+atari2600land Posted May 16, 2020 Share Posted May 16, 2020 I decided Skiing was too boring, so I decided to look through and see what I could do. I came across the Frog Crossing thing I started on. At the time I quit, I quit because I thought it was going to be too difficult for me to program. But now I think I can do it. I will put the score in the upper white space. And I made it so if the frog got hit by land while jumping to the upper part, he dies. But I don't know whether he should land on the green part or the blue part. Also, I thought of a way that I can keep track of which spaces are open. I'm going to assign a variable (lisu 2, lisl 6) to keep track of this. I figure I can use the bits (0-open, 1-not open) to see whether the frog has landed there already or not. So, for example, if spaces 1, 4, and 6 are open, it'd look like this: %01101011. (the last two bits don't matter. I'll just set them to on because the frog can't land there anyway.) The only problem with this is I don't know how to check to see whether a certain bit is on or off. Is there even a way to do that? Perhaps I'll make this into a "Trimerous 2" cart. Might as well if I have room to spare, which I have tons. I'm not happy with the way Elevator Events or Skiing turned out. Other than that, the Trimerous testing cartridge is in the middle of its long trek here to the United States. And e5frog and I were just talking about box designs yesterday. The current build of Frog Crossing is below. frog4.zip 4 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 16, 2020 Author Share Posted May 16, 2020 Decided to do what the Odyssey2 did and split the screen into two different parts. I figure it will be easier to display the enemies/logs this way. Reducing the number of things moving onscreen is always a good idea on the Channel F. 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 27, 2020 Author Share Posted May 27, 2020 Game now has the ability to know which hole you went into and you'll die if you touch a green space (of the hole that gets covered up when you went into it the first time). frog6.zip 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 28, 2020 Author Share Posted May 28, 2020 Added some stuff, score counter, life counter, other lovely stuff. frog7.zip 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted May 28, 2020 Share Posted May 28, 2020 Is it possible to flip the red and green colors so that the frog is green? 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 28, 2020 Author Share Posted May 28, 2020 It would be really easy to do, but if the frog is green, the land would be red. Quote Link to comment Share on other sites More sharing options...
fluxit Posted May 28, 2020 Share Posted May 28, 2020 It's looking good. No ball bouncing off of a paddle sound? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 28, 2020 Author Share Posted May 28, 2020 SFX will be tiny little songs. That will come later, though. I wondered what it would look like if the frog was green and the ground was red. So here it is in version 8. frog8.zip 2 Quote Link to comment Share on other sites More sharing options...
e5frog Posted July 20, 2020 Share Posted July 20, 2020 Just set the land to light green, using the possibility to set background color by line. Red looks terrible. Quote Link to comment Share on other sites More sharing options...
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