Lodmot #1 Posted March 4, 2013 I'm working on a new 2600 game as my final project for my Digital Arts Associates' degree before I graduate.... but I've run into a bit of a pickle. When the paddle is at the bottom or the top of the screen, it's too short width-wise. Is there any way to make it longer than 8 pixels? o3o Quote Share this post Link to post Share on other sites
+Gemintronic #2 Posted March 4, 2013 No. You can try playing around with NUSIZ values though. http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#nusiz Quote Share this post Link to post Share on other sites
+SpiceWare #3 Posted March 4, 2013 Does the paddle have to be drawn using the missile? If you use a player you can 2x and 4x it, which gives you a max width of 16 or 32. If you need a smaller size such as 10 use a 2x player with only 5 pixels turned on. Quote Share this post Link to post Share on other sites
Tempest #4 Posted March 4, 2013 Missile width 1 Quote Share this post Link to post Share on other sites
+Gemintronic #5 Posted March 4, 2013 That added ZERO to the discussion here. Where the funk is a mod when you.. ..uh oh... Quote Share this post Link to post Share on other sites
Tempest #6 Posted March 4, 2013 That added ZERO to the discussion here. Where the funk is a mod when you.. ..uh oh... Sounds like a job for the Moderator Moderator! 2 Quote Share this post Link to post Share on other sites
+Gemintronic #7 Posted March 5, 2013 You may also consider having the paddle be vertical instead of horizontal. Dunno how far you are in the game design though. Quote Share this post Link to post Share on other sites
+Random Terrain #8 Posted March 5, 2013 Does the paddle have to be drawn using the missile? If you use a player you can 2x and 4x it, which gives you a max width of 16 or 32. If you need a smaller size such as 10 use a 2x player with only 5 pixels turned on. This simple example program uses a sprite as the paddle: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#paddle_example Quote Share this post Link to post Share on other sites
Lodmot #9 Posted March 5, 2013 Thanks guys. ^^ I'm gonna use the player sprites for the paddles. That worked well. o; By the way.................. RT YOU'RE FREAKING GRRRRRRRT! XD 1 Quote Share this post Link to post Share on other sites
ACrystal2011 #10 Posted March 5, 2013 (edited) Dmot ur GREAT !!!!! Edited March 5, 2013 by ACrystal2011 1 Quote Share this post Link to post Share on other sites
Lodmot #11 Posted March 5, 2013 Dmot ur GREAT !!!!! LOL!!!!!!!!! XDDDDDDDDD CRYSTAL YOU'RE GREAT! Okay, we gotta move this to PM's before we get banned xDDD Quote Share this post Link to post Share on other sites
Lodmot #12 Posted March 5, 2013 You may also consider having the paddle be vertical instead of horizontal. Dunno how far you are in the game design though. Actually this game allows the paddle to rotate around all 4 sides of the screen. I'll put up a demo soon. ^^ Quote Share this post Link to post Share on other sites
SeaGtGruff #13 Posted March 6, 2013 Actually this game allows the paddle to rotate around all 4 sides of the screen. I'll put up a demo soon. ^^ I had actually gotten that impression from your original post! Which begs the question, how do you handle the cases where the paddle is transitioning from a horizontal edge to a vertical edge or vice versa? It would be cool if the paddle bends like an L in those cases. Quote Share this post Link to post Share on other sites
Lodmot #14 Posted March 6, 2013 I used bitswitching to set up different variable states for whichever side of the screen the paddle is against. ^^ The L shape thing sounds like a great idea. Only thing is, I'm gonna be making a 2P mode with this. I don't think I'd be able to do it without creating any flickering. Quote Share this post Link to post Share on other sites