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ultima

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  1. ultima

    The Cabin

    I like your idea sort of reminds me of the evil dead movie
  2. Yes I figured out some branch controls to run it without nearly as many cycles. The problem did not really matter on the flashback portable but on real Atari hardware it was making the screen jitter.
  3. I finished the atari version rewrote and reorganized all the code hope it works on a real system. update is in first post. -added the gem tracker -changed a couple playfields
  4. I have that same problem it seems to get worse in 32k projects once the banks are nearly full. I also notice the long load time it's loading the colors in the text.
  5. I'm wasting my time trying to fix this so I'm just going to kill it here. Maybe I'll start a new project. Maybe I won't.
  6. I will add from my thread bogax quoted aprox 7 cycles for each if..then statement. So if you have 20 or so if..then statements in a row you can use a on..goto with 20 lables to make a select case style flow so it only needs to read which lable to goto then test the condition and do whatever then go straight out to the next section of the program. For my zeldaesque game the program structure now flows like this: -variables -titlescreen (sub) -gameover screen (sub) -setup new game -Mainloop -check if playfield is cue to draw, if true skip next 4 sections - player input - enemy movement - collision detections - test if playfield updates (jump to draw players) - draw playfield - draw players - update sound fx -drawscreen -goto Mainloop - vblank (reflect players) I'm sure other more experienced programmers have even more tricks to share ?
  7. I see. Guess the then if's won't be saving anything then, thanks for the heads up bogax. Can anyone here write up a "simple" program to demonstrate the concept of reading a table? Is it similar to using data statements?
  8. Thanks guys I have been working on it. The vblank is easy to add but I can't seem to find the right code to run in it yet. The then if's were a snap to add in the breaking down of the playfield portion is quite challenging not sure the playfield can coexist in the same space as the arguments but maybe split the arguments up to check just the current room then draw the playfield if it is on cue. I should have something going here soon. Thanks again
  9. I fixed the demon boss back to a fireball extravaganza plus added a tracker for gems collected . Optimized as much as my brain can handle but can not get the cycle counts down. I really don't understand how to fully use the debugger in Stella ? I have no clue what to do to improve this any so I'm including the source. If anyone wants to contribute some ideas for improving this engine take a look and see if you can build it.
  10. Ok here's a quick fix : -demon boss blasts fireballs -western shore is tightened up (boats adjusted) -cant run past the boss guarding the armor -the cleric will heal you for saving him And to answer that -the forest temple requires 3 gems to unlock a "special" weapon -the blue thing you pick up after defeating the dragon is "special" armor Currently if there are no other issues I will do the PAL and SECAM conversions.
  11. Changelog: -fixed dead player can fire his bow in the house -enemies will not wail on you if using the sword -demon boss fires 1 fireball not 100 million -added the sword of surtr (i wonder what that means?) -the gems must now be collected to unlock the ice bow -elemental weapons work in sword and bow form -re-added auto fire on the bow (my thumb hurt ) want a real challenge? beat the game with 1 life
  12. I still play this on the flashback portable. This game rules!
  13. I don't think it's going to work in the standard kernel adding the inventory control. It needs 1 variable and at least 1 bit to work. Now with that said the superchip version I have been working on will have it but I may as well save that for my next game. I think you bring up a good point about the sword it seems the collision detection allows the enemy to get right on top of you. I'm going to look into this and see if I can get an earlier detection or pad in some more moves on the enemy. The tiny dots are gems that unlock boots, ice bow, and Odin's cloak. They appear at various points in the game. The boots speed the player up 5% (fast enough to run straight thru the traps) the ice bow stops enemies if your using it the enemy will turn blue on the first hit but you can still take damage. Odin's Cloak is armor for immortals. The mushroom death hmm? It's a bug I need to check that. The death pose only happens sometimes I look into that too. When I first added that dying in the boat would have you revived as a boat in your house lol Thanks I forgot about the shroom in dwarf cave get that on the next one. I can't tell if you found every item but maybe I can code some alternate endings that you need certain items to get them.
  14. changelog -nerfed the bow (press fire only) -added y positions to demon boss -added LEFT difficulty switch A = 1 life / B = retain items & infinite continues -mushrooms are less often found -you now have to save the cleric before he is found in the church -added a few sound FX And now I have used up ALL the variables but still have a little room to add more sound effects and music also to decide what to do with the elf and sheep.
  15. Yeah it has 3 quest items the rest are not needed just powerups (deadly aim,boots,ice bow,jewels,and Odin's cloak)+the gold,key, Odin's eye,and 2 runes. The bunny is a free dinner if you can kill it. I have had an idea to add Genesis controller support (select button on AFP) and a cycling inventory so if all goes well you may need the sword to defeat certain enemies. The elf is just for looks ( maybe I could kill him and the sheep off and add more enemies or items) The demon boss is literally the reason I added continues. I'll fix the y position of him for the next update and the continues may stay in as an extra game menu option in the future. Still working on the mushroom spamming problem, may be able to fix it with a %chance of finding one. As for the cleric I am thinking of moving all the buildings together to make a village. Thanks for checking this out Stan ?
  16. ultima

    Space Game

    I like the blue box. Purple space octpoi blue box good makes for a nice secondary color. ?
  17. -seven items added -infinite continues till quest is beaten -some randomization to enemy appearance and starting locations -hidden goodies much more work to do in the sound dept but too fun to not share
  18. Yeah the artwork reminds me of Jaws
  19. new changelog: did more optimizing added new area removed 2 items (valorknot,speedboots) added 2 new items(runes) eye of odin now functions a little different changed a couple playfields
  20. I just picked up the newer flashback portable and found it still runs the same as last year's model. I also noticed some flickering demos I've worked on look terrible and the system boots slower than the old one. So much for @games fixing the emulator (on the bright side lots of Activision games) I have no new demo ready just working on optimization of what's here it may be awhile before it's ready. I freed up 1 variable and 6 bits already and suspect I may be able to rewrite large portions of code to work better.
  21. Wow when I saw the title of the thread I assumed that someone made the NES game sky destroyer for Atari oh well ?
  22. I just wanted to throw an idea out and see what you guys think. I have a superchip version of the engine and have thought of remastering the playfields at the cost of losing about half of them. I could just save it for a new game also. Anyway what do you think?
  23. Thank You TheCravenBarley and welcome to Atariage! Sorry I haven't updated in a while. Anywho here's an attempt to: -flesh out the 3D to not look like fences -expand the openings of doors and caves -a more open world from the start
  24. I was using the title screen kernel and the picture and text were messed up on the portable don't think the score was even on. Unless someone came up with a fix then I assume it's still broken. Also I had no code in bank 8 I think all the graphics accumulate in that bank.
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