Search the Community
Showing results for tags 'action'.
Found 4 results
SuperCharger SpaceInvaders New SuperCharger game! I'm writing a port of Space Invaders with enhanced SuperCharger graphics that will run on the Atari Flashback Portable There have been many awesome ports of SpaceInvaders with a lot of interesting variations in the genre. This version will utilize Display Lists like the A8, and a soft blitter rendering colorful semigraphics for arcade action and speed! Here's the concept and design on paper: Questions and feedback welcome! Anyone have ideas for a score that is different? Some examples: PIXELS has a score that is 40 feet high and an interactive part of the game - you can even traverse it at different times to get to another section of the board. WARPDRIVE has a rating system that displays full screen text messages from Starfleet. KC Munchkin Monster Maze has an educational score built from maze blocks to teach players to read binary. STARBLITZ and DEFENDER III have interactive score power-ups you must catch to extend the life of the City that can also damage the City if you miss during waves, and a levels completed score that is an interactive element on the end game screens.
I'm working on writing my first game in Action!. It's a two player game, and the players are identical except that they are mirrored. I'm storing the shape data in a BYTE ARRAY, is there a trick to flipping my player?
Embarrassingly I am admitting I never 'really' gave this game a thorough try. Sure, I constantly tried it, basically walking around exploring areas trying to figure out what to do, but nothing even worthy of 'the old college try'. I did the same thing with Raiders of the Lost Ark back in '82-83 (But actually gave it 'the old college try'). If I recall correctly I just threw the manual out with the box and tried to figure out on my own what to do. It would not be until I spoke with a friend YEARS later in the later 80's that I would finally understand exactly what needed to be done. You thought I would learn....NOPE. 15 years later and finally obtaining a brand new box copy of Midnight Mutants (For 40 cents, thanks O'Shea's), I took the same "Raiders" approach. Can't believe what I have been missing. First thing to do - and actually do it constantly in the game, much like my favorite NES game Rygar, or the infamous Zelda, LISTEN TO THE OLD MAN. For Midnight Mutants it means regularly hitting the right button. He directs you excellently. ***SPOILERS - Do not read this part if you do not want hints/early part walkthrough*** -Obtained the knife from the house to be able to kill things. -Opened church door with knife and obtained the cross to ward off bats. -Obtained the ax from the south woods inside the cabin by the well of health restoration -Entered barn area through bush which casts no shadow -Fought huge Ram head boss and loss - Came so close to defeating it though - (1 health head left). ***SPOILERS OVER*** Thoughts: -Off the bat, cannot believe there have been no hacks for this game. Wishing this game received the love Atari 2600 Adventure has seen. -Bats are too many, too often, too annoying. The first thing I would love to see with this game is the reduction on most screens they appear, if not wiped from many sections entirely. They have to be the most unnecessary frustration in the game that for the most part provides no real challenge (Especially with the cross in hand) and just turn people off from playing the game, IMHO. I am actually really impressed though. I never knew how good or relatively diverse the game was and yet well directed if you LISTEN TO GRANDPA. Previously without grandpa, I found myself wandering through many boards filled with bats, just losing health without real understanding of what to do or where to go. I may have to read that manual though, one day.
The game I have developed in bB is complete! The compressed binary is up on here: GAMEJOLT Remember, its under Jukes Battle - Atari 2600 Edition! It is free for a limited time. EDIT: I think you guys need pictures...