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STGraves

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Everything posted by STGraves

  1. What I could sacrifice though is the pfscroll thing, but not the colors, so multisprite kernel is out of the question.
  2. I would love to see at least one more available sprite on the standard kernel, because both are being used in the main character, so one more sprite available for a enemy will be amazing!, no the multisprite kernel is out of the question, because there aren't multicolored sprites there, but combining both would be awesome!.
  3. Yes, although not quite, I do love having fully colored sprites, but I don't know if it's worth to cut down that much of functionality, here is a test of what I accomplished though.http://atariage.com/forums/topic/246130-fully-colored-sprites/
  4. I finally managed to create a fully colored sprite, by overlapping player1 and player0, now the problem is to create the enemies, I'm going to attach the source code and the binary compiled, Disclaimer yes I used the tinkernut world deluxe as a base, but that's because I had in hand , ignore the titlescreen, is from an old project. Fully_colored_sprite.bas Fully_colored_sprite.bas.bin
  5. Hahaha, but I don't have any missiles available xD, I'm using multicolored sprites
  6. Yeah, I actually forgot about that, it's just that I dunno how to use them as the enemy, I'm aware it can be done but I don't know how xD
  7. So basically if I do it with bB it'll be a one player game only?
  8. Yeah I'm aware of that, and honestly I don't mind that, if I can get multicolored sprites it's awesome.
  9. Sort of, I remember some time ago a user told me that thanks to the flicker the character could have more colors, kind of like overlapping two sprites to make one with the colors of both combined.
  10. Hi, it's me again, I'm gonna use this thread to post and ask any question I have, like this one: Can anyone explain me how does the color flickering on a sprite works and if it's possible?, thanks.
  11. Ok I'll give it a shot again tomorrow, because right now I'm beginning composing music in music and sound editor, can you give me any advice in terms on how to create it, sort of like tips on how to do it or I don't know really xD, you're the boss here
  12. Ok I guess I'll give it a try, but one more question, which do you think is better, using the assembly code that I have or redo it for batari Basic with the music and sound editor?
  13. Yeah but I'm not going to use it for animations, I'm already using it for such, I want to use it for switching between character sprites
  14. I have already typed it in, but it didn't work, maybe I don't understand how on... gosub works, could you explain me please?
  15. That's true, and that's what I haven't been able to accomplish, so in other words in can't run while the titlescreen is on unless it's included on the titlescreen kernel itself, right?
  16. So in the main loop?, I had in mind something like Princess Rescue by Sprybug, I know that that code was written in batari Basic and not in assembly, but can't that happen?, and actually assembly kind of has multitasking, in Halo 2600 on the titlescreen there is background music.
  17. Can the assembly music code be run in the background while the game is running?, all I have been able to accomplish is to get it run in a blank screen, but I need it as a background for the gameplay itself, can it be done?, No it isn't that long as a** loop is a shorter one.
  18. Yeah it's kind of like that, anyway I managed to modify the randomizers to generate the coordinates taking as point of reference the current player1 position instead of the playfield itself, now I have a different question, could you help me with ideas on how to get the game to change the enemy sprites every time you kill it once?, basically what I mean is to make like a kill counter, and every time it goes up in value it changes to another sprite animation which I have already made, like with on... gosub or on... goto
  19. I don't want to randomize it in relation to the playfield, but in relation for the player1 (main character) position, I've already gotten it to work but not completely, I mean that I can get the enemy to respawn partially in relation to player1, meaning player0x respawns 200 pixels in the X axis away from player1, but what if I want to respawn the enemy to the oposite? instead of 200 use -200 but the game to do it randomly.
  20. Things go like this, I lost the source code of my game, but I still have the compiled rom, and I want to recover the source code from it, anyone knows how that's done or if it's possible? Thanks.
  21. Please do!, I'd love to learn to be able to compile from a smartphone, on linux I can do it without any issues at all, but I couldn't do it on android and I tried a lot.
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