Jump to content
IGNORED

Atariventure (game collaboration?)


Opry99er

Recommended Posts

For my own part, I would probably redesign the maps to fit the 32-column screen on the TI. It IS just a maze, after all, and if it's slightly different from the original, well, that can't be helped.

Excellent input. So I would then actually go for 8 blocks high (that's 3 characters each), and 16 blocks wide (that's 2 characters each) - for basic built up of maze rooms. We can twist/add to this for the castles - like take the basics and put something on top. And we'll drop the reverse/mirror trick to make the mazes really interesting.

 

:thumbsup:

Edited by sometimes99er
Link to comment
Share on other sites

It'd still be great to have the original mazes in there... Whether or not you use the mirror trick or not... I think they should be there.

 

For my own part, I would probably redesign the maps to fit the 32-column screen on the TI. It IS just a maze, after all, and if it's slightly different from the original, well, that can't be helped.

Excellent input. So I would then actually go for 8 blocks high (that's 3 characters each), and 16 blocks wide (that's 2 characters each) - for basic built up of maze rooms. We can twist/add to this for the castles - like take the basics and put something on top. And we'll drop the reverse/mirror trick to make the mazes really interesting.

 

:thumbsup:

Link to comment
Share on other sites

Agreed on all parts--- I would like to keep the signature maze elements, but have no problem changing some things. The big room below the gold castle is essential, the funky little chamber 2 screens below the black castle is essential because it's a dragon trap. You guys have signature stuff you want to keep too?

  • Like 1
Link to comment
Share on other sites

Rich, where are ya buddy?? :)

 

Hey Owen, been busy! (Stupid real life! -- like Homer Simpson saying "Stupid gravity!") :P

 

Thanks for the nice comment. Below is a 1 color version of a possible "hero". He's a little different than the 3 color one (has a little mouth and 1 pixel less hat). I know there's some bad sluggishness... just haven't tightened it up yet.

 

The sizing you all worked out sounds great (agree it should go with the TI's size).

 

Definitely the maze to the black castle is a signature element, but I like the idea of new mazes. I don't know how much the game can be expanded, but to add a couple new mazes would be cool! How about a new maze somewhere that is randomly generated each game?

 

Like if you try to go to the white castle but go the wrong direction, you get to the alley-room with 2 empty rooms. Maybe put a new maze in each room, each leading to a new castle (or something) that could hold an item. Or maybe a castle of just weirdness, like a strobe light, or all colors cycling...? Do some simple thing that makes weird effects, like (just guessing here) make the character's trail stop erasing as he walks? It could be a rave taking place in the castle. :P

 

100 ! DEMO2 OF POSSIBLE HERO - 1 COLOR BY UNDEREXTENDED - JUNE 4, 2010

110 G=14 :: CALL CLEAR :: CALL MAGNIFY(4)

120 DISPLAY AT(1,2):"PRESS 3 OR 4 FOR MAGNIFY" :: DISPLAY AT(3,1):"PRESS B TO CHANGE BACKGROUNDCOLOR"

130 DISPLAY AT(24,4):"USE JOYSTICK TO MOVE"

140 CALL CHAR(96,"0103070D0C1EB961070F1D0107070603E0F0F8FAFC540828FBFFF6F0B89A1E0C")

150 CALL CHAR(100,"010307050C0E1FB963070F0D05010301E0F0F8FAFC540828F0FBFFF6F0E0C0E")

160 CALL CHAR(104,"070F1F5F3F2A1014DFFF6F0F1D59783080C0E0B030789D86E0F0B880E0E060C")

170 CALL CHAR(108,"070F1F5F3F2A10140FDFFF6F0F07030780C0E0A03070F89DC6E0F0B0A080C08")

172 CALL CHAR(112,"80605029140B05170C"&RPT$("0",22)&"80800000804")

174 CALL CHAR(116,"000102254A74283A4C8000000000000040808000000000000")

180 CALL SPRITE(#2,96,2,70,120,#1,112,15,55,25)

190 CALL JOYST(1,A,B) :: CALL KEY(0,K,S)

200 CALL MOTION(#2,-B+-B,A+A,#1,C,F) :: CALL COINC(ALL,H)

201 IF H THEN C=-B+-B :: F=A+A

210 IF A=-4 THEN D=1

220 IF A=4 THEN D=0

230 IF S=-1 AND D=0 THEN CALL PATTERN(#2,96)ELSE IF S=-1 THEN CALL PATTERN(#2,104)

240 IF K=51 THEN CALL MAGNIFY(3)

250 IF K=52 THEN CALL MAGNIFY(4)

260 IF K=66 THEN G=G+1 :: IF G=17 THEN G=2

270 CALL SCREEN(G)

280 FOR E=1 TO 20 :: NEXT E

290 IF S=-1 AND D=0 THEN CALL PATTERN(#2,100)ELSE IF S=-1 THEN CALL PATTERN(#2,108)

300 GOTO 190

Link to comment
Share on other sites

This is a demo I did more than 4 years ago (okay, title's changed).

 

atariventure1.gif

 

One interesting aspect is only using 6 characters (changing colors of course).

 

atariventure2.gif

 

I'll try and stretch it somehow. If we could use the basic small blueprint of 7 by 20 blocks, and then have variations on top - like bricks. Maybe keep the first level(s) true and then only add new features to the newer levels ?

 

Take a look at this 2007(2004?) release for the 5200 ...

Screenshots

Box Scan

 

:cool:

Edited by sometimes99er
Link to comment
Share on other sites

Here's a screenshot of Underextended's possible (P)layer ©haracter. I'd love to see some cool PC graphic ideas on here. =) I like this one. If you guys want, I have one I tried to make of Beryl, but never used. We could change the sword and use it if you all want. There's a pic of that below Rich's.\

 

atariventurehero.jpg

 

And this one's just the original Beryl idea which Rich has made wicked awesome cool. =) So, if we changed the sword so it didn't look like the Sword of Reichardt, we could use this one. I'm sure there are much better artists than I on here... That's why I'm not using this one. =)

 

bersprite.jpg

 

 

Link to comment
Share on other sites

That font I used on that cartoonish one--- it's an old font of mine... I started working on it for Lemonade Stand... I never used it though. :) it's supposed to look like a kid drew the letters..... But I didn't feel as though the font achieved what I wanted..... It didn't look like a kid drew it. It looks like a bad artist drew it. :) How appropriate. :)

Link to comment
Share on other sites

  • 2 weeks later...

So--- I have been out on the road for over a month now and I've had very little time to work on ANYTHING!! But I did have some time to do some research on Atari's graphics. It's really quite amazing what the engineers were able to accomplish for a stripped down home-gaming console in the 70's!!! if anyone's interested, type in "Atari 2600 history" into Bing or Google and take a look at the first entry (in Bing). It's a technical schematic, historical info, and the names of the programmers responsible for the earliest 2600 games.

Link to comment
Share on other sites

So I'm taking a few cracks at some screenshots today... Love the fact that that there's no scrolling, just screendraws.... Makes this alot easier... But what do you all suggest we do with the "dark" maze portion of this game--- where you can only see the area around you in a 5x5 square or so as you walk around the room? :) Anyone care to give this a shot in XB or assembly?

Link to comment
Share on other sites

I like the isometric castle as well, but I do not believe that an entire game in that perspective would be very plausible, due to our significant memory limitations. I kind of like the idea of the isometric castle being the sole isometric object in the game.... Very cool idea--- I'm still interested in what you all would like to do for the 2d "Dark Maze" portion of this game.... You can see it in difficulty levels 2 and 3, but not in the lowest difficulty level. Take a look on YouTube, get a feel for it, and code it up!!! :)

Link to comment
Share on other sites

A bit of a digression, but an action dungeon game that I think could be ported to the TI almost perfectly is Venture from Exidy. It's a lot of fun and the technical specs certainly seem within reach of the TI. See what you all think, and if there's enough interest I might tackle it. Unless of course it's already been done. :)

 

EDIT - The rather decent ColecoVision port of the game proves, I think, that it's well within the TI's capabilities.

Edited by The Codex
Link to comment
Share on other sites

  • 2 weeks later...

what do you all suggest we do with the "dark" maze portion of this game--- where you can only see the area around you in a 5x5 square or so as you walk around the room? :) Anyone care to give this a shot in XB or assembly?

 

If a few new items end up getting added to the game, one might be a torch or lamp. You'd have to learn your way through the pitch black maze with the light before you could pass through with another item (in the dark).

 

Or, if that sounds annoying, another item could be a backpack, which would allow the player to carry an item unused, while carrying a usable item. So you'd put the sword in your backpack and carry the light through the dark maze, and then once out of the maze you'd swap the items. Just pray you don't encounter a dragon and have to fight in the dark! However... being able to carry two items might change the gameplay too much...?

 

Codex mentioned Venture, and that brings up something I've been meaning to get to: I used to play Venture in the arcades, and my brother was huge fan of the game, and even got it for his 2600 or Vectrex or something. And so, every time I call this project "Atariventure" it sounds like it should be THAT game. Not a huge deal, I just hope maybe we can call it something else when it's done. :) (Maybe just "TI Adventure"?) BTW, you guys are correct: Venture would be cool on the TI. :)

 

And in other news, below is a new submission for the possible hero for the game. This is an unfinished demo that's kind of fun being half done. I want to get the lance to flip appropriately when the player changes direction. Please try to pick it up in an aesthetically pleasing way ;). I threw the little castle in just for flavor.

 

--Rich

 

100 ! DEMO3 OF POSSIBLE HEROBY UNDEREXTENDED - JUNE 25, 2010

110 CALL SCREEN(2) :: G=2 :: CALL CLEAR :: CALL MAGNIFY(4)

120 DISPLAY AT(1,2):"PRESS 3 OR 4 FOR MAGNIFY" :: DISPLAY AT(3,1):"PRESS I TO CHANGE ITEM COLOR"

130 DISPLAY AT(6,17):"xy yz";TAB(17);"{|||}";TAB(18);"|||";TAB(18);"|t|"

140 DISPLAY AT(22,1):"PRESS SPACE TO DROP ITEM -- (USE SCREEN EDGE OR MAGNIFY 3 TO BREAK A STUBBORN COINC)"

150 CALL CHAR(96,"070C09010768F7D7B7B87FF9A09050A00080C18EDFBF7B7970FEF99EC102")

160 CALL CHAR(100,"06091B1303026DFDDDBEBF3B713C0A0500008000C12EDFDFDB39F07898146408")

170 CALL CHAR(104,"00018371FBFDDE9E0E7F9F7983400000E0309080E016EFEBED1DFE9F05090A05")

180 CALL CHAR(108,"000001008374FBFBDB9C0F1E192826106090D8C8C040B6BFBB7DFDDC8E3C50A")

190 CALL CHAR(112,"8060100C0701"&RPT$("0",30)&"C0F07E1C0E09")

200 CALL CHAR(136,"0000000000030F7E387090000000000001060830E08")

210 CALL CHAR(140,"40BC54"&RPT$("0",43))

220 CALL CHAR(120,"0A0A0A0A0F0F0F0FA5A5A5A5FFFFFFFF50505050F0F0F0F00F0F0F0F0F0F0F0F")

230 CALL CHAR(124,"FFFFFFFFFFFFFFFFF0F0F0F0F0F0F0F")

240 CALL CHAR(116,"7C547C547C547C54")

250 CALL COLOR(12,11,1,13,2,1)

260 CALL SCREEN(15)

270 CALL SPRITE(#2,96,2,70,120,#1,112,15,60,25,#3,140,3,120,55)

280 CALL JOYST(1,A,B) :: CALL KEY(0,K,S)

290 CALL MOTION(#2,-B+-B,A+A) :: CALL COINC(ALL,H) :: IF H THEN 400

300 IF A=-4 THEN D=1

310 IF A=4 THEN D=0

320 IF S=-1 AND D=0 THEN CALL PATTERN(#2,96)ELSE IF S=-1 THEN CALL PATTERN(#2,104)

330 IF K=51 THEN CALL MAGNIFY(3)

340 IF K=52 THEN CALL MAGNIFY(4)

350 IF K=73 THEN G=G+1 :: IF G=16 THEN G=2

360 CALL COLOR(#1,G,#3,G+1)

370 FOR E=1 TO 20 :: NEXT E

380 IF S=-1 AND D=0 THEN CALL PATTERN(#2,100)ELSE IF S=-1 THEN CALL PATTERN(#2,108)

390 GOTO 280

400 CALL JOYST(1,A,B) :: CALL KEY(0,K,S)

410 CALL MOTION(#2,-B+-B,A+A,#1,-B+-B,A+A)

420 IF A=-4 THEN D=1

430 IF A=4 THEN D=0

440 IF S=-1 AND D=0 THEN CALL PATTERN(#2,96)ELSE IF S=-1 THEN CALL PATTERN(#2,104)

450 IF K=51 THEN CALL MAGNIFY(3)

460 IF K=52 THEN CALL MAGNIFY(4)

470 IF K=73 THEN G=G+1 :: IF G=16 THEN G=2

480 CALL COLOR(#1,G,#3,G+1)

490 IF K=32 THEN 280

500 FOR E=1 TO 20 :: NEXT E

510 IF S=-1 AND D=0 THEN CALL PATTERN(#2,100)ELSE IF S=-1 THEN CALL PATTERN(#2,108)

520 GOTO 400

Edited by UnderExtended
  • Like 1
Link to comment
Share on other sites

Nice demo. I like the hero and horse animation. :)

 

Thanks! :)

 

I've already drawn a little better version, but not yet gotten the Hex.

 

One thing I'm not sure about is: does the shield move too much? In the new version, I made it sit still. BTW, I wasn't sure which shield design to go with, but I realized with that circular shield, there's a little 3x3 pixel square which could maybe be seen as an homage to the original game's hero. ;)

 

--Rich

Link to comment
Share on other sites

BTW, I wasn't sure which shield design to go with, but I realized with that circular shield, there's a little 3x3 pixel square which could maybe be seen as an homage to the original game's hero. ;)

Hehe ... Nice one !

 

Actually I'd rather see this little guy as hero in a TI Adventure. And I'd love to see him run. ;)

 

heroanim1.gif

Link to comment
Share on other sites

Actually I'd rather see this little guy as hero in a TI Adventure. And I'd love to see him run. ;)

 

I just emailed you a small army of characters. Sorry it took me a while. :)

 

Ever see 'Red Sonja'? You know the scene where she had to pick out her sword? "Choooose..." :P

 

Sorry, I'm giddy from lack of sleep. ;)

 

--Rich

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...