AskewTV #1 Posted August 9, 2016 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! Quote Share this post Link to post Share on other sites
SIO2 #2 Posted August 9, 2016 Maybe you could post your game code and see if it inspires anyone. Quote Share this post Link to post Share on other sites
AskewTV #3 Posted August 11, 2016 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 Quote Share this post Link to post Share on other sites
SIO2 #4 Posted August 17, 2016 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 1 Quote Share this post Link to post Share on other sites
DanOliver #5 Posted August 23, 2016 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. Quote Share this post Link to post Share on other sites
SIO2 #6 Posted August 24, 2016 @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. Quote Share this post Link to post Share on other sites
DanOliver #7 Posted August 24, 2016 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. 1 Quote Share this post Link to post Share on other sites
enthusi #8 Posted August 24, 2016 H.E.R.O. :-) Quote Share this post Link to post Share on other sites
Papa #9 Posted October 1, 2016 I can program. Quote Share this post Link to post Share on other sites