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Showing results for tags 'Platformer'.
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I've been playing around with bits for this game for over a year now but am struggling find the motivation to finish it. Leave some comments and spur me on to finishing this project. It's a platform game using some of the mechanics you'd expect from a modern platformer but to my knowledge there's nothing quite like this for the 2600. Find attached a demo of the basic physics/mechanics of the game. There is no goal at the moment you just have to keep moving up the screen to avoid death. It picks a new level every time you die. You can't lose and the level data repeats, I've got another file I'm working on with the level designer in it. COTC_Demo.bas.bin Controls: Fire - Jump Fire/Fire - Double Jump Fire - While on Wall - Wall Jump Up/Up - Fly Left/Left or Right/Right - Dash I've got plans well beyond what's in this demo. In the demo you can't lose and the level data scrolls. COTC_Demo.bas.bin
- 5 replies
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- New game
- Platformer
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A while ago I was working on an adventure game to really learn how to use batari basic and it worked out pretty well until the game got too big and buggy so I scrapped it. I put Batari away for a while and recently decided to try something out. I wanted to see if I could do a Super Mario type game on the Atari with a scrolling both left and right playfield. And walla, I did it. Right now it's really basic. One level to run around in. Action button jumps and up does your speed run while you're moving left or right. No enemies or items yet, but that is next on the list. The levels will all be pretty short because I'm using non-sequential data to be able to scroll both left and right, which limits the amount of data I can have. Every level will take up about 256 bytes of ROM, so every "world" will take up about 1K. Because of this the levels will have more of a "puzzle" feel to it, as you need to figure out how to get from start to finish. Instead of a flagpole, you'll need to find the pipe you have to go down to advance to the next level. I had to write my own collision detection, because of the scrolling playfield. It needs a little tweaking still, but it works for the most part. Because of the limitations of the hardware, there are things I'll have to take out that you'd normally see in a mario game and also a few tweaks. A few are that what you get out of the bonus yellow blocks will be random. Could be a coin or a power up, but more than not a coin. The reason for this is because if I wanted to also store level specific event data, it'd take up more space for data and programming which would mean less levels, and I'd rather have more levels, plus the random aspect of the items will make the game different every time. Everything will also regenerate too if you run back again, even destroyed blocks. This is because it rereads the original level data when it scrolls and generates it. There isn't enough RAM in the Atari to remember what has been destroyed and what hasn't. This also led me to the random yellow bonus block feature, so that when you did go back, you just couldn't get the same power ups all the time. But that has yet to be implemented, so for now, enjoy what I got so far! smb.bas.bin smb.bas
- 23 replies
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- Super Mario
- Super Mario Bros.
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