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ultima

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Everything posted by ultima

  1. Been slowly bringing this closer to a demo. So what's here? - a 32x 22 playfield - a temporary level to play in - lite dialog system - a working store - items to collect (armor, magic ring, roots, helm, treasure) - an enemy to kill (a spider) - death screen - title screen - useable item (heath potion) - enemy randomly drops treasure chests. - score tracks # of gold pieces - inventory system tracks what you find (here I am aiming for selectable weapons and useable items). - Theme is based on JRR Tolkien's The Silmarillion controls - Use JOYSTICK to move and attack with FIRE button. - HOLD the SELECT button to go into inventory. - Cycle inventory by pressing RIGHT on the JOYSTICK. - To use potion highlight it in inventory and press DOWN the life gauge on the lower left will refill to max life. - RESET switch returns to titlescreen - On the "SHOP" screen FIRE is advance/confirm and SELECT is esc/cancel. There is only one item for sale at this time. The Children of Hurin prototype WIP.bin
  2. I only want the flashback portable to return to the 2016 D-pad, keep the B/W switch (that holds its state) from the 2017, and the nicer LCD of the 2017 (the colors were slightly darker but looked sharper)
  3. -Added extra lives -fixed a bug where restarting the game caused the baby to drop instantly
  4. Is this for DPC+? You didn't mention what kernel was used. If it is DPC+ then could we get an example for the Standard Kernel?
  5. I tried this it gave me 100 extra bytes for a total of 211 bytes of ROM space left. I guess with that I could try adding a high score saver or play around with the possibility of adding extra lives or powerups. I'll see if I can get back to it tomorrow. Thanks I never knew we could drop include functions that we were not using and since I have never messed around with scrolling that was a great thing to learn.
  6. -Added a sound effect (couldn't fit any more in without exceeding the bank) Thanks this is the first 2k I've done Thanks, the design is random. I can usually catch them if I react quick enough takes a little zen practice. The randomization throws me off sometimes as the woman in the window may stay in the same area several times making you drop your guard.
  7. Added 3 lives Player reflection Tightened down or simplified code To do add sound fx and wish list add high score saver 128 bytes left
  8. This game started off as a joke. My friend and I were by the local fire dept. when my friend noticed they have a practice exercises tower in the backyard. He thought it would be funny to break into the tower and climb to the top. I added that maybe take a basket of baby dolls and toss them down at the firefighters so they can practice catching flying babies. We both had a good laugh. The next day I thought about it and decided to code this 2k game. This is the result... Save My Baby.bin The Game Objective: Score points for every baby you catch (50 points) You start with 3 lives if you miss a baby you will lose 1 life The game ends when you run out of lives Extra life at 3000,6000,9000 points Controls: Move the player across the bottom of the screen using left and right. Start game pressing Fire or Reset
  9. I have been working on some ideas for Genetic Laboratory Failure 2 (resident evil 2). To give it some extra scare factor I started working out a flashlight using flicker that lights enemies up as they come close to the character. Plus like the original game ammo is scarce and the boss keeps getting bigger and more powerful. It would be cool to make a decent horror game wish you luck.
  10. You can create a variable that increments or decrements after drawscreen is called. If using every other frame you can just use a bit from a variable that is on or off. At the start of the loop set a condition then execute which code you want to run then on the next loop run the rest.
  11. Just finished Tomb Raider's reboot only to find you can't backtrack...

    1. Flojomojo

      Flojomojo

      Bad reviews. Small screen, glitchy. Missing games. Get a Flashback Portable instead.

    2. Skippy B. Coyote

      Skippy B. Coyote

      If only the Flashback Portable looked as nice. AtGames should really license that company's case design and put the Flashback Portable's hardware inside it.

    3. GoldLeader
  12. I use Paint.net and load the palette for near colors
  13. w000 worked after re-reading about it a pfres 24 playfield allows 000-031 Thanks RT. I also found you can clear SC variables with asm LDA #0 STA W000 ; add SC variable here end **I just realized that stella shows the ram you can use
  14. I thought when I read the page that 127 would be the one to start with I'll try w001 and see if changing it to the other end works as soon as I get home. Will post an update later thanks guys.
  15. I have been experimenting with SC RAM and can't for the life of me figure out how to assign and change values I tried this first I tried to assign w with "w127=1 " then check it later with "if r127=1 then goto __ModdedHKVP70" for a comparison and that came up short. Am I missing something?
  16. Your game looks very good I hope you keep working on it. I like in the video the playfield has 2 colors + background color.
  17. Wow pwalters you guys made a great game! This is truly a treasure! The graphics are great and the gameplay is tight it gets pretty scary on the top floor. I like that you don't have to jump over the ladder holes unlike pitfall! Just out of curiosity how many days are there in game? How long was the development time from idea to final rom? Did you have access to any atari 2600 asm programming materials when you were working on it or did you reverse engineer programs like the guy who wrote empire strikes back? Anyway here's my best score so far ...looks like I need to get better at dodging lol
  18. Wow looks like an activision game. Haven't had a chance to play yet sounds like fun sorta like excitebike vcs.
  19. Custom minikernel tutorials would be pretty cool.
  20. Since I'm not seeing any more issues I'll say this game is finished. Just going to work on the manual and PAL version.
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