+atari2600land Posted June 24, 2018 Share Posted June 24, 2018 After a ton of problems, I have finally started work on a version of Doodle Jump for the Intellivision using INTY Basic. Right now it's just a square jumping up but I want to change it to a creature of some sort. I have one in mind. I also am going to add a 2-player version where the object is to make the other player go off the screen downwards. As well as sound and other stuff. Let me know what you think or if you run into any bugs or something. dj1.rom 11 Quote Link to comment Share on other sites More sharing options...
Gray Defender Posted June 24, 2018 Share Posted June 24, 2018 Sweet. I'm impressed. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted June 24, 2018 Share Posted June 24, 2018 After a ton of problems, I have finally started work on a version of Doodle Jump for the Intellivision using INTY Basic. Right now it's just a square jumping up but I want to change it to a creature of some sort. I have one in mind. I also am going to add a 2-player version where the object is to make the other player go off the screen downwards. As well as sound and other stuff. Let me know what you think or if you run into any bugs or something. dj1.gif Wow! It looks really cool! :thumbsup: You may want to check your collision detection, for it seems that sometimes the Doodle-Block goes "through" the platforms when it bounces. Other than that, it looks very nice! -dZ. Quote Link to comment Share on other sites More sharing options...
Gernot Posted June 24, 2018 Share Posted June 24, 2018 looks like one of the games which i can't play because of laughter. cool, does it need to be a creature? i like the square. what about a timer or counter for the platforms this would force you a little (while i'm shit already without such). in general i like those small games for which you need fine motor skills. it differs so much to "let play" i wrote already that a small boy watched me playing flapee bird he was fascinated, i guess this will work the same. Quote Link to comment Share on other sites More sharing options...
Gernot Posted June 24, 2018 Share Posted June 24, 2018 i know i'm easy to please - i even like a senso. Quote Link to comment Share on other sites More sharing options...
vprette Posted June 24, 2018 Share Posted June 24, 2018 in a while it can become this 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 24, 2018 Author Share Posted June 24, 2018 This is an upmonster: So called because of his tendency of (and the fact that he likes) going upwards. I fixed a few other things.+ I discovered that the fact the guy doesn't land on the platform is because of my gravity code. So I had to take it out. The upmonster still jumps up and down, just not as fancy as before. + I discovered that sometimes a platform disappears. I think I fixed this as well. Please tell me what you think of this latest version. dj2.rom 2 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted June 24, 2018 Share Posted June 24, 2018 This is an upmonster: upmonster.gif So called because of his tendency of (and the fact that he likes) going upwards. I fixed a few other things. + I discovered that the fact the guy doesn't land on the platform is because of my gravity code. So I had to take it out. The upmonster still jumps up and down, just not as fancy as before. + I discovered that sometimes a platform disappears. I think I fixed this as well. Please tell me what you think of this latest version. Would it be possible to have the fancy gravity physics and good landing? I'm sure we could help you achieve that. -dZ. Quote Link to comment Share on other sites More sharing options...
+Lathe26 Posted June 24, 2018 Share Posted June 24, 2018 The game looks cute in an endearing kind of way. There are not enough of these in the Intellivision library. Keep going on this game. Quote Link to comment Share on other sites More sharing options...
atari5200dude82 Posted June 24, 2018 Share Posted June 24, 2018 Looks cool. Kinda like Imagic Quick step on the Atari Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 24, 2018 Author Share Posted June 24, 2018 Added back in the gravity. I thought of a way to do collision detection other than the COL0 and HIT_SPRITE1 way. dj3.rom 1 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted June 24, 2018 Share Posted June 24, 2018 Added back in the gravity. I thought of a way to do collision detection other than the COL0 and HIT_SPRITE1 way. I tried playing it and it feels a little weird. Sometimes, when I bounce and move to the side, the jumper just goes waaaaaay up high and off the screen before coming back down. Perhaps you need to control better your gravity and jump acceleration. -dZ. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 25, 2018 Author Share Posted June 25, 2018 I need help with platform placement. Sometimes it makes it up so high that the upmonster can't reach it. Other times, the platforms are so low, the platforms won't reset. upmonster4.zip Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted June 25, 2018 Share Posted June 25, 2018 I need help with platform placement. Sometimes it makes it up so high that the upmonster can't reach it. Other times, the platforms are so low, the platforms won't reset. shot0020.gif shot0021.gif Are you placing them randomly? How about designing levels, like Doodle Jump? You could just store their offsets in DATA arrays and read them during game-play. -dZ. Quote Link to comment Share on other sites More sharing options...
artrag Posted June 25, 2018 Share Posted June 25, 2018 For random platforms you should set a minimum offset from the last posed one and a random increment within the screen range Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 25, 2018 Author Share Posted June 25, 2018 (edited) I'd like random levels so it'd be a different game each time you play. I think I got it nailed though, with this code: get_new_platform1: procedure platform1x=(RAND/2)+20 wait platform1y=(rand/8)+16 if platform1y>platform5y-20 then platform1y=platform1y-20 return end get_new_platform2: procedure platform2x=(RAND/2)+20 wait platform2y=(rand/8)+16 if platform2y>platform1y-20 then platform2y=platform2y-20 return end get_new_platform3: procedure platform3x=(RAND/2)+20 wait platform3y=(rand/8)+16 if platform3y>platform2y-20 then platform3y=platform3y-20 return end get_new_platform4: procedure platform4x=(RAND/2)+20 wait platform4y=(rand/8)+16 if platform4y>platform3y-20 then platform4y=platform4y-20 return end get_new_platform5: procedure platform5x=(RAND/2)+20 wait platform5y=(rand/8)+16 if platform5y>platform4y-20 then platform5y=platform5y-20 return end I was able to get over 10,000 points in this build. dj5.rom Edited June 25, 2018 by atari2600land 1 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted June 25, 2018 Share Posted June 25, 2018 You don't need to use WAIT if you change RAND/8 to RANDOM(32) 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 25, 2018 Author Share Posted June 25, 2018 Added a title screen and two player game. At the title screen, press 1 for a one-player game and 2 for a two-player game. In the two-player game, whoever drops down off the screen first loses. dj7.rom 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 25, 2018 Author Share Posted June 25, 2018 Argh! Completely messed up the 2-player version because I didn't understand jzINTV. I think I fixed it now. Player 2 can move now. It uses s for left and d for right on a computer keyboard. I also added a wins counter for both players. dj8.rom Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 25, 2018 Author Share Posted June 25, 2018 Made it so the win counter is accurate before either player presses a button. I am wondering though, how 2 people downloaded the game in under a minutes' time. Or is there some way to automatically download files? dj9.rom 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 26, 2018 Author Share Posted June 26, 2018 Made a menu at the beginning. Next I'm going to put in an ending in case someone actually reaches 65,535 points. dj10.rom 2 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted July 3, 2018 Share Posted July 3, 2018 Fun game and good controls! I've noticed that sometimes the upmonster pokes his head up on the bottom of the screen on especially high jumps. You can see it in the video here at around 17s, 31s and 45s: Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 3, 2018 Author Share Posted July 3, 2018 (edited) Yeah, I know about that problem. Thanks for letting me know, though. PS. How are you playing this in emulation? The letters look all odd. Edited July 3, 2018 by atari2600land Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 3, 2018 Author Share Posted July 3, 2018 I think I fixed that problem. dj12.rom Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted July 3, 2018 Share Posted July 3, 2018 I was using the Nostalgia emulator version 5.0. It had a LOT of other dependent software that I had to install as well to make it run so I wasn't super keen on installing it. Let me know if there's a less cumbersome GUI based INTV emulator out there that you can suggest. Yeah, I know about that problem. Thanks for letting me know, though. PS. How are you playing this in emulation? The letters look all odd. Quote Link to comment Share on other sites More sharing options...
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