+atari2600land Posted May 28, 2016 Share Posted May 28, 2016 Bananas are good...so you want to protect them from the nasty fruit flies! They're coming after your banana! What are you to do? Armed with your fly swatter, the object of the game is to swat as many flies as possible. I want to keep this at 2k. It's a fairly simple game mechanic, so I was able to make a fancy title screen. There are still some things left to do, like sound effects, and timer adding. So this isn't done yet. I do have 224 bytes left which should be enough space. To start a new game, press fire. You'll see a fairly primitive-looking banana on the screen (this is the 2600 after all.) Move the flyswatter around with the joystick and press fire to swat the fly. Press the reset switch to go back to the title screen. bananas1.bas.bin bananas1.bas 4 Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 28, 2016 Share Posted May 28, 2016 Good start. You should expand the game to 4k. Add two frame animation to the swatter when the button is pushed it can snap down. Flash the fly red when hit. Add a heath bar or tally that diminishes when a fly has contact with the banana. Or just have the banana slowly turn brown. More enemies to swat or not. Bee that must be avoided. Ants that attack along the ground. 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 29, 2016 Author Share Posted May 29, 2016 New version. Here's what I added: - timer using pfscore. When the timer gets to 0, the game ends. If you hit a fly, the timer resets. - added a sound effect for hitting the fly. - game over screen. to get back to the title screen, wait three seconds. I found that if you were going after the fly and pressing fire, that it would flash the game over screen, so I put in a three second or so delay. All this in 2k (but I have one byte left. And I struggled to put this in 2k.) I will only make it 4k if I deem it absolutely necessary. Right now, I'm trying to see what I can fit in 2k. bananas2.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 29, 2016 Author Share Posted May 29, 2016 Another new version. By making the playfield blocks one color, I was able to free up more space. I added a few of neotokeo's suggestions. + instead of having a game over when you miss a fly, the banana just turns a little bit more brown. When the banana gets really brown, then the game ends. + I made a swatting animation. + I also made it the more flies you swat, the harder it is to swat them. Right now, the flies get harder at 10 and 20 points, but this is just for testing purposes, and I can and will change it. To what, I don't know. 25 & 50? 50 & 100? bananas3.bas.bin Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 29, 2016 Share Posted May 29, 2016 Big improvement with the latest version. The timer ups the gameplay. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 29, 2016 Author Share Posted May 29, 2016 Thanks. Here is an image from a minor adjustment. As you can see, I made the swatter blue. I was having trouble with the files I downloaded to make player0 under player1, so I just switched it around.so player0 is the swatter and player1 is the fruit fly. Quote Link to comment Share on other sites More sharing options...
timdu Posted May 30, 2016 Share Posted May 30, 2016 Gave this a try. I like the swatting animation and sound effect made when I swat a fruit fly. My suggestions are to: - make the banana be horizontal, rather than vertical, similar to the way the banana is in your avatar - to make the game more difficult / challenging... for every 25 points, the fruit fly moves faster, making it harder to swat Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 30, 2016 Author Share Posted May 30, 2016 I had a banana going the other way, but I changed it because it looked really crappy and not like a banana at all. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 30, 2016 Author Share Posted May 30, 2016 New version. I had the fly changing direction faster, hoping that it would result in it being harder to swat, but that turned out not to be the case. After making some changes and freeing up some room somehow, I made the fly speed up at 25 points and again at 50. bananas5.bas.bin Quote Link to comment Share on other sites More sharing options...
+Philsan Posted May 30, 2016 Share Posted May 30, 2016 If you keep button pressed and the fly touches the swatter you kill it. Easier gameplay but not very realistic. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 30, 2016 Author Share Posted May 30, 2016 If you keep button pressed and the fly touches the swatter you kill it. Easier gameplay but not very realistic. Thanks for saying something about that bug. I fixed it. bananas6.bas.bin 2 Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted May 31, 2016 Share Posted May 31, 2016 Thanks for saying something about that bug. I fixed it. any way to make the swatter wrap around to the other side of the screen? (i.e. - like Asteroids) Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 31, 2016 Author Share Posted May 31, 2016 any way to make the swatter wrap around to the other side of the screen? (i.e. - like Asteroids) I put this in as well, but I'm fearing that makes the game a lot easier. I nearly doubled my highest score. What do you think? bananas7.bas.bin Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted June 1, 2016 Share Posted June 1, 2016 I put this in as well, but I'm fearing that makes the game a lot easier. I nearly doubled my highest score. What do you think? I like it better that way....but that's just me. Quote Link to comment Share on other sites More sharing options...
+Philsan Posted June 1, 2016 Share Posted June 1, 2016 Perfect, the game only needs hi score. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 1, 2016 Author Share Posted June 1, 2016 Perfect, the game only needs hi score. I'm afraid I don't have room for that. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 1, 2016 Author Share Posted June 1, 2016 (edited) I deleted the banana on the title screen to free up room, but the example shown on the bB website does not work. titlescreen a=0 : b=0 if sc2 > y then goto New_High_Score if sc2 < y then goto ts if sc3 > z then goto New_High_Score goto ts New_High_Score y=sc2 : z=sc3 ts rem rest of the code. I've tried to put the similar code and it never works for me. What could I possibly be doing wrong? bananas8.bas Edited June 1, 2016 by atari2600land Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted June 1, 2016 Share Posted June 1, 2016 I like it better that way....but that's just me. I didn't think I would like being able to move offscreen, but I do... It does make it easier but way less frustrating to play. 1 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 2, 2016 Share Posted June 2, 2016 I've tried to put the similar code and it never works for me. What could I possibly be doing wrong? It's because you're mangling the code. You need all of the if-thens and you need them in the order they are presented: randomterrain.com/atari-2600-memories-batari-basic-commands.html#savehighscore This example program also saves the high score: randomterrain.com/atari-2600-memories-batari-basic-commands.html#sprite_missile_bankswitching_example Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 2, 2016 Author Share Posted June 2, 2016 I did not mangle the code here: titlescreen a=0 : b=0 if _sc1 > _High_Score1 then goto __New_High_Score if _sc1 < _High_Score1 then goto __Skip_High_Score if _sc2 > _High_Score2 then goto __New_High_Score if _sc2 < _High_Score2 then goto __Skip_High_Score if _sc3 > _High_Score3 then goto __New_High_Score if _sc3 < _High_Score3 then goto __Skip_High_Score goto __Skip_High_Score __New_High_Score _High_Score1 = _sc1 : _High_Score2 = _sc2 : _High_Score3 = _sc3 __Skip_High_Score rem rest of code goes here. I even copied and pasted it and it still doesn't work. bananas89.bas Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 2, 2016 Share Posted June 2, 2016 I even copied and pasted it and it still doesn't work. You didn't mangle it in that version, but you're not doing anything with it. It's like you have a car and instead of putting the gas in the gas tank, you pour it through your window and complain that your car won't go. In Gyvolver, I check for a high score when the game is over and have this in the title screen setup area: ;*************************************************************** ; ; Sets up the score swap, clears the swap bit, and sets color. ; _Score1_Mem = _sc1 : _Score2_Mem = _sc2 : _Score3_Mem = _sc3 _Bit6_Swap_Scores{6} = 0 scorecolor = $1C Then I have this in the title screen loop: ;*************************************************************** ; ; Auto-play check and high score flip. ; ; Switches to auto-play after 10 seconds if player doesn't ; start the game. ; ;``````````````````````````````````````````````````````````````` ; Adds one to _Master_Counter. ; _Master_Counter = _Master_Counter + 1 ;``````````````````````````````````````````````````````````````` ; Skips this section if counter is less than two seconds. ; if _Master_Counter < 120 then goto __Skip_20_Second_Counter ;``````````````````````````````````````````````````````````````` ; Increments _Frame_Counter and clears _Master_Counter. ; _Frame_Counter = _Frame_Counter + 1 : _Master_Counter = 0 ;``````````````````````````````````````````````````````````````` ; Auto-play check. ; ; Turns on auto-play and jumps to main loop setup if 10 ; seconds have gone by. ; if _Frame_Counter < 5 then goto __TS_AP_Skip ;``````````````````````````````````````````````````````````````` ; Sets auto-play bit and jumps to main loop setup. ; _Bit3_Auto_Play{3} = 1 : goto __Main_Loop_Setup __TS_AP_Skip ;``````````````````````````````````````````````````````````````` ; Flips the score swapping bit. ; _Bit6_Swap_Scores{6} = !_Bit6_Swap_Scores{6} ;``````````````````````````````````````````````````````````````` ; Jumps to current score if swap bit is off. ; if !_Bit6_Swap_Scores{6} then goto __TS_Current_Score ;``````````````````````````````````````````````````````````````` ; Displays high score (blue) and skips rest of section. ; scorecolor = $AE _sc1 = _High_Score1 : _sc2 = _High_Score2 : _sc3 = _High_Score3 goto __Skip_20_Second_Counter ;``````````````````````````````````````````````````````````````` ; Displays current score (yellow). ; __TS_Current_Score scorecolor = $1C _sc1 = _Score1_Mem : _sc2 = _Score2_Mem : _sc3 = _Score3_Mem __Skip_20_Second_Counter I also have similar code for auto-play in the main loop. If a game has a game over screen, I also have similar code in that section. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 2, 2016 Author Share Posted June 2, 2016 OK, I think I figured it out. The problem was I wasn't putting the code in the titlescreen loop. This version should work now, I tested it. Due to space restrictions, I didn't check the first two score numbers, so I blanked them out. bananas9.bas bananas9.bas.bin 2 Quote Link to comment Share on other sites More sharing options...
Arenafoot Posted June 2, 2016 Share Posted June 2, 2016 OK, I think I figured it out. The problem was I wasn't putting the code in the titlescreen loop. This version should work now, I tested it. Due to space restrictions, I didn't check the first two score numbers, so I blanked them out. worked for me! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 2, 2016 Author Share Posted June 2, 2016 So, should I call this done? I'm a little worried about a note in the music. If you sing along with it, it's where you sing "bananas today..." the first time. Does the bass note there sound okay? Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted June 2, 2016 Share Posted June 2, 2016 So, should I call this done? I'm a little worried about a note in the music. If you sing along with it, it's where you sing "bananas today..." the first time. Does the bass note there sound okay? It could be called done if you keep it at 2k. I think it could turn out to be a really cool game if you expanded it to 4k and added more features to it. One thing that bothers me is if you hold down the button when close to a fly it will commit suicide by running into the swatter. 1 Quote Link to comment Share on other sites More sharing options...
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