+atari2600land Posted July 7, 2013 Share Posted July 7, 2013 This time, our little alien friend has landed in the Outlaw game after hearing rumors of Air Raid carts there. Snatch up all the Air Raid carts you can, but watch out for the Outlaw. If you get too close to him, he'll try to shoot you! This is in the early stages, so if the Outlaw shoots you, nothing happens. Also, the score at the top will not go past 9, and will instead revert back to 0. Also, is the flickering too awful, or not? Let me know your thoughts/feelings, or if you see any bugs. aliengreed5.bas.bin Quote Link to comment Share on other sites More sharing options...
dwane413 Posted July 9, 2013 Share Posted July 9, 2013 Also, is the flickering too awful, or not? The flickering doesn't bother me, but I loved Pac-Man on the 2600 back in the day. Let me know your thoughts/feelings, or if you see any bugs. I noticed a couple of things while playing this with Stella. I verified them on real hardware with my Harmony cart. First, it is possible to coax the outlaw off the screen. Get him to follow you to the right hand side of the screen. Go to the top or bottom corner. When he gets close to you, go the other way (to the bottom or top). Sometimes while he is outside of the playfield box, the scanlines go to 263, but I assume that's because he isn't where he should be. Second, when the cartridge is on the same side of the screen as the outlaw, you can sometimes touch the outlaw and it acts as if you touched the cartridge. This doesn't happen every time, but happens often enough that it isn't hard to do. I don't know if this is a bug or not, since you probably shouldn't be touching the outlaw anyway. Good luck on your game. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 9, 2013 Share Posted July 9, 2013 I wonder if there's a way you could tell your AI not to walk into the Y position of another virtual sprite.. Berserk tried to do this, yes? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 10, 2013 Author Share Posted August 10, 2013 OK, I changed this a little bit. It is no longer using the multisprite kernel. So this means the cartridges are now purple and they don't have a handle. The outlaw now knows the boundaries of where he can and can't go a lot better. The boss stage will be a gunfight with player 2 (the orange guy) instead of cart collecting. Upon defeating the orange guy, you then go back to collecting carts. aliengreed5080913.bas.bin aliengreed5080913.bas 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 25, 2013 Author Share Posted October 25, 2013 Worked on the boss stage a little. Tried some different things. The only controls in the boss stage is shooting=fire. It's a shootout. The purple guy can stop your bullets if he fires, and vice versa. The trick is to shoot at a time when the guy isn't shooting. Shoot him three times and you'll go back to the cart collecting screen. aliengreed5102413.bas aliengreed5102413.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 26, 2013 Author Share Posted October 26, 2013 I got rid of the wall in the boss fight but added a nifty title screen with spaghetti western music. Press fire to start the game. aliengreed5102513.bas.bin aliengreed5102513.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 7, 2014 Author Share Posted June 7, 2014 I've decided to ditch the Outlaw game because it wasn't looking as much as Outlaw as I had hoped. Instead, I went with Kaboom!, which looks as close as I want it to be to the real game. Unfortunately though, I'll have to use the joystick instead of paddles. I think I'll make the boss level be where you can go up and down so I have an excuse not to be using the paddles. Anyway, here's what I have so far. The object of this first screen is to catch the falling cartridges. Once you get 20, then you move to the boss screen. But since I haven't even thought up of a boss screen, let alone program it, it just loops back to 0. Any ideas what I could do for a boss screen? What are your thoughts on this game so far? thing2.bas thing2.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 11, 2014 Author Share Posted June 11, 2014 Here is the latest version. It has a bomb field where the Mad Bomber throws bombs at you from off the screen once you get 20 points. thing4.bas.bin thing4.bas Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted June 11, 2014 Share Posted June 11, 2014 Unfortunately though, I'll have to use the joystick instead of paddles. I like it. Have you ever tried using paddles? It is supported and I've made it work before, but I've never actually posted a working game that used paddles. Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted June 11, 2014 Share Posted June 11, 2014 After playing it for a while just now, paddles wouldn't work at all for your second screen after scoring 20 pts. I love the mad bomber dropping down and running away on the screen... I got a good laugh out of that. I'd consider having the bomb bounce around the screen or scroll down in a more predictable pattern, and then speed up as you progress. I'm only suggesting a predictable pattern based on the original game... Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 27, 2014 Author Share Posted June 27, 2014 I added a few things. + Made it so the bombs on the boss screen actually reach the left hand side sometimes + Added a second level with faster bombs (and a faster alien.) But most of the time was spent cursing out why the demo mode wasn't working properly. To access the demo mode, let the game sit idle for 9 seconds or so. I am still trying to find a way to make it harder as the game goes on. thing5.bas thing5.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 29, 2014 Author Share Posted June 29, 2014 Changed around a few things, fixed a few bugs. I wonder if anyone will notice anything new. thing6.bas thing6.bas.bin Quote Link to comment Share on other sites More sharing options...
Troy_Whelan Posted June 29, 2014 Share Posted June 29, 2014 Hey, I just downloaded this and will spend some time looking at it. I like the idea of the game and I really enjoy sci-fi, aliens, and video games so this is really cool to me! Unfortunately I was only able to find Alien Greed #3 on eBay so far, so if any of the others pop up I am interested in buying a copy. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 2, 2015 Author Share Posted February 2, 2015 I've been working on this some more and found a bug that causes the game to freeze when the part of the game where the boss flings carts and bombs at you. I can't figure it out. The boss level code starts at line 459. I've attached a picture of the frozen screen. You can't even press reset. I was wondering if anyone can help me out here. aliengreed5version13.bas Quote Link to comment Share on other sites More sharing options...
Greg Zumwalt Posted February 3, 2015 Share Posted February 3, 2015 Greetings. Nice game. Here are a few things I found and corrected. To me it seems the biggest issue are keeping track of gosub routines and returning from them. A LESS than instead of GREATER than was the main issue mentioned here. A simple typo. Annoying. ; Alien Greed 5 beta 14 ; "Fixed courtesy of Snailsoft Software and Gray Games". ; Changes- ; if switchreset then goto i_hate_life ; to if switchreset then reboot and moved to Mainloop loop, removed duplicates. ; i_hate_life removed ; fixed multiple GOSUB without returns ; P continued to increment with no goto level. A level logic trap has been added. ; clear_score was GOSUB and GOTO'd. All gosub now. ; you had an error trap logic inverted - bally<199 should have been bally>199 (this caused the issue you point out) ; removed redundant gosub anim ; moved sub routines to end of code This has the game working to the point you had it with some extra bytes added back. Good luck. aliengreed5version14.bas Quote Link to comment Share on other sites More sharing options...
Shawn Posted February 3, 2015 Share Posted February 3, 2015 Would be cool to have the sub-title be "Charles Returns" (he and I are good, this is not a dig) 2 Quote Link to comment Share on other sites More sharing options...
Greg Zumwalt Posted February 3, 2015 Share Posted February 3, 2015 Oh, I should point out, though it may be obvious, that until the remaining levels are added the game will continue to crash. I thought it might be rude for me to add more code. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 3, 2015 Author Share Posted February 3, 2015 (edited) Oh, I should point out, though it may be obvious, that until the remaining levels are added the game will continue to crash. I thought it might be rude for me to add more code. Thanks for your help. You didn't have to go through all that, all I was asking is why it froze sometimes. Edited February 3, 2015 by atari2600land Quote Link to comment Share on other sites More sharing options...
Greg Zumwalt Posted February 3, 2015 Share Posted February 3, 2015 Thanks for your help. You didn't have to go through all that, all I was asking is why it froze sometimes. Oops. The challenge of the programmer. Hope I didn't take too much liberty with changes. Aside from which, in order to discover the bug I had to go through all the code and they were just issues I saw along the way to the problem. No point in just leaving them in the code. Logic errors are the worst since they work incorectly. Worse one I ever did was a 60,000 line of code program that kept crashing during assembly all because I hit a semicolon instead of a colon. Took me 3 days of pulling hair and finally stepping the code one line at a time before I discovered the mistake. It's always worse when your looking at your own code and can't see it. Quote Link to comment Share on other sites More sharing options...
Greg Zumwalt Posted February 3, 2015 Share Posted February 3, 2015 Would be cool to have the sub-title be "Charles Returns" (he and I are good, this is not a dig) Returing as what, a crazy guy with bombs or a squishy alien... and where was he before all this? Quote Link to comment Share on other sites More sharing options...
Atari Charles Posted February 3, 2015 Share Posted February 3, 2015 Returing as what, a crazy guy with bombs or a squishy alien... and where was he before all this? I was utterly defeated in Alien Greed 3, hence why no appearance in Alien Greed 4 or it seems Alien Greed 5. Think of Dracula type villain being almost destroyed and having to regenerate for many many many years, before I could once again search for the E.T. Prototype that constantly eludes me. I am sure other things could be added for the comic value, but that is entirely up to the programmer and other people involved with the Alien Greed sequels. I got a good laugh out of the storylines for AG1, 2, and 3. Greg, you'll have to read the storylines for AG 1, 2, and 3 for some funny backstories. Even the artwork is good and at the same time comedic. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 3, 2015 Author Share Posted February 3, 2015 I compiled your code and it says it has 3005 bytes left! Quote Link to comment Share on other sites More sharing options...
Atari Charles Posted February 3, 2015 Share Posted February 3, 2015 (edited) Would be cool to have the sub-title be "Charles Returns" (he and I are good, this is not a dig) So if I was majorly defeated in Alien Greed 3, where was I and what is my goal in Alien Greed 5 or 6? I wonder if neotokeo2001 can come up with something funny but that makes sense with the previous 4 storylines. And do I still want the E.T. prototype or is there something even more valuable to do with E.T., that I want? Edited February 3, 2015 by Atari Charles Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 3, 2015 Author Share Posted February 3, 2015 Neo is no longer in charge of the series, it's now the 2600 Connection (timdu) and myself. This game was started before Charles' return to the forum and I didn't know you wanted to be in the game so bad. If there is an Alien Greed 6, I'll be sure to put you in. 2 Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted February 3, 2015 Share Posted February 3, 2015 (edited) I worked with atari2600land on Alien Greed 1-3 and wrote the back story. He wanted to go in a different direction with the game and it was OK with me for him to continue the series. But, I am in no way finished with Alien Greed. While any new Alien Greed game I do won't be numbered I expect there will be something like ALIEN GREED: The Return of Charles in the future. The problem for me is that the bar was set so high in Alien Greed 2 that it is hard to top. Edited February 3, 2015 by neotokeo2001 1 Quote Link to comment Share on other sites More sharing options...
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