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Showing results for tags 'visual bb'.
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I'm trying to make a rhythm game in Visual BB where the player presses the direction on the joystick in time to music. As Batari Basic can have really high sprites I want to scroll down the screen and hold multiple arrows in one player sprite. The workflow I'm aiming for is: X The example on the left is a sprite 8x40 pixels. ↑ X starts outside of the screen area. → The sprite scrolls down by 8 pixels then X becomes a new arrow direction. ↓ ← I'm using the playfield to draw graphics so can't use the multisprite kernel and I'm trying to keep the game to 4k. In asm using GRP0 seems to be editing the data for player0 graphics but when I switch back to using Visual bb the data does not exist in player0. I'm still new to programming for the Atari so making this in pure asm would be too difficult at the moment but if it's the only way then I'll pursue it. I've tried multiple methods including player0pointerlo and player0pointerhi but these only seem to be able to choose a set segment of sprite data.
Hey all. First post, first game, first question. I'd like to make a simple two-player fighting game. I have 2 player sprites controllable on screen, a background, and now I just need to define some things such as the edges of the screen where the players bump into, bumping into eachother, and add a missile-based punch function, and collision between those missiles and the two players. attached is my (likely rough) code, everything working up to the point where I need to add the things described. As far as work flow goes, I've gotten to the point where I need to figure out and add collision detection, and I haven't yet begun exploring the missile system, but help with both would be very valuable to me. So far I've seen lots of complicated examples of collision detection, where the playing field wasn't a solid block that the players appear in front of (like my game), and included X and Y axis movement. I only require X axis movement, so I only require X axis collision detection, and between a total of 4 (or 6, including the edges of the screen) objects. I feel as though I understand what needs to be coded, but I'm not sure how to do it without making things far more complicated than I perceive that they need to be. in psuedo code: if collision(player0, player1) then player0 can't move right and player1 can't move left if collision(player0, left edge of screen) then player0 can't move left if collision(player1, right edge of screen) then player1 can't move right I think I read under random terrain's tutorial stuff that only standard objects like player1, missile0, etc are valid arguments in the collision/!collision statements. how do I work around this? I'd be really stoked to find out that the required work is easy, but if it required defining several constants or dimensions and includes checks and calls in the main loop.. can someone help spell it out for me? I really appreciate any help on this one. Lincoln Fight.bas