8-bit_d-boy Posted July 25, 2017 Share Posted July 25, 2017 (edited) Hey, since I've already posted asking for help with this, I thought I may as well introduce my project: Air Hockey Which may be usurped by RealSports Air Hockey once the Intellivision releases its contender to Air Hockey, and finally Super Air Hockey with it's at-table perspective and red label when the Atari 2600 gets re-released as the Atari Jr. Only Kidding. Move your paddles in not one--but TWO distinct directions! Hold fire to move TWICE AS FAST! Hit reset to reset the game when YOUR FRIEND STARTS TO BEAT YOU! Realize it's still just a work in progress when THE PUCK STARTS TO CLIP WITH THE PADDLE!Here's a screenshot of it so far: Still a work in progress, here's the ROM so far: airhockey.7-25-2017.bin airhockey.7-26-2017.bin airhockey.bas airhockey.7-27-2017.bin Edited July 27, 2017 by 8-bit_d-boy 5 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted July 25, 2017 Share Posted July 25, 2017 Looks great! I'm looking forward to seeing how it develops. Quote Link to comment Share on other sites More sharing options...
8-bit_d-boy Posted July 25, 2017 Author Share Posted July 25, 2017 Thanks! Me too. Quote Link to comment Share on other sites More sharing options...
Keatah Posted July 25, 2017 Share Posted July 25, 2017 What emulator was used to make the screenshot? Quote Link to comment Share on other sites More sharing options...
8-bit_d-boy Posted July 26, 2017 Author Share Posted July 26, 2017 (edited) Stella with the S-Video TV mode setting with scanline intensity at 42 and interpolation on, found under "Video Settings" in the menu. Edited July 26, 2017 by 8-bit_d-boy Quote Link to comment Share on other sites More sharing options...
Keatah Posted July 26, 2017 Share Posted July 26, 2017 (edited) What version of stella? Never mind, the PNG header says 3.7.2 I would humbly suggest testing it in 5.0.1 because there are significant changes between old and new Stella. Significant as in a complete remake of the TIA. In fact, the game looks normal on old stella. But on new stella, the score is cut-off at the bottom. And new stella emulates the hardware better than ever. Edited July 26, 2017 by Keatah Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted July 26, 2017 Share Posted July 26, 2017 The ball clipping was a crazy surprise Quote Link to comment Share on other sites More sharing options...
StanJr Posted July 26, 2017 Share Posted July 26, 2017 This is stupid amounts of fun. With a game this straightforward do you have room for some whistles and bells and other fancy bits? Pele had fireworks after all... Quote Link to comment Share on other sites More sharing options...
8-bit_d-boy Posted July 26, 2017 Author Share Posted July 26, 2017 (edited) The ball clipping was a crazy surprise Yeah, collision is not finished yet, lol. This is stupid amounts of fun. With a game this straightforward do you have room for some whistles and bells and other fancy bits? Pele had fireworks after all... Thanks! I wanted the win screen to cycle thru the luminances of the win color at 1 color per second, but it's not working for some reason, I can post the code if you're interested. I also plan on making a more robust deflection system so the ball collides and bounces off the paddles more realistically, as if it's colliding with a circle, and not just reversing direction + paddle momentum. In addition to that, I want to add pausing with either the BW-Color switch or game select and left-handed controls selected by the difficulty switches. What version of stella? Never mind, the PNG header says 3.7.2 I would humbly suggest testing it in 5.0.1 because there are significant changes between old and new Stella. Significant as in a complete remake of the TIA. In fact, the game looks normal on old stella. But on new stella, the score is cut-off at the bottom. And new stella emulates the hardware better than ever. I'll have to check it out! Checked it out, Updated accordingly. airhockey.7-26-2017.bin airhockey.bas Edited July 26, 2017 by 8-bit_d-boy 1 Quote Link to comment Share on other sites More sharing options...
8-bit_d-boy Posted July 26, 2017 Author Share Posted July 26, 2017 (edited) Currently working on new collision and deflection system.Anyone have pointers to not only prevent collision, but also have the ball deflect in different directions, dependent upon where the ball collides with the paddle and doing so efficiently? Thanks in advance. Edited July 27, 2017 by 8-bit_d-boy Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 27, 2017 Share Posted July 27, 2017 Currently working on new collision and deflection system. Anyone have pointers to not only prevent collision, but also have the ball deflect in different directions, dependent upon where the ball collides with the paddle and doing so efficiently? Thanks in advance. There might be something here: atariage.com/forums/topic/211497-chipoff-breakout-style-example-program/ Quote Link to comment Share on other sites More sharing options...
AtariLeaf Posted July 27, 2017 Share Posted July 27, 2017 Posting here to keep an eye on the thread. Looks interesting and you had me at "hockey" 1 Quote Link to comment Share on other sites More sharing options...
8-bit_d-boy Posted July 27, 2017 Author Share Posted July 27, 2017 There might be something here: atariage.com/forums/topic/211497-chipoff-breakout-style-example-program/ Thanks! Looking over it now. Posting here to keep an eye on the thread. Looks interesting and you had me at "hockey" Does it count if it's Air Hockey? 1 Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted July 27, 2017 Share Posted July 27, 2017 Looking forward to this one. Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted July 27, 2017 Share Posted July 27, 2017 I love air hockey...great concept. Will keep on eye this too. Quote Link to comment Share on other sites More sharing options...
AtariLeaf Posted July 27, 2017 Share Posted July 27, 2017 Yea air hockey is a great idea for the 2600. Also another hockey game in general is a great idea, maybe even for the 7800. Unfortunately I think the Atari fan/hockey fan is a small blip on the venn diagram Quote Link to comment Share on other sites More sharing options...
8-bit_d-boy Posted July 27, 2017 Author Share Posted July 27, 2017 Yea air hockey is a great idea for the 2600. Also another hockey game in general is a great idea, maybe even for the 7800. Unfortunately I think the Atari fan/hockey fan is a small blip on the venn diagram I think if a hockey game was to be done on the Atari, it would have to use vertical scrolling. It'd be cool to do it in a Super Football style with a sort of 3/4ths overhead perspective. I've also been thinking of making a Foosball game. 1 Quote Link to comment Share on other sites More sharing options...
hizzy Posted July 27, 2017 Share Posted July 27, 2017 Really nice! I'll be following this for sure! Quote Link to comment Share on other sites More sharing options...
Neuronic Posted July 28, 2017 Share Posted July 28, 2017 Simple but fun! The essence of a good 2 player Atari game! Quote Link to comment Share on other sites More sharing options...
8-bit_d-boy Posted July 28, 2017 Author Share Posted July 28, 2017 So I've been refactoring the movement and collision code to better be able to do the kind of deflection I want, but I'm running into some problems with the ball sticking into the playfield/players with it. Could someone take a look at my code and help me figure out what's wrong? airhockey.7-27-2017 (2).bin airhockey_7-27-2017.bas 1 Quote Link to comment Share on other sites More sharing options...
Neuronic Posted July 28, 2017 Share Posted July 28, 2017 So I've been refactoring the movement and collision code to better be able to do the kind of deflection I want, but I'm running into some problems with the ball sticking into the playfield/players with it. Could someone take a look at my code and help me figure out what's wrong? Just a quick look & thought, I may be missing something... The line that reads if bally > player0y || bally < player0y + 2 then goto _skip_to_p0_y_reflect is this really an "or", should it be a "and"? (line 283) Quote Link to comment Share on other sites More sharing options...
8-bit_d-boy Posted July 28, 2017 Author Share Posted July 28, 2017 Just a quick look & thought, I may be missing something... The line that reads if bally > player0y || bally < player0y + 2 then goto _skip_to_p0_y_reflect is this really an "or", should it be a "and"? (line 283) That part acually gets skipped, due to the "goto _new_col" line above it. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 29, 2017 Share Posted July 29, 2017 So I've been refactoring the movement and collision code to better be able to do the kind of deflection I want, but I'm running into some problems with the ball sticking into the playfield/players with it. Could someone take a look at my code and help me figure out what's wrong? It won't compile for me. I noticed that you weren't using def correctly. Check out the note here: randomterrain.com/atari-2600-memories-batari-basic-commands.html#def After removing the spaces, it still won't compile, but at least I get an error message this time: --- Unresolved Symbol List xboolean 0000 ???? (R ) boolean 0000 ???? (R ) Quote Link to comment Share on other sites More sharing options...
RamrodHare Posted July 29, 2017 Share Posted July 29, 2017 This looks awesome. I'll be keeping an eye on it too. Quote Link to comment Share on other sites More sharing options...
8-bit_d-boy Posted July 29, 2017 Author Share Posted July 29, 2017 (edited) It won't compile for me. I noticed that you weren't using def correctly. Check out the note here: randomterrain.com/atari-2600-memories-batari-basic-commands.html#def After removing the spaces, it still won't compile, but at least I get an error message this time: --- Unresolved Symbol List xboolean 0000 ???? (R ) boolean 0000 ???? (R ) Strange, it compiles for me with spaces, although I'm still using the older BB, I think. Not 100% sure. Anyway, here's the latest source and binary: EDIT: Well I just figured out why the ball was getting stuck on the walls(I think(so far)), I just had to remove the minus signs from the lines that said: bvx = -bvx + p1_x + p1_x bvy = -bvy + p1_y + p1_y Forgot about those. EDIT 2: Also just realized that the ball ricochets off of the blue paddle, but clips through red. EDIT 3: Also also just realized that the ball only ricochets off EITHER paddle on the left, but clips through on the right. EDIT 4: Got that kinda fixed, ball still clips through red paddle if blue serves it straight left and red doesn't move. STILL can't figure out why. Updated source and binary. airhockey.bas.bin airhockey.bas Edited July 30, 2017 by 8-bit_d-boy Quote Link to comment Share on other sites More sharing options...
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