screen, the tournament and the battlefield are all very beautiful, faithful to the Arcade. It's incredible that you're managing to compress everything, the logic, to work on the 2600. I congratulate you and those involved in this project. It's too good.
  3. Stay Puft - Earthquake With BB's hidden feature that makes the screen shake, the shakescreen, I wanted to give the sensation that when a creature as heavy as Stay Puft would cause when walking through the streets of a large metropolis, there would certainly be small earthquakes. In the original film we hear the heavy sound of his footsteps. For some reason I don't know when using this feature, it directly affects the game's music, changing it to something more terrifying. Well, I actually liked the end result. Stay_Puft_Earthquake.bas Stay_Puft_Earthquake.bas.bin
  4. Ghostbusters was one of the first films I watched in the cinema, I still love that film to this day. With the recent Ghostbuster Frozen Empire, the Marshmallow Man from '84 transformed into countless cute little creatures. I decided in this proof of concept what it would look like to faithfully port it in monumental appearance to the 2600 system. Here you simultaneously control Stay Puft and the Ghostbusters vehicle, the Ecto-1. To return to the starting positions, press Reset. Stay_Puft.bas Stay_Puft.bas.bin
  5. This can be perfectly adapted. After all, we are just testing the possibilities presented. I was inspired by these current images, with a manga style.
  6. Testing a new type of Quote. More slender, reminiscent of a typical teenager, listening to music through headset. There is also the presence of the green creature, one of the first to appear in the classic game. Quote_Test.bas Quote_Test.bas.bin
  7. Cave Story - Teleportation Computer Room Cave_Story_teleportation computer room.bas.bin Cave_Story_teleportation_computer_room.bas
  8. Cave Story - Teleportation room Cave_Story_Teleportation_Room.bas.bin
  9. I wouldn't even say it's a demo, it's more of a proof of concept than is feasible given the limitations of the system. Cave Story is a grand, complex game, with many puzzles to be solved during your personal journey. It would be a lot of sand for the Atari truck. There would have to be a major adaptation for it to make sense on fifty-year-old hardware. I imagine something along the lines of Princess Rescue or the current Xantiom (which were inspired by Super Mario Bros and Metroid). What we draw in the sprite editor will not be exactly what we see when the code is compiled, this sprite will be adapted to the scan line whether in NTSC or PAL screen format. Perhaps DPC+ would be the most recommended for this type of game, given the resources available for this type of kernel, which is not the case here. I really didn't like this quote sprite either, Quote looked like a malnourished creature, giving the eyes a very sad look.
  10. Right. I think this one, even without the headphones, is the most faithful in terms of appearance to your avatar. For the record, I made a quick addition of headphones using player0 as a complement, so you can check that it is possible. I didn't add synchronized movements with the main player, Quote (player1). This means that the headphones will not follow Quote as he moves around the playing field. It's just an exercise in curiosity, totally possible for the Atari with the use of synchronized virtual sprites. CStory_Headset_Test.bas.bin
  11. I understand. I may be talking nonsense, but to maintain the somewhat flat appearance of the character I think it would be necessary to have a more compressed playing field, with more horizontal lines, and it is possible to increase these lines, the standard BB is 11 lines (11x36), which would affect directly the displayed sprites. Regarding pixel accuracy, it is faithful to the image that the person made for you.
  12. Would it be this? I maintained pixel fidelity in vertical and horizontal lines like the sprite image you posted previously. Cave_Story_Reloaded_2.bas Cave_Story_Reloaded_2.bas.bin
  13. Quote and LatchKeyKid I'm glad you liked it. In this updated version of the first version that I presented at the beginning of the topic, there are some differences in the graphic design of the Quote character. The first is that I gave more space between the character's eyes, but there is a certain price. We know that the sprite grid is horizontal and only 8 pixels, so I had to sacrifice the character's headphones. To remedy this situation, it would be necessary to use virtual sprites to compose the headset. Another difference is that Quote takes longer to wink, which requires more frames per second from the character. Perhaps a delay programming technique, which I'm not yet aware of, will solve the use of fewer frames per second. I haven't yet removed the stickiness that the character has from the playing field, which makes the playing field feel sticky. Cave_Story_Reloaded.bas Cave_Story_Reloaded.bas.bin
  14. BUGA BUGA Possible graphic art for use on cartridges, box art and manuals.
  15. The Swimmer Arts Digital art made by A.I. For future use on cartridges, box art and manual.
  16. Wow. These arts made by artificial intelligence were incredible. I didn't know Canvas yet. I think I'll use this site for the home games I'm developing. Thanks Out_of_Gas
  17. Arts made by A.I. Art for cartridge, box and manual.
  18. This other example uses the standard kernel. With the Quote character using just one color. The advantage is that you don't lose missiles 0 and 1, which can be used. If you want to change the background scene, press reset. In this version, Quote does not have animated movements, it is static. These source codes are available and can be improved later by anyone who wants to venture into learning Batari Basic. Based on source code ex_sprite_with_collision_prevention_and_pfrowheight=7. Cave_Story_pfrowheight7.bas Cave_Story_pfrowheight7.bas.bin
  19. I tried to reproduce some movements of the main character Quote. Based on example source code Fake Gravity Platformer Test. CaveStory2600.bas CaveStory2600.bas.bin
  20. I played Cave Story on the Linux version around 2010. It seems like a simple game at first, but it has complexity and a gigantic world to be explored and many puzzles to be solved. A version for the Atari 2600 would have to have a lot of reduction in these aspects. I did a proof of concept in example code based on Quote image. Edit In the second version I increased the width of the protagonist and the exit door. CP_Cave_Story_2600.bas.bin CP_L_Cave_Story_2600.bas.bin
  21. Buga Buga, the mountain lion biologist, is on a mission, to rescue wild animals, who somehow ended up in the big city, this real stone jungle is full of traps that can prevent him from returning them to their original habitat , the nature... Well, this is a little story that is popping into my head and Buga Buga really does have the appearance of a lion. If you want Buga Buga to take a nap (ZZZZZ) just press the control down. The game is still in its early stages of development, many things, concepts, ideas, practical applications in the source code still need to mature to have the true experience of a complete game. Buga_Buga_0.5.bas.bin
  22. This game was incredible by Atari 2600 standards, it even has digitized voices (laughter) at the end. I'm a big fan of Golden Axe and Rastan, this one is definitely on my list of Atari 2600 favorites.
  23. Pitfall is undeniably a source of inspiration when thinking about creating a new platform game for the Atari 2600. The problem is creating something unique and original without going against these classic inspirations, but let's try. As much as possible, I'll try to eliminate the classic element and replace it with something different, like the bridge, obviously inspired by Adventure.
  24. Maybe this cross-platform color set sounds better? Ideas and suggestions are welcome. There is still nothing logical here, objectives to be met and such. These are concepts that are taking shape. The new feature is the addition of chains that will allow our protagonist to climb and descend between platforms, a type of climbing that needs to be improved, Buga_Buga_0.4.bas.bin
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