+batari #1 Posted May 9, 2009 Here is Gingerbread Man source stripped of all game-specific code except the platformer engine itself. If someone wants to build a platformer based on this, go ahead. I figured the physics model and background detection might be useful to someone. I kept in the man sprite and second level screen data for illustration purposes, but please change these if you use this as a base for your own game. Variables f-z are free. Enjoy! platformer.bas platformer.bas.bin 1 Quote Share this post Link to post Share on other sites
+Random Terrain #2 Posted May 9, 2009 Thanks. Maybe I can use this as the skeleton for my platform game instead of reinventing the wheel. Quote Share this post Link to post Share on other sites
Tursi #3 Posted May 11, 2009 That's pretty impressive! Nice work! Quote Share this post Link to post Share on other sites
Impaler_26 #4 Posted May 14, 2009 Thanks! I assume the code will not work with the standard kernel? Quote Share this post Link to post Share on other sites
+batari #5 Posted May 15, 2009 Thanks! I assume the code will not work with the standard kernel? I might make a version that works with the standard kernel. Quote Share this post Link to post Share on other sites
+Random Terrain #6 Posted May 15, 2009 I might make a version that works with the standard kernel. That would be cool. Quote Share this post Link to post Share on other sites
Impaler_26 #7 Posted May 15, 2009 (edited) I might make a version that works with the standard kernel. That would be cool. Yep, that would be really cool! Edited May 15, 2009 by Impaler_26 Quote Share this post Link to post Share on other sites
+batari #8 Posted May 15, 2009 I modified the engine to work with the standard kernel. One uses Superchip RAM to allow a playfield with the same block size as the original, and another uses larger blocks as found in the standard kernel. I decided to optimize each for bankswitching, so the game loop is placed in the last bank. This reduces the number of cross-bank accesses when reading playfield blocks. This code should still work if you decide to add pfcolors or no_blank_lines. I also included a multisprite version optimized for bankswitching. platformers.zip Quote Share this post Link to post Share on other sites
+Random Terrain #9 Posted May 16, 2009 Thanks. Quote Share this post Link to post Share on other sites
Impaler_26 #10 Posted May 17, 2009 I modified the engine to work with the standard kernel. One uses Superchip RAM to allow a playfield with the same block size as the original, and another uses larger blocks as found in the standard kernel. I decided to optimize each for bankswitching, so the game loop is placed in the last bank. This reduces the number of cross-bank accesses when reading playfield blocks. This code should still work if you decide to add pfcolors or no_blank_lines. I also included a multisprite version optimized for bankswitching. This is awesome! Thanks! Quote Share this post Link to post Share on other sites
pitfall_jerry #11 Posted May 18, 2009 Sorry if this is something simple but I am new to Batari Basic and am getting an error when trying to compile the samples you provided. The error is "Unknown Keyword: def". I have made a few changes to the playfield, but don't think that would cause an issue as I only changed a few "." to "X" keeping the correct number of characters in the line. Thanks. Quote Share this post Link to post Share on other sites
+batari #12 Posted May 18, 2009 Sorry if this is something simple but I am new to Batari Basic and am getting an error when trying to compile the samples you provided. The error is "Unknown Keyword: def". I have made a few changes to the playfield, but don't think that would cause an issue as I only changed a few "." to "X" keeping the correct number of characters in the line. Thanks. Sorry - you need the latest build for that, and it's not yet on the website. To install, unzip the file where bB is installed and overwrite the 4 executables. http://www.atariage.com/forums/index.php?a...t&id=114295 Quote Share this post Link to post Share on other sites
pitfall_jerry #13 Posted May 18, 2009 Sorry if this is something simple but I am new to Batari Basic and am getting an error when trying to compile the samples you provided. The error is "Unknown Keyword: def". I have made a few changes to the playfield, but don't think that would cause an issue as I only changed a few "." to "X" keeping the correct number of characters in the line. Thanks. Sorry - you need the latest build for that, and it's not yet on the website. To install, unzip the file where bB is installed and overwrite the 4 executables. http://www.atariage.com/forums/index.php?a...t&id=114295 I thought I had the latest. I will give it a try. Quote Share this post Link to post Share on other sites
pitfall_jerry #14 Posted May 18, 2009 Sorry if this is something simple but I am new to Batari Basic and am getting an error when trying to compile the samples you provided. The error is "Unknown Keyword: def". I have made a few changes to the playfield, but don't think that would cause an issue as I only changed a few "." to "X" keeping the correct number of characters in the line. Thanks. Sorry - you need the latest build for that, and it's not yet on the website. To install, unzip the file where bB is installed and overwrite the 4 executables. http://www.atariage.com/forums/index.php?a...t&id=114295 I thought I had the latest. I will give it a try. That did it. Thank you for your assistance. Quote Share this post Link to post Share on other sites
devwebcl #15 Posted March 4, 2010 the URL given http://www.atariage.com/forums/index.php?act=Attach&type=post&id=114295 is not working anymore. Where May I download the last executable ? Quote Share this post Link to post Share on other sites
jwierer #16 Posted March 4, 2010 the URL given http://www.atariage....=post&id=114295 is not working anymore. Where May I download the last executable ? You should be able to grab the latest from this thread but as you'll see at the end there are other issues using it. -Jeff Quote Share this post Link to post Share on other sites
Rabbit 2600 #17 Posted June 23, 2013 Would be awesome with a version of this that worked with the none 64-bit version of VBB Quote Share this post Link to post Share on other sites