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Little Man Project Kickoff


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Okay, I guess I'm not going to have the free time I thought when I started this blog, but what can I do. Things will get done when they do. I have also decide to take a break from the Lander project and begin working on the Little Man project. Hey, its a hobby right? So I need to focus on what is grabbing my attention at the time. Little Man is a single screen platform game. It is going to look and play very similar to Jumpman. The player must collect X number of bars of gold to complete each level. Picking up gold bars may cause sections of the game board to disappear or rearrange. There are also enemies like the Jumpman "bullets" that try to knock the player off the platforms. I have a working kernel (see attached file), although there is a glitch in the player sprite near the right side of the screen. The glitch would only show if the player jumps off the side of the platform area of the screen to a certain death, so I am debating whether or not to fix it. The solution would cost me 2 bytes of RAM and I am trying to save RAM for rearranging the game board on the fly. The attached binary shows the player sprite in a static image. You can move it freely around the screen with the left joystick. The playfield graphics are showing a test pattern. The blue bars will become ladders. The gold bars will be used for the gold, and where the 2 overlap to look greenish white will be the platforms. The game engine will support elevators and conveyor belts and stuff. The black vertical bars moving through the test pattern are exercising that ability at a rudimentary level. If someone has the ability to run this binary on real hardware, I would like to know if it shows any glitches. I am particularly worried about the PF graphics not being updated in time. I am writing to the PF2 on the left side and PF1 on the right side at what I believe is the last possible cycle. It looks right on Stella, but the emulator may be wrong. Cheers!

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Looks nice; I tested in z26 and Stella and looks solid in both. As far as I know, both emulators are rock solid when it comes to drawing the PF, so if it works in the emulator I'm 99% sure it will work on the real thing :)

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Hi there!

 

Cool project! Works like intended on my PAL setup. Except for the chosen colors naturally.

 

I wouldn't mind about starting another project. Start as many you want, until you found the *right* one :)

 

Also, if you want to do "Jumpman", just do it, I'm not claiming that ;)

 

Greetings,

Manuel

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Looks nice; I tested in z26 and Stella and looks solid in both.  As far as I know, both emulators are rock solid when it comes to drawing the PF, so if it works in the emulator I'm 99% sure it will work on the real thing :)

 

Thanks for trying it on Z26. I work on a Mac so don't have access to it. I am pretty confident too, that the emulators do the PF emulation spot on. There is just that little 1% piece of doubt. ;)

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Hi there!

 

Cool project! Works like intended on my PAL setup. Except for the chosen colors naturally.

...

Also, if you want to do "Jumpman", just do it, I'm not claiming that :)

 

Greetings,

Manuel

 

Thanks for trying it out. I didn't see your Jumpman work until today. Your design looks very good. It seems we have taken different approaches to solving the the timing hurdles in rendering such a game. I will post my source soon so you can see I what I am doing differently. I am finding like you did that each level is going to require its own modified version of a core kernel.

 

I really am not looking to clone Jumpman. I actually never played Jumpman (blasphemy!), only Jumpman Jr. I want to make my own creation in the same genre.

 

Cheers!

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