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AskewTV

Looking for a few people to make a game with!

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Hello, I am looking for a few members to help make a game with. I can do some level and sprite designing, I am not that good at coding in Batari Basic. I have tried doing some and made a small game, not much though. I am open to really anything! If you would like to work together, comment below or PM me!

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Can someone help me make the enemy chase the player?

 

set kernel_options pfcolors

b{7}=1
playfield:
XX....X.X...X.X..X..XX..........
X.X...X.X...X.X.X..X..X.........
X..X..X.X...X.XX...XXXX.........
X...X.X.X...X.X.X..X..X.........
X....XX..XXX..X..X.X..X.........
...........................XX...
XX..XXX.XXX..XX..X..X.....XXXX..
X.X.X.X.X...X..X.X.X.....XXXXXX.
XX..XXX.XXX.XXXX.XX......XXXXXX.
X.X.XX..X...X..X.X.X.....XXXXXX.
XX..X.X.XXX.X..X.X..X....XXXXXX.
end
pfcolors:
212
212
212
212
212
212
212
212
212
212
212
end
rem Loop the screen until the spacebar is pressed
title
COLUBK = $b6
COLUPF = 212
drawscreen
if joy0fire || joy1fire then goto beginning
goto title
beginning
playfield:
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
..X.X.X.X.X.X.X..X.X.X.X.X.X.X..
..XXXXXXXXXXXXX..XXXXXXXXXXXXX..
..X.X.X.X.X.X.X..X.X.X.X.X.X.X..
..XXXXXXXXXXXXX..XXXXXXXXXXXXX..
..X.X.X.X.X.X.X..X.X.X.X.X.X.X..
..XXXXXXXXXXXXX..XXXXXXXXXXXXX..
..X.X.X.X.X.X.X..X.X.X.X.X.X.X..
..XXXXXXXXXXXXX..XXXXXXXXXXXXX..
..X.X.X.X.X.X.X..X.X.X.X.X.X.X..
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end
pfcolors:
$1A
$42
$1A
$42
$1A
$42
$1A
$42
$1A
$42
$1A
$1A
end
COLUBK = 0
COLUPF= $1A : COLUP0=$1A : scorecolor = $1A
player0x=77 : player0y=48 : h=$1A
player1x = 77 : player1y = 48
if b{7} then AUDV0=8 : AUDV1=8 : AUDC0=4 : AUDC1=4
b{6}=0
drawscreen
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
player1:
%10010010
%01111100
%00111000
%11111110
%00111000
%01111100
%10111010
%00010000
end
noise
if b{7} then a=a+1
if !b{7} then c=0 : goto main
if a>16 then a=0 : c=c+1
if c=1 then AUDF0=4 : AUDF1=18
if c=2 then AUDF0=12 : AUDF1=14
if c=3 then AUDF0=4 : AUDF1=18
if c=4 then AUDF0=8 : AUDF1=14
if c=5 then k=0 : c=0 : goto anim
goto beginning
anim
if c<3 then goto anim_lr
if c=3 then goto anim_up
if c=4 then goto anim_dn
anim_lr
if a<5 then goto frame_1
if a>4 && a<10 then goto frame_2
if a>9 && a<15 then goto frame_3
if a>14 then goto frame_2
anim_up
if a<5 then goto frame_1_up
if a>4 && a<10 then goto frame_2_up
if a>9 && a<15 then goto frame_3_up
if a>14 then goto frame_2_up
anim_dn
if a<5 then goto frame_1_down
if a>4 && a<10 then goto frame_2_down
if a>9 && a<15 then goto frame_3_down
if a>14 then goto frame_2_down
anim_death
if p<4 then goto death_frame_1
if p>3 && p<8 then goto death_frame_2
if p>7 && p<12 then goto death_frame_3
if p>11 && p<16 then goto death_frame_4
if p>15 && p<20 then goto death_frame_5
if p>19 && p<24 then goto death_frame_6
if p>23 then goto death_frame_7
death_frame_1
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
goto main
death_frame_2
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
goto main
death_frame_3
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
goto main
death_frame_4
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
goto main
death_frame_5
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
goto main
death_frame_6
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
goto main
death_frame_7
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
goto main
frame_1_down
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
goto main
frame_2_down
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
goto main
frame_3_down
player0:
%00110110
%00011100
%01011101
%00111110
%00011100
%00111110
%00101010
%00111110
end
goto main
player0:
%00100010
%00011100
%01011100
%00111110
%00011101
%00111110
%00101010
%00111110
end
frame_1_up
goto main
frame_2_up
player0:
%00100010
%00011100
%01011100
%00111110
%00011101
%00111110
%00101010
%00111110
end
goto main
frame_3_up
player0:
%00100010
%00011100
%01011100
%00111110
%00011101
%00111110
%00101010
%00111110
end
goto main
frame_1
player0:
%00000000
%00100100
%00011000
%00011000
%00011000
%00111100
%00111100
%00111100
end
goto main
frame_2
player0:
%00000000
%00100100
%00011000
%00011000
%00011000
%00111100
%00111100
%00111100
end
goto main
frame_3
player0:
%00000000
%00100100
%00011000
%00011000
%00011000
%00111100
%00111100
%00111100
end
main
b{7}=0
AUDV0=k : AUDV1=0
if collision(player0,playfield) && g<70 then k=9 : b{5}=1 : score=score+1 : g=g+1 : pfpixel e f off
if !collision(player0,playfield) && b{5} then b{5}=1
if b{5} then k=k-1 : AUDC0=9 : AUDF0=9
if b{5} && k<1 then k=0 : b{5}=0
if collision(player0,playfield) && g=70 then g=0 : b{5}=0 : k=0 : b{4}=1 : c=0 : a=0 : b{3}=0 : AUDV0=0
if b{4} then j=j+1
if b{6} then AUDV0=k : AUDF0=m : AUDC0=4 : n=n+1
if n=4 then k=k-1 : n=0 : o=o+1 : p=p+1
if n=3 then m=m-1
if o>5 then k=0
if o>6 then o=0 : k=15
if b{6} && m=2 then o=0 : p=0 : k=0
if b{6} && m=2 then b{6}=0 : n=0 : c=0 : q{0}=1
b{0}=0 : b{1}=0
if player0x=17 then b{1}=1
if player0x=77 then b{1}=1
if player0x=137 then b{1}=1
if player0y=16 then b{0}=1
if player0y=32 then b{0}=1
if player0y=48 then b{0}=1
if player0y=64 then b{0}=1
if player0y=80 then b{0}=1
COLUP0=26 : scorecolor=$1A
drawscreen
if q{0} then goto pause
if b{6} then goto anim_death
if !b{4} then a=a+1
if a>20 then a=0
if b{4} && j=20 then j=0 : i=i+1
if b{4} && i=5 then i=0 : b{4}=0 : AUDV0=0 : goto beginning
if b{4} && j>10 then pfcolors:
14
14
14
14
14
14
14
14
14
14
14
end
if b{4} && j<9 then pfcolors:
130
130
130
130
130
130
130
130
130
130
130
end
if b{4} then goto main
if joy0fire && !b{6} && !b{5} then k=15 : m=31 : b{6}=1 : c=0
if joy0left && b{0} then c=1
if joy0right && b{0} then c=2
if joy0up && b{1} then c=3
if joy0down && b{1} then c=4
if b{2} then b{2}=0 else b{2}=1
if b{2} && c=1 && player0x>17 then player0x=player0x-1 : b{3}=1
if b{2} && c=2 && player0x<137 then player0x=player0x+1 : b{3}=0
if b{2} && c=3 && player0y>16 then player0y=player0y-1
if b{2} && c=4 && player0y<80 then player0y=player0y+1
if b{3} then REFP0=8 else REFP0=0
if b{3} then e=(player0x-17)/4
if !b{3} then e=(player0x-10)/4
f=(player0y-1)/8
goto anim
pause
r=r+1 : player0x=77 : player0y=48
if r>60 then r=0 : b{7}=1 : q{0}=0 : AUDF0=4 : AUDF1=18 : a=0 : c=1 : goto beginning
goto anim

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Let's start here with a better way to post code in these forums: as a source that will compile coupled with a compiled .bin

 

People will probably look at the .bin first to decide if they are interested in the project and then start digging into the code if they like what they see.

 

The request was to have the enemy chase the player. I would probably have the enemy do its own thing and have the player try to avoid the enemy (or enemies if more are added).

 

Nuka.bas

Nuka.bin

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Another alternative is to pitch your game idea. I'd always be interested writing code for in an original and great idea. Especially if the game would work on other platforms too. But, beware, pitching game ideas is really difficult. Hard to convey an idea. Storyboards and/or art helps a lot. And a lot of great and original ideas sound terrible when pitched unfortunately. More original the more they sound like they suck.

 

Actual game play is normally developed as the game is written, lots of tweaks. So what I look for in a teammate is great artistic skill, great design taste, and crazy out of the box thinking. Someone who has a dozen ideas how a single game could be done. Then I just try to write the code to whatever pops into their head each day.

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@DanOliver: Nice thoughts Dan. A description of what the person hoped or imagined the game could be would be helpful. When I looked at this, my thoughts are, there is a bug looking sprite and a human looking sprite. Which is the good guy? Is the human really a human or some other biped that is taking bug eggs?

 

Also, with this many escape routes and only one enemy it will be difficult to for the enemy to put pressure on the player unless the enemy is so fast that it is unavoidable and that would not be fun. Plus, both sprites start at the same location which means collision detection needs to be disabled until they are clear of each other. Would be better to have different start locations.

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I think the concept of "which is the good guy" is a very sweet concept, a modern concept. That can transcend the 2600. I wouldn't get too caught up in the implementation too much, or even 2600 limitations. More like designing Pac Man, better to design a great game and scale it to the 2600. Just stay in the ballpark, low res, not too many sprites. There sure have been some low res few sprite indie games in the past 10 years.

 

The other way is to design specifically to the 2600, which is how virtually all were done back in the day. That really has to be done by a programmer who can find a few tech tricks. This can result in very good games, but not classic games. For example few original 2600 games were ported to more powerful systems, or were big hits off the 2600. I can't think of any, hopefully some others can.

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