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Ranger03

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Posts posted by Ranger03

  1. This for those of us that cannot drink or are under the legal limit. basically, you play a random viking who walks into a bar. from their, crap gets weird.

     

    Made is 20 minutes using a bare minimum of input statements

     

    there are some errors but those can be fixed in due time. this was just made for fun, no harm meant. i am not responsible for anyone drinking themselves to death because of this game. direct your angry barbs at Miller Light and Bacardi dark (come to the dark side of the bar luke, you'll get drunk faster")

    post-65222-0-59686700-1534470275.png

    • Like 1
  2. The 2001 and 3000 series had no sound. Starting from the 4000 series and upwards, there was a piezo buzzer inside that makes the sounds. Actually you can wire up a piezo buzzer to the userport to get sound from the older models too, at least in programs that support it.

    the other thing i found is that with the early models, typing numbers is impossible. instead of numbers you get symbols. i noticed this with model 2001-8N. i don't know if that was a proitotype or if something is wrong with VICE

  3. I am beginning to doubt the fact that i can pull this off. I mean it's a great game sure, but i don't see myself being able to do so at the moment. At best, maybe i can do 1 part over 3 weeks, then focus on the next while the first section is tested by the players, fix those problems and finally have the second part to myself. like Half life 2's episodes

  4. I guess I have to ask, what do uou want the player to do?

     

    Line 26 is your "pause" as Input will wait for you to type anything and/or press Enter. It shoukd sit there until Enter is pressed.

     

    You turn the string A$ into an Inkey$. Inkey$ typically just looks for a key press, so not sure why you have that in there if you have Input. With Input you could have it check for anything typed. So, using something like

     

    28 IF A$="GET RADIO" THEN 31

     

    You could add in other potential entries as well.

     

    In your example, line 31 (the "good" outcome) will immediately go to 32, where the splicer gets you. If your example is what you are doing, you'd need to steer the player to another set of lines away from the dreaded "end game" of 32.

     

    I don't see a loop. If you press just Enter on Line 26 (which produces a null or "blank" response), you'll get the Radio result but then the splicer gets you. If you typed anything into 26 and pressed Enter, Inkey$ sees whatever you typed and goes straight to the splicer. Either way, the result ends the program.

     

    It looks to me like you want some response as there are two outcomes. Something like this?

     

    10 print"You are sitting in the chair of the bathesphere. Outside the viewport you see a radio on a table. What do you do?"

     

    20 print "Press G to GET RADIO or O to OPEN HATCH"

     

    30 A$=Inkey$

     

    40 if A$="" then 30

     

    42 if A$="G" then 50

     

    44 if A$="O" then 60

     

    46 Goto 60

     

    50 Print"You exit the bathesphere and grab the radio. Behind you there is a sound of rending steel and high pitched dragging of metal, like a knife on a chalkboard".

     

    52 Goto (whatever is next in the story)

     

    60 Print" As you sit up and just open the door, a dusty smell enters your nostrils. As you stand there to take in the different atmosphere, the metal above you splits open and a dark shape drops on you. The last thing you see is a pool of your own blood running through the grate in the floor as you collapse"

     

    62 Print"Game Over"

     

    64 End

     

    Line 30 will watch for a key to be pressed. If nothing is pressed, Line 40 will pop back to 30 to check again.

     

    Lines 42 and 44 will look for specific key presses and will go to their respective spot. 46, theorhetically, will only be gotten to if a key is pressed (going past 30) but is NOT G or O.

     

    50 is the good result where the player exits the bathesphere to grab the radio, which shpuld move the player to the next thing to do (possibly run like heck or face the splicer).

     

    60 is the bad result, where the player just pops the door but doesn't move out of the way of the splicer. The program ends.

     

    Is that what you are looking for?

     

    Note I use Tandy Extended Color Basic, so command structure may vary.

    I got it to work! thanks

  5. I guess I have to ask, what do uou want the player to do?

     

    Line 26 is your "pause" as Input will wait for you to type anything and/or press Enter. It shoukd sit there until Enter is pressed.

     

    You turn the string A$ into an Inkey$. Inkey$ typically just looks for a key press, so not sure why you have that in there if you have Input. With Input you could have it check for anything typed. So, using something like

     

    28 IF A$="GET RADIO" THEN 31

     

    You could add in other potential entries as well.

     

    In your example, line 31 (the "good" outcome) will immediately go to 32, where the splicer gets you. If your example is what you are doing, you'd need to steer the player to another set of lines away from the dreaded "end game" of 32.

     

    I don't see a loop. If you press just Enter on Line 26 (which produces a null or "blank" response), you'll get the Radio result but then the splicer gets you. If you typed anything into 26 and pressed Enter, Inkey$ sees whatever you typed and goes straight to the splicer. Either way, the result ends the program.

     

    It looks to me like you want some response as there are two outcomes. Something like this?

     

    10 print"You are sitting in the chair of the bathesphere. Outside the viewport you see a radio on a table. What do you do?"

     

    20 print "Press G to GET RADIO or O to OPEN HATCH"

     

    30 A$=Inkey$

     

    40 if A$="" then 30

     

    42 if A$="G" then 50

     

    44 if A$="O" then 60

     

    46 Goto 60

     

    50 Print"You exit the bathesphere and grab the radio. Behind you there is a sound of rending steel and high pitched dragging of metal, like a knife on a chalkboard".

     

    52 Goto (whatever is next in the story)

     

    60 Print" As you sit up and just open the door, a dusty smell enters your nostrils. As you stand there to take in the different atmosphere, the metal above you splits open and a dark shape drops on you. The last thing you see is a pool of your own blood running through the grate in the floor as you collapse"

     

    62 Print"Game Over"

     

    64 End

     

    Line 30 will watch for a key to be pressed. If nothing is pressed, Line 40 will pop back to 30 to check again.

     

    Lines 42 and 44 will look for specific key presses and will go to their respective spot. 46, theorhetically, will only be gotten to if a key is pressed (going past 30) but is NOT G or O.

     

    50 is the good result where the player exits the bathesphere to grab the radio, which shpuld move the player to the next thing to do (possibly run like heck or face the splicer).

     

    60 is the bad result, where the player just pops the door but doesn't move out of the way of the splicer. The program ends.

     

    Is that what you are looking for?

     

    Note I use Tandy Extended Color Basic, so command structure may vary.

    Just tried your program. very useful. too bad my memory sucks lol

  6. Nearly every BASIC has a command to get a key from the keyboard, but almost none of them wait for a response before proceeding.

     

    You need to do something like this:

     

    10 A$=INKEY$:IF A$="" THEN 10

     

    Many computers of that era don't have INKEY$, but the logic is the same:

    Commodore BASIC:

    10 GET A$:IF A$="" THEN 10

     

    TI BASIC:

    10 CALL KEY(0,K,S)

    20 IF S=0 THEN 10

     

    TI Extended BASIC:

    10 CALL KEY(0,K,S)::IF S=0 THEN 10

     

    I believe Applesoft actually waits for a keypress so it doesn't need the IF check.

    i actually made a 1k version for the vic 20 on the blog page

  7. genuine question. Not knocking the snes, but cheesing the tougher sections by falling back on mode 7 is cheating. Take Castlevania Bloodlines for example. that game is amazing and most of the work is done in software. I'm of the belief that systems that forced you to improvise (Sega Genesis, Zx81/Spectrum) with what you had, ultimately produced better games.

     

    Now as to my question: Could the same stuff that is on the SNES version of Super Mario World, be reproduced on the Sega Genesis? or failing that, the sega CD or 32X? (Not that the SNES trumps the 32X by any means, i mean look at Shadow squadron or star wars 32X. the SNES would DIE if it tried that.

     

    could it be done?

  8. I guess I have to ask, what do uou want the player to do?

     

    Line 26 is your "pause" as Input will wait for you to type anything and/or press Enter. It shoukd sit there until Enter is pressed.

     

    You turn the string A$ into an Inkey$. Inkey$ typically just looks for a key press, so not sure why you have that in there if you have Input. With Input you could have it check for anything typed. So, using something like

     

    28 IF A$="GET RADIO" THEN 31

     

    You could add in other potential entries as well.

     

    In your example, line 31 (the "good" outcome) will immediately go to 32, where the splicer gets you. If your example is what you are doing, you'd need to steer the player to another set of lines away from the dreaded "end game" of 32.

     

    I don't see a loop. If you press just Enter on Line 26 (which produces a null or "blank" response), you'll get the Radio result but then the splicer gets you. If you typed anything into 26 and pressed Enter, Inkey$ sees whatever you typed and goes straight to the splicer. Either way, the result ends the program.

     

    It looks to me like you want some response as there are two outcomes. Something like this?

     

    10 print"You are sitting in the chair of the bathesphere. Outside the viewport you see a radio on a table. What do you do?"

     

    20 print "Press G to GET RADIO or O to OPEN HATCH"

     

    30 A$=Inkey$

     

    40 if A$="" then 30

     

    42 if A$="G" then 50

     

    44 if A$="O" then 60

     

    46 Goto 60

     

    50 Print"You exit the bathesphere and grab the radio. Behind you there is a sound of rending steel and high pitched dragging of metal, like a knife on a chalkboard".

     

    52 Goto (whatever is next in the story)

     

    60 Print" As you sit up and just open the door, a dusty smell enters your nostrils. As you stand there to take in the different atmosphere, the metal above you splits open and a dark shape drops on you. The last thing you see is a pool of your own blood running through the grate in the floor as you collapse"

     

    62 Print"Game Over"

     

    64 End

     

    Line 30 will watch for a key to be pressed. If nothing is pressed, Line 40 will pop back to 30 to check again.

     

    Lines 42 and 44 will look for specific key presses and will go to their respective spot. 46, theorhetically, will only be gotten to if a key is pressed (going past 30) but is NOT G or O.

     

    50 is the good result where the player exits the bathesphere to grab the radio, which shpuld move the player to the next thing to do (possibly run like heck or face the splicer).

     

    60 is the bad result, where the player just pops the door but doesn't move out of the way of the splicer. The program ends.

     

    Is that what you are looking for?

     

    Note I use Tandy Extended Color Basic, so command structure may vary.

    Yes, but i am hoping to shrink the program to fit within 16k or 48k. the majority of the program is simple text with few choices. a few REM statements are peppered in for newbies and for extra info

  9. I just released the Bioshock Demo for the 48k spectrum. The new version will have:



    *music


    *graphics (not in game, just border stuff)


    *bigger areas and enemies



    I hope the demo will suffice for now (go to my bioshock blog and look up Demo released)



    it's relatively short (much of the ram was used for the REM statements to help new players familiarize themselves with the game)



    most importantly, send me bug reports and i will fix the game if i can. I want constant feedback. I will release a 128 version sometime this year.


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