Rabbit 2600 Posted June 13, 2013 Share Posted June 13, 2013 Here's the first game I'm working with that has multiple sprites. The premise is that you are exploring a mansion full of ghosts. The 4 ghosts follow you around and if they get you the game ends. There is a magical amulet you can pick up to banish the ghosts from the room. That's about as far as I've come. At the moment there is only 1 room. I'm experimenting and trying to see if I can get more then 3 rooms. Having a lot of issues with running out of memory Collision with the walls are still very buggy and so is the amulet, since I'm focusing on the room aspect at the moment so I haven't had time to fix them. Demo - default.bas.bin Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 13, 2013 Author Share Posted June 13, 2013 Fixed the bug with the amulet. Demo - default.bas.bin Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 13, 2013 Author Share Posted June 13, 2013 Added 1 more room Demo - default.bas.bin Quote Link to comment Share on other sites More sharing options...
allhallowseve2000 Posted June 13, 2013 Share Posted June 13, 2013 I'd buy - Looks great! Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 13, 2013 Author Share Posted June 13, 2013 I hope it's gonna be great too. Once I get to terms with the memory limit =) Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 14, 2013 Author Share Posted June 14, 2013 Okay, did some clean up and put in a titlescreen and a gameover screen. I took out the amulet for now. Demo - default.bas.bin Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 14, 2013 Share Posted June 14, 2013 Oh! Another things is, if you don't actually use the full 11 rows of playfield pixels you can shrink the amount of playfield rows on-screen and use the extra variables for yourself! http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#playfieldvariablechart Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 14, 2013 Author Share Posted June 14, 2013 Nice! Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 14, 2013 Author Share Posted June 14, 2013 Just a small progress report. I managed to squeeze out some extra memory, now there are 2 rooms, a titlescreen and a gameover screen. Things are moving along nicely =) Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 14, 2013 Author Share Posted June 14, 2013 Here's the demo with 3 rooms, titlescreen and gameover screen. A little buggy still. Demo - default.bas.bin Source - default.bas Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 14, 2013 Author Share Posted June 14, 2013 Another update with some bug fixes. And sound effects for walking. I'm atempting to make it sound like footsteps when you walk around. The amulet no longer kills the ghosts. Demo - default.bas.bin Source - default.bas Quote Link to comment Share on other sites More sharing options...
bogax Posted June 14, 2013 Share Posted June 14, 2013 Oh! Another things is, if you don't actually use the full 11 rows of playfield pixels you can shrink the amount of playfield rows on-screen and use the extra variables for yourself! http://www.randomter...ldvariablechart except that the multisprite kernel puts the screen in rom and probably already uses those extra variables for extra sprites and stuff Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 14, 2013 Author Share Posted June 14, 2013 Mini update - Things are still going as planned. I added a sound effect for picking up the amulet. Not sure if I should have it get rid of the ghosts or not, hm. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 15, 2013 Author Share Posted June 15, 2013 Exciting times. I now fixed the majority of the bugs, and decided to keep the amulet feature and have it make the ghosts dissapear. Added a lightning effect so everything flashes white when the ghosts dissapear. However I encountered a gamebreaking bug I'm not atempting to fix. Once it's fixed an updated demo will be released. Quote Link to comment Share on other sites More sharing options...
Gregory DG Posted June 15, 2013 Share Posted June 15, 2013 Looking good! Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 15, 2013 Author Share Posted June 15, 2013 (edited) Here is the newest version with some cool new stuff added. 7 new rooms and a cool lightning effect when getting the amulet. (Thank you everyone who helped me out!) Is the gameplay too easy, too hard or just right? Let me know =) Demo - Spooky Mansion Demo.bin Edited June 15, 2013 by Rabbit 2600 Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 16, 2013 Author Share Posted June 16, 2013 Well, I think it's time to start fleshing out the game. Gonna see what I can come up with that'll enhance the gameplay some more. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 16, 2013 Author Share Posted June 16, 2013 (edited) Okay, here's an idea I think is pretty neat. Not only are there ghosts on the levels. But there also might be a skull laying around. I think it was a pretty nice addition. I also added more rooms. Now there are a total of 15 different rooms! Demo - Spooky Mansion Skull 15 Rooms.bin Edited June 16, 2013 by Rabbit 2600 Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 16, 2013 Author Share Posted June 16, 2013 (edited) What about forcing the player to take the amulet before being able to leave the current room, yay or nay? Also thinking of adding a boss stage after collecting 5 amulets. Edited June 16, 2013 by Rabbit 2600 Quote Link to comment Share on other sites More sharing options...
Gregory DG Posted June 17, 2013 Share Posted June 17, 2013 Where's the amulet? Is it that tiny dot? I must not have found it yet. Hard to get around the ghost, so I usually just keep going up or down. Maybe have one ghost guarding the correct exit and another for a diversion? Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 17, 2013 Author Share Posted June 17, 2013 (edited) Yes, the amulet is the brown dot. Take it to banish the ghosts and earn points. At the moment the limit for amulets is 5 that you can pick up, above that you don't go to any new rooms. Experimenting with a bossroom at the moment. Aha, in the next version I'll remove 1 ghost and see if you find it better. Finding a good balance is important =) Edited June 17, 2013 by Rabbit 2600 Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 17, 2013 Author Share Posted June 17, 2013 (edited) Okay, now there are 3 ghosts instead of 4. And you where absolutely right, 4 ghosts made it too hard. 3 ghosts where much better. Now you have a chance of going out in the rooms to get the amulet. I'm still fiddling with the boss concept. How about this for a concept? - After clearing the house of the ghosts you head for the exit, but oh no! The large ghost who is the lord of the haunted mansion won't let you leave. Banish him and be on your way to the next spooky mansion. The ghost lord would be at the middle of an enclosed room, moving left and right with an altar behind it. Get to the altar and place the 5 amulets there to banish the ghosts forever. Then you would head on to a new mansion. Demo - Spooky Mansion 3 Ghosts.bin Edited June 17, 2013 by Rabbit 2600 Quote Link to comment Share on other sites More sharing options...
moycon Posted June 17, 2013 Share Posted June 17, 2013 Looks cool. Good luck! Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 17, 2013 Author Share Posted June 17, 2013 Thank you moycon =) Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted June 17, 2013 Author Share Posted June 17, 2013 Okay, this is what the boss looks like at the moment. Quote Link to comment Share on other sites More sharing options...
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