Retro Lord Posted July 6, 2015 Author Share Posted July 6, 2015 (edited) Haha, sweet =) Let's be rivals! I'm going to do a SF2 game to, or atleast try to, the fighting engine is simple enough to pull off, just the sprites that are hard as nails to do I think. I'm sticking to the one button. Just gotta figure out how do fit Hadoukens in there. Here's my take on Ryu's profile Edited July 6, 2015 by Retro Lord 1 Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 6, 2015 Author Share Posted July 6, 2015 A real headscratcher now is how to get a niceplayfield going without no_pflines, can't use it since player0 and player1 uses more then 1 color, hm... Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 6, 2015 Share Posted July 6, 2015 A real headscratcher now is how to get a nice playfield going without no_pflines, can't use it since player0 and player1 use more than 1 color, hm... randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpcplus Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 6, 2015 Author Share Posted July 6, 2015 (edited) You'r right. I should use DPC+ Zangief: Choose between Ryu, Ken or Zangief. Push left or right to select characters, you can't go past Ryu and you can't go past Zangief. Push the button to start the fight. Zangief is much wider then Ken or Ryu Since it's such a limited amount of moves I'm thinking of doing a rock-paper-scissor kind of system. If your opponent does a sweep kick, do a jump attack if your opponent does a punch do a sweep kick And the special just steamrolls over all those. Demo : Street Brawler 0.01.bin Source : default.bas Edited July 6, 2015 by Retro Lord 2 Quote Link to comment Share on other sites More sharing options...
Papa Posted July 6, 2015 Share Posted July 6, 2015 I'm going to have to use DPC+ for this one. I don't mind friendly rivalry as long as it gets games made! I'm not out to prove anything, really. I'm just having a great time! To do Hadokens I would set each direction to a variable and then use something like... if a=5 && b=5 && c=5 then HAAADOOOOKEN Yeah, exacactly like that... 1 Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 6, 2015 Author Share Posted July 6, 2015 Yeah I was mostly joking about the rivalry thing =) I can't wait to see what you can do with DPC+. No doubt it will look 100 times better then my version I was thinking something similar about the hadoukens. Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 6, 2015 Author Share Posted July 6, 2015 I'm glad I decided to roll with this project, it's just at my humble skill level. Progress so far: Player1 and player2 can now select their individual characters and do stuff in the level. Pretty neat. Only hard part is remembering all the counters so I don't use them more then once, haha XD Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 6, 2015 Share Posted July 6, 2015 Only hard part is remembering all the counters so I don't use them more than once, haha XD This might help: Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 6, 2015 Author Share Posted July 6, 2015 Yeah, I know =) Quote Link to comment Share on other sites More sharing options...
Papa Posted July 6, 2015 Share Posted July 6, 2015 Yeah..I keep stealing my wife's college notebooks by accident. I'm filling in stuff and then she comes up and says "Do you know where my purple notebook is?". I look down and, sure enough, I have her purple notebook. She then hands me my orange one like I'm a kindergartener and I tear out whatever I was working on and stuff it in there. I scribble stuff down a lot and also copy and past my entire code into notepad every time I make a big change. I then add little numbers to each changed code so if I run into a big snag I can revert to the last working code. I'm interested in making this work. I may just forgo the close-ups to conserve RAM from the get go. If I get the moves and movement animation plugged in and still have room then I may come up with some face shots. FUN! Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 6, 2015 Author Share Posted July 6, 2015 Haha, sounds like me, except I forget where I put my notes XD Cool! You might might have to go big with the romsize. I just went up to 8k. Quote Link to comment Share on other sites More sharing options...
Papa Posted July 7, 2015 Share Posted July 7, 2015 (edited) Here's what I got done tonight. Pressing start at the title screen takes you to a selection menu. There are four different characters and Ken and Ryu are placeholders for the rest. No play yet, just the select menu. Pressing right cycles through the characters. I love Sakura!! I call my game "Street Fight World" SFW.bin Edited July 7, 2015 by Papa Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 7, 2015 Author Share Posted July 7, 2015 Looking good! I see your having both 1P and VS. If I figure out a good a.i I'm gonna have 1P too, but for now it's just a 2 player game =) Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 7, 2015 Author Share Posted July 7, 2015 Okay, the engine itself is nearing completion, yay! To avoid any trouble with the law I'm calling it Street Brawl featuring the characters: Kyu Ren Zergief If I can do a proper female Lee Chun will make an appearance Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 7, 2015 Author Share Posted July 7, 2015 This demo features: Select Between Kyu, Ren and Zergief with player1 and player2 joysticks, when you have decided player1 pushes the button to start. Fight controls: Down = Sweep attack Up = Jump attack Button = Standing attack Player 2's lifebar decreases when a hit lands. That's about all the features I've implemented so far. I have mostly been focusing on getting the character select and having the animation of the characters work correctly. DOWNLOAD - Street Brawler 0.0.2.bin Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 7, 2015 Author Share Posted July 7, 2015 I'm experimenting with const pfrowheight and I understand it shrinks things down, making things look way better. But I still can't get taller playfields then 10. What do I need to add more? Do I need to enable the Superchip RAM? And no, I don't want to use DPC+, not yet atleast. I'm not ready for the big leagues yet. Quote Link to comment Share on other sites More sharing options...
Papa Posted July 7, 2015 Share Posted July 7, 2015 Here's my latest. I've added more characters. I'm thinking of having a story mode with drone badguys with the vs characters as level bosses and a versus mode. I halved the playfield resolution to get some more memory and am preparing to set up the actual game. SFW02.bin As for higher resolution without DPC. You can go up to 12 lines in standard with 11 visible. Here are my nicknames to avoid getting my nuts put into a guillotine... Ryu = Way Ken = Edge Sakura = Cherry (or Blossom) Zangief = Bear Blanka = White Chun Li = Lotus Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 11, 2015 Author Share Posted July 11, 2015 Things are going pretty well with the DPC+ kernel. The fighting system is robust but a bit limited, but that can't be helped with only 1 button, hehe. I love DPC+, you can get so much color! I really need to do better character models. 3 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted July 11, 2015 Share Posted July 11, 2015 The fighting system is robust but a bit limited, but that can't be helped with only 1 button, hehe. Easily fixed 1 Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 11, 2015 Author Share Posted July 11, 2015 True, not sure if I want 2 buttons to be honest =) 1 Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted July 11, 2015 Author Share Posted July 11, 2015 Okay, the number of characters are slowly increasing, yay! 2 Quote Link to comment Share on other sites More sharing options...
Papa Posted July 24, 2015 Share Posted July 24, 2015 Isn't the Sega pad code currently only for one controller? I was going to implement it but then was like, waaaiiiit a minuuuuute!! (*brakes screetching). I guess if you use INPT3{7} it's the second paddle button. I don't know if anyone ever got that tested. Right now I'm using direction and button combinations, but may make a second version that uses Sega pads if I can get two to work at the same time. Nice colors, btw! Quote Link to comment Share on other sites More sharing options...
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