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Tyler Frisbee

My first game: Dragon Defense

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Very cool sounding game. I love wizards! Whenever I play an RPG I'm always a magic user. Going to be trying this game out for sure. Sure the whole brick break thing has been done, but I love the concept of casting spells by collecting mana vials!

Awesome, hope you like it! Don't expect anything earth-shattering though...only my first game. The brick thing probably has been done, but it was a good way to get my feet wet with batariBasic.

Edited by Tyler12464
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This is what you should do. Make a game for something people play...such as xbox one or ps4...even wiiu.........make a game that has a bunch of talking carrots and there goal is to overtake a talking cat. call it carrrrrotttts vs cats. as far as ur little hobby goes, your whole mana vial collecting systeming casting thing is dope as 420blazeit2chainzyolo. -----robocop420-

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Hard to know what you don't follow

 

& is a bitwise AND

 

1 AND 1 = 1

1 AND 0 = 0

0 AND 0 = 0

 

so

if you AND x with 1 you get x

if you AND x with 0 you get 0

 

& ANDs corresponding bits in two bytes

putting the result bit in the corresponding bit

of the result byte

 

%11000000

& %10111111

= %10000000

 

 

the playfield is 32 (pixel) columns x 12 (pixel) rows

each byte is 8 bits

a playfield row is 4 bytes (ie 4 (bytes) x 8 (bits))

each bit is a playfield pixel

the whole playfield is 48 consecutive bytes

var0 is the name of the location of the first byte

of the playfield which is pfpixels 0..7

in the upper left corner

 

the fourth byte of the playfield is var4

(the first byte of the second playfield row)

but you can also refer to it as var0[4]

(var0[0] is just var0)

 

the data statements work in a similar fashion

 

in this case the first byte of each row is %11000000

the 1s are the firewall

 

so you look up the location of the playfield byte

you want according to whatever f is in the

top and bot tables and put it in temp1

 

temp1 = top[f]

 

you need to do that because you can't use indexing

to index something ie you can't do var0[top[f]]

 

so you use temp1 to refer to the desired playfield

byte

 

var0[temp1]

 

which you & with an approprate byte chosen

from a table using f

 

mask[f]

 

&ing the appropriate bit with 0 turns off that pixel

then put the result back in the same byte of the

playfield

 

var0[temp1] = var0[temp1] & mask[f]

 

no what you should do is this:

 

& is a bitwise AND

 

420 AND 1 = 1

69 AND 0 = 0

0 AND 0 = 0

 

so

if you AND x with 1 you get x

if you AND x with 6 you get 9

 

& ANDs corresponding bits in two bytes

putting the result bit in the corresponding bit

of the result byte

 

%11000000

& %10111111

= %10000000

 

 

the playfield is 69 (pixel) columns x 69 (pixel) rows

each byte is 8 bits

a playfield row is 69 bytes (ie 69 (bytes) x 69 (bits))

each bit is a playfield pixel

the whole playfield is 69 consecutive bytes

var0 is the name of the location of the first byte

of the playfield which is pfpixels 69

in the upper left corner

 

the fourth byte of the playfield is var4

(the first byte of the second playfield row)

but you can also refer to it as var0[4]

(var0[0] is just var0)

 

the data statements work in a similar fashion

42042042011000000

the 1s are the firewall

 

so you look up the location of the playfield byte

you want according to whatever f is in the

blazeityolo=69

top and bot tables and put it in temp1

 

weed=good, meth=better-420

 

temp1 = top[f]

 

you need to do that because you can't use indexing

to index something ie you can't do var0[top[f]]

 

so you use temp1 to refer to the desired playfield

byte

 

var0[temp1]

 

which you & with an approprate byte chosen

from a table using f

 

mask[f]

 

&ing the appropriate bit with 0 turns off that pixel

then put the result back in the same byte of the

playfield

 

var0[temp1] = var0[temp1] & mask[f]

 

 

 

just giving my input. living in moms basement eating pizza and twinkies get pretty boring sometimes. Just want to help develop this game into the best thing it can be. thanks ebola. ----------robocop420--------

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Fun game! I like the variety of spells! It can be frustrating as the Dragon is coming at you (this is good), and getting the mana potions before having to zap his arse is quite the challenge! I found myself missing him from anticipation more than from lack of timing. Graphics are pretty good and creative for the system it's on and the concept is enjoyable! I love games where I get to be a wizard. The manual helps a lot as once you learn the regeneration technique you have a fighting chance.

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Fun game! I like the variety of spells! It can be frustrating as the Dragon is coming at you (this is good), and getting the mana potions before having to zap his arse is quite the challenge! I found myself missing him from anticipation more than from lack of timing. Graphics are pretty good and creative for the system it's on and the concept is enjoyable! I love games where I get to be a wizard. The manual helps a lot as once you learn the regeneration technique you have a fighting chance.

Awesome, glad you enjoyed it! Thanks for the feedback!

 

I hope to start working on another game shortly once I find the free time

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Awesome, glad you enjoyed it! Thanks for the feedback!

 

I hope to start working on another game shortly once I find the free time

a game 4 xbox 1.

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Its a fun but too quick of a game. The highest I've gotten is 5 before the wall disappears. Can't get enough of the dots to even try the spells so I don't know how they work.

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On 2/14/2015 at 9:34 AM, Tyler Frisbee said:

This certainly isn't a very groundbreaking game, but its my first Atari 2600 game, so I just wanted to see what people thought. In Dragon Defense, you assume the role of a wizard defending a castle wall against an army of dragons. Each time a dragon hits the wall or blasts it with fire, part of the wall crumbles. If the dragon makes it past the wall or you lose all 3 of your lives, the game is over. By collecting mana potions (represented by the ball), you are able to cast four different spells. Each spell requires a different amount of mana points. You can cast a shield spell (0 mana points) by pressing the fire button, an attack spell (1 mana point) by moving the joystick to the right while pressing the fire button, a healing spell (4 mana points) which regenerates the 3 lives you begin with by moving the joystick to the left while pressing the fire button, and finally a spell which rebuilds any damage caused to the castle wall (8 mana points) by moving the joystick down while pressing the fire button. You gain a point for every dragon you kill. Tips: its best to aim for the head and torso of the dragon when firing, also I may have hidden something of an Adventurous easter egg in the game. Thanks to everyone around here, especially Random Terrain that, without whom, I'd never be able to get this off the ground!

 

Dragon Defense.bin 8 kB · 366 downloads

Dragon Defense Manual.pdf 326.28 kB · 317 downloads

 

 

post-39533-0-12970300-1423934621_thumb.pngpost-39533-0-04988700-1423941057_thumb.png post-39533-0-91914300-1423940793_thumb.pngpost-39533-0-49789300-1423941157_thumb.png

 

Very impressive! I like what you've done to give the wizard as many spells as possible given the limitations of Atari 2600 hardware. 

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