devwebcl Posted March 27, 2010 Share Posted March 27, 2010 (edited) Hi, I am trying to do a small puzzle game, based on orbox-b and excit. Well, I am going to create new puzzles, for now I am only using the first one from orbox-b However I don't know why when the joystick is moved to the left the screens starts to flick. Devwebcl ascurrete.bas.bin Edited March 28, 2010 by devwebcl Quote Link to comment Share on other sites More sharing options...
devwebcl Posted March 27, 2010 Author Share Posted March 27, 2010 (edited) A screenshot is attached. Edited March 27, 2010 by devwebcl Quote Link to comment Share on other sites More sharing options...
yuppicide Posted March 27, 2010 Share Posted March 27, 2010 If nobody takes a look I'll do it tomorrow. I'm heading to a party tonight. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 28, 2010 Share Posted March 28, 2010 You posted a playable .bin, not the .bas file, so we can't see the code. Quote Link to comment Share on other sites More sharing options...
yuppicide Posted March 29, 2010 Share Posted March 29, 2010 I thought I mistakenly downloaded the wrong file, since I had the .bin also. Looks like it would be a fun puzzle game with lots of levels. Good work so far. Quote Link to comment Share on other sites More sharing options...
devwebcl Posted March 29, 2010 Author Share Posted March 29, 2010 Well, I have problem when the joystick is move to the left and also the collision detection when is going down (if you keep moving down the joystick the player get into the playfield). Well, my code is still under development so it is not that clear. ascurrete.bas Quote Link to comment Share on other sites More sharing options...
devwebcl Posted March 29, 2010 Author Share Posted March 29, 2010 (edited) Ok. I've solved the flickering, but still I have problem with the collision detection when it is going down... any tips ? Thanks anyway for watching the game. I will update any news. Devwebcl Edited March 30, 2010 by devwebcl Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 30, 2010 Share Posted March 30, 2010 Ok. I've solved the flickering, but still I have problem with the collision detection when it is going down... any tips ? Thanks anyway for watching the game. I will update any news. Can you post your latest .bas file? Quote Link to comment Share on other sites More sharing options...
devwebcl Posted March 30, 2010 Author Share Posted March 30, 2010 (edited) I only assigned another alias for p0_x and p0_y variables. ascurrete2.bas Edited March 30, 2010 by devwebcl Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 30, 2010 Share Posted March 30, 2010 It looks like you're animating by one frame sometimes after collision. If you keep the sprite at the same height in each frame, the problem might go away. Quote Link to comment Share on other sites More sharing options...
yuppicide Posted April 1, 2010 Share Posted April 1, 2010 Some comments on your game. I tried Orbox-B last night. Downloaded a flash version and played. It had 30 levels. If you do nothing but "walls" it will be very simple to make the game. I could be wrong here, but I see you're defining your levels using the playfield command. I could be wrong, but since you're not defining that complex of a playfield, maybe this will help: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#pfpixel You can just draw a few pixels. Maybe someone else can chime in on which uses less space or processor cycles. It was just an idea I had. I think with 4k or 8k you'll be able to squeeze in a bunch of levels. I currently have a puzzle game that has 50 levels built in. I think if you plan on adding the bombs and warps might you might need to learn how to update the screen differently. Since you can only display two sprites in the standard kernel (player0 and player1) you might need to use player1 to define multiple bombs. You might need to display 1 bomb on frame1, the other bomb on frame2, etc. I'm not well versed in this as I've never done it myself. Just seen others do it. Quote Link to comment Share on other sites More sharing options...
devwebcl Posted April 1, 2010 Author Share Posted April 1, 2010 (edited) thanks for the feedback. I am using already that command, I guess 30 levels is a good number, now I need my imagination to fly Edited April 1, 2010 by devwebcl Quote Link to comment Share on other sites More sharing options...
yuppicide Posted April 1, 2010 Share Posted April 1, 2010 The game I am making is 16k size I believe. I have PLENTY of room to add another 50 levels in! I was planning on adding in a secret puzzle game that uses the same playfield and had 50 levels, but I had trouble getting it to work. Quote Link to comment Share on other sites More sharing options...
devwebcl Posted May 2, 2010 Author Share Posted May 2, 2010 (edited) An update, please let me know if you can finish all the levels... although there is a repeated level ascurrete.bas.bin Edited May 2, 2010 by devwebcl Quote Link to comment Share on other sites More sharing options...
Animan Posted May 26, 2010 Share Posted May 26, 2010 (edited) Maybe you could make generate random levels? I dunno, it is possible, but could be a bit hard. Definitely would give the game more replay value... The game, though, is fun. And kinda hard, too. Edited May 26, 2010 by Animan Quote Link to comment Share on other sites More sharing options...
yuppicide Posted May 27, 2010 Share Posted May 27, 2010 I think it would be really hard to make random levels because the program would need to calculate all possibilities to determine if a solution is possible. Quote Link to comment Share on other sites More sharing options...
Animan Posted May 27, 2010 Share Posted May 27, 2010 (edited) I think it would be really hard to make random levels because the program would need to calculate all possibilities to determine if a solution is possible. Never thought about that... Still would be fun. Maybe you could make it figure out every solvable solution, and modify the whole thing to let only one exist... Yeah, that'd be hard too. Even when it is fully programmed, it'd take to 2600 awhile to get an actual puzzle. Edited May 27, 2010 by Animan Quote Link to comment Share on other sites More sharing options...
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