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This game is coming along quickly! My high score so far is 900.

 

Not sure how it happened, but I got stuck behind the left wall. I couldn't get out, and after dying, I respawned in the same place. Also, I noticed that after you die, the enemy tank moves down a row, but after you shoot it, it moves back up to the top. Is that supposed to happen?

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default.bas.bin here is another game i worked on its about my pet goat booper and he needs to get to the safety of the barn without touching soccer balls of doom (goats dont like soccer balls) there are 4 levels so far when you beat 4 it says game over but you win. no score works.

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i made the game harder but i cant figure out how to make it progressively harder and the animation is like 100% better i will upload it asap probably tomorrow i will release more info when it is online

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You can use a byte of RAM to control the "level difficulty". When you set aspects of the game, say the speed of the enemy, speed/size of enemy missile, etc. you can use the "level difficulty" byte to pick values from tables. This way you can customize each and every level.

At least, that's one way you could do it. You could also use this to make each level use a different color scheme, for instance.

Edited by JeremiahK

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i will probably do that but for now here is the current version Robot_X.bin

 

 

if you go off screen on the bottom, the tank cant hurt you and you can't hurt it so it's like a rest spot for hard core gamers or if you need a break and you don't want to reset score.

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is there any way to get a higher play field resolution :?

 

You could use the multi sprite kernel and fake scrolling by using the extra virtual sprites.

 

Or, you could try Superchip RAM and see if the pfscroll commands work for your engine.

http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#superchipram

 

UPDATE: Oops.. nevermind about scrolling. Got confused as to what you wanted. Karl Gs suggestion sounds good :)

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If you make use of pfscore bars, you could display lives by the score and eliminate flicker. If you use the no_blank_lines kernel option, you could eliminate the lines between the playfield blocks. You would lose one of the missiles, but you could use the ball object to replace it.

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the story of the game: the evil morph man was born in a lab accident and he found that no matter what he had (lab equipment he stole after the indecent mostly) he wanted more, and he could have it, because of his ability to morph into any thing, he became a bank guard and stole the money. robot-x notices him one day and follows him to his layer. inside morph man spots him and hides in his lab room and sends out the tanks. now you control robot-x you must stop the evil morph man before it is to late and he steals all of the money in the world.

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also i read in the cartridge area of the store that you cant buy a game without owner permission if it is a home brew so as long as it says made by Isaac kasdorf on the cart and it uses a pic like my profile pic you can buy my game

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