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33 ExcellentAbout Darthtom
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a little Wild West shooter. Avoid to collide with the big gold nugget, randomly positioned. Watch of the black gunslinger and don't get shoot from him . Enjoy this 1 player shooter- made with standard batari kernel If 2 player support is wanted , no problem - write to me. Any suggestions would be great . Tom goldrush2022.bin
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Thank you James, playing the game on your show. Find attached the lastet built from this morning , fixing some more issues . Have an nice day , if you want to see other enemies ( monsters) send me some sprite ideas and you will get your very own custom version. Greetings, Tom bert.bas.bin
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again, some bug fixes , shoots don't start at the middle of the screen find the latest build version suggestions, wishes ? write me Monsters /enemies so far: cat - from tom boy ( pitfall clone) e.t. from e.t. game space ship from e.t. game crocodile from pitfall Cookie Monster from Cookie Monster munch ufo - from me Any other ideas for enemies ? Write me , test it, have fun !!!! bert.bas.bin
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Hello, please find my new game ,done with batari basic, in 1-line resolution. Any suggestions for improvement of the game mechanics would be nice. Sound effects have to work on. You are Q-bert and you have to fight against some Atari 2600 retro monsters in the woods from E.T. movie. Written this game from scratch , not much bytes left - 235 bytes in total for missing sound routines . Have a nice day Atari boys and girls. Greetings Tom from Berlin bert.bas.bin
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Hi Guys, I just attached the right bin file , try it out. Feedback every time welcome Greetings, Tom
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A new game with my one-line kernel for Batari. Game play inspired by the home-brew game cosmic canyon, rewritten with my one-line kernel Avoid colliding the mars rocks how far will you go ?? Greetings Tom,Berlin velesmarines.bas.bin
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New Game WIP done with custom kernel for batari basic Please give me feedback , suggestions on game design /mechanics Thank You Tom from Berlin they.bas.bin
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Hi everyone, i completed my game and it's playable now. I had to skip the nice rainbow color effect ,because the missile had to built in. Now you have one-line kernel with asyncon playfield PF2, 1 missile,2 sprites ( 1-line hight) I stuck in 4kb rom use, not able to manage bank switching with batari basic and my own kernel. Actually you have 6 different enemy types, there is no space for doing more enemies. Feedback welcome Have a nice day Tom, from Berlin they.bas.bin
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First look of my game - made with my own batari kernel I managed to do asynchron playfield pixels within this one line kernel ( PF2 only). Color change on every playfield line Any suggestions and ideas for improvements welcome Greetings, Tom from Berlin they.bas.bin
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you have different modi you can choose that from batari with a const variable There are different modi const modus=6 for example --> declare in batari 1= multicolor p0 0 = missile 0 on. flickered -any height and up to 8 pixel width 2= playfield color on every line 3= background color on every line 4 = pf0 on 6 animated ram playfield pixel ( mirrored and only one pixel possible) all in 1-line kernel with modi 0 you have the best option ( 4 sprites flickered at 30hz, 2 m0 flickered, no colored sprites, 1 line pf1 + pf2 playfield (rom and mirrored) You can choose also a 2 line kernel (sprites and pf). I customized the multi sprite kernel, so no kernel options possible i post the code for you See attached put multi sprite_kernel.asm, multi sprite.h and score21 to the includes folder of your bb directory all the sprite and playfield datas must be declared in assembler (see desert.bas source code of Safari Adventure ) Happy coding, feedback always welcome Update: I managed to include aschron playfield ( see on my farming simulation WIP) . Only PF2 possible, but with multicolor pf and one line sprites . desert.bas multisprite_kernel.asm multisprite.h score_graphics.asm.21stcentury farm.bas.bin
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made with my own one-line kernel for batari basic If you find it useful contact me. Greetings Tom from Berlin safari.bin
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lemans.bas.bin
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i flickered p0 and p1 == 4 sprites the flicker is done with 30hz , that don't hurt your eyes too much collision with p0/p1 with playfield works, collision through sprites not, you have to check the borders ( it is shown in my demo game Le Mans) the ball is also flickered --> ball1 + ball2 and could have independent positions on x/y also you could tweak the nusiz registers during run time --> for resize or double / triple sprites lemans.bas.bin