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Everything posted by Fort Apocalypse
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I just noticed there were a number of question marks in a different font where emojis might have been in the old forum, prior to migration. This thread has a number of them: For example: https://forums.atariage.com/topic/327234-atari-sa-releasing-limited-run-2600-cartridges/?do=findComment&comment=4947446 Is shown as the attached (question mark circled in red)
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The 2nd level (boss) with the potato chip outline is much more difficult than the old 2nd and 3rd levels! Would it be better as the last level (6th)?
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Release 0.5 shots stop at playfield fixed: shots now independent between players (I think) stopped using player0; now use player1-8 for tanks (and ball, missile0, missile1, and player9 reused between p1-4 and p5-8 for projectiles) Thanks much to @Karl G for finding that I was dimming qtcontroller to a var that I was also using in another dim and attempting to use, which was screwing everything up in 0.5! Known bugs: Bug: some tanks shoot in the wrong direction for some tank positions. Bug: some tanks' playfield collision detection for projectiles doesn't seem to work. 8tanks_0.5.bas.bin 8tanks_0.5.bas
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8 Tanks (Quadtari) refactoring gone wrong- need help
Fort Apocalypse replied to Fort Apocalypse's topic in batari Basic
Yep. I need to do that more often! -
8 Tanks (Quadtari) refactoring gone wrong- need help
Fort Apocalypse replied to Fort Apocalypse's topic in batari Basic
Thanks!!! That was it!! -
I like the homing missiles!
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Some time ago, I made some massive changes to 8 Tanks (Quadtari) which are attached. With a somewhat clear head, I've looked over the code, but I'm having trouble seeing why: the control of one tank now affects another tank also. the projectiles (ball, missile0, missile1, player9) now get stuck. the control of some tanks appears to make them go in the wrong direction. I'm sorry there's so much code, but help debugging would be great if anyone has time. Thanks! 8tanks_0.5.bas 8tanks_0.5.bas.sym 8tanks_0.5.bas.asm 8tanks_0.5.bas.bin 8tanks_0.5.bas.lst
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Tank (Kee Games/Atari series) questions
Fort Apocalypse replied to Fort Apocalypse's topic in Atari General
I found this great documentary on Combat (Tank Plus): Here's my transcription of part of it related to the work on it: Also I found an interview with Joe and Ron at: https://www.stayforever.de/atari-vcs-interviews-with-joseph-decuir-and-ron-milner/ Ron said about the VCS joystick that: Attached is a screenshot of 1m44s into the Atari Archive Ep. 1 YT video showing what looks to be an Atari Tank or VCS prototype (not sure which and I didn't see a credit for this in the video, so idk where it's from). -
Tank (Kee Games/Atari series) questions
Fort Apocalypse replied to Fort Apocalypse's topic in Atari General
I'm unsure about Tank III, but note that Atari's Ultra Tank (1978) had AI: And it had two sets of controllers: https://www.arcade-museum.com/game_detail.php?game_id=10261 -
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Thanks for the advice about making cartridges! For carts, I wonder how much you have to buy/what you have to do to get them on AtariAge's storefront. I see that these are the prices for the games for the 2600 games currently on the storefront: 1 game priced at $20 51 priced at $25 53 priced at $30 19 priced at $35 1 priced at $40 2 priced at $45 (all of those 2 showcased currently in front of storefront) 6 priced at $50 (all of those 6 showcased currently in front of storefront) 2 priced at $60 (all of those 2 showcased currently in front of storefront) I don't know if the game developer sets those prices or AtariAge. I don't know where the break-even is for how much it costs to get it on the storefront vs. that retail price. As far as other storefronts go, it looks like itch.io has some titles for the 2600. I searched for 2600 and games tagged as atari-2600 and found some, though both contain some non-2600 games. Some linked to the AtariAge storefront for the cartridge version and many were listed as "name your own price" for the digital version, some also linking to AtariAge to buy a harmony cart. I noticed one was listed for $1 for the digital version. I didn't go through all of them, but there weren't as many as those listed on AtariAge. I'd hoped that the VCS would provide an easier way to get things on the storefront for 2600 emulation, though I still think the VCS is pretty cool. I found some information for VCS content developers, but I think maybe they could provide a storefront for 2600 as well that we could easily submit games to in order to help close the gap, if they were to want to. That's what I've found so far, at least. I've not looked a lot at it. Any ideas and info are welcome on this.
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Something I've wondered about but haven't dug into much is how to best distribute completed homebrew 2600 games. In order to get completed titles to the widest audience, what should I be doing? Specifically, for those using the various multicarts like Harmony, Uno, etc.- are there certain places they would look other than the Atari 2600 Programming and Batari Basic forums in AtariAge? Many years ago, I setup a site for my games and I notice some developers have their own sites to host games, but I realized that AtariAge may have more staying power, so I started just sharing things through topic threads in the Batari Basic forum. However, with the VCS, etc. now, I feel like, if I ever do really complete a game one of these days and want to get it to a wider audience, I don't know how to do that through the proper channels. I don't have a lot of budget- I have almost none for it currently- but in the future I might be willing to put in money to hopefully just get it back out at least (without making any net revenue). Given that, at what point should I consider having a cartridge manufactured? Or is there a store where I can distribute my games? Or should I just keep putting them into the Batari Basic forum? I know others that put many more days or years into their games, and they would have a better chance than I would at getting any revenue from the games they write. I tend to just work on things as I feel like it and maybe it works or maybe it doesn't. So, I'm asking this mostly out of curiosity, but if there is a chance that I could get one or more games into more hands to play, even if they are given away for free, that would be nice. Thanks!
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Release 1.5 Right difficulty halves rate of playfield disintegration (instead of doubling step in difficulty when it changes). snake_fiasco_1.5.bas.bin snake_fiasco_1.5.bas
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Release 1.4 Fruit (or bomb) is on screen at all times during gameplay. (Thanks to @atari2600land for suggestion!) Fruit bonus is based on number of steps taken since fruit is placed. (Based on @atari2600land's suggestion for time-based bonus.) Default colors changed to orange on black (NTSC) or green on black (PAL/SECAM). (Based on @atari2600land's suggestion for time-based bonus.) Note: Colors are still selectable at any time with the select switch. Left difficulty makes increase in difficulty happen twice as fast. (Based on @atari2600land's suggestion for wanting to dodge more. It gets faster, too.) Right difficulty doubles step in increase of difficulty when it changes. Bomb appears every 31-32 fruit which will clear screen, if you can get that far. snake_fiasco_1.4.bas.bin snake_fiasco_1.4.bas
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Ok, I'll do both. The colors are random at start and selectable with the select button, but I'll change that to use better default colors, thanks! This already happens very gradually, but I didn't mention it in the description. I had been thinking of getting rid of it, but I was also thinking of adding a "bomb" that clears the screen in addition to the fruit, so I think I'll do that instead to help the player progress when things get hairy as the screen gets dense.
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Release 1.3 Faster collision detection for eating fruit. snake_fiasco_1.3.bas.bin snake_fiasco_1.3.bas
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This is great! I got into the caves a bit, and want to find out if there is a large leader of the onion rings somewhere that my potato chip must fight to the death! ¡¡Viva la revolución de las papas fritas!!
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Release 1.2 Added title and random melodies. Fixed bug in back direction prevention. snake_fiasco_1.2.bas.bin snake_fiasco_1.2.bas
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Search Percussion Sounds for Drumbeat
Fort Apocalypse replied to Erik Zimmermann's topic in batari Basic
A simple way to get more complex sounds: Set a variable with a value. When that variable is not some value, play the sound and decrement/increment the variable, otherwise set the volume to zero for that audio channel. Use other conditionals ("if" statements) to alter the sound under certain conditions. Do a drawscreen at some point in your code to delay things enough so that you can hear the sound. That will allow you to do a drum sound: Often you want the frequency to decrease over a short period of time that the sound is played. You can use a conditional to use a different control value for the "hit" of the drum. For tom you may want something closer to a sine or square wave maybe (?); the "pure lower" AUDCx value 4 or 12 may be good. A rimshot may involve AUDCx 8 (white noise), either to simulate the reverberation of the snare of a snare drum or just because it's noise. Or, instead, you could: Create a data object with values. Use those values to set AUDCx, AUDFx, AUDVx. Increment the index of the array and stop and set AUDVx to 0 when finished. Do a drawscreen at some point in your code to delay things enough so that you can hear the sound. Sorry- that's not specifically answering your question, but hopefully it helps some. Also, here is a previous similar answer where a kick and snare were simulated: -
Release 1.1 Thanks to @atari2600land for the feedback! Now there is a fruit to get for 1000 points. Speed up fixed/implemented. snake_fiasco_1.1.bas.bin snake_fiasco_1.1.bas
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I'll add that, thanks! It was part of the original plan, but I removed it; I'll add it back in. I'll also fix the speed up bit. I removed it accidentally when refactoring the counter incrementing.
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Release 1.0 Snake must keep moving while not hitting the walls or snake parts. Snake moves faster, grows, and randomly disappears as game progresses. Press the joystick button to start. Move the joystick to change the snake's direction. If the snake dies, use the reset switch or press the joystick button to start over. Use the select switch at any time to change colors. snake_fiasco_1.0.bas.bin snake_fiasco_1.0.bas
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A twist on the classic game of snake. You play a fun snake. Your goal is to keep moving while avoiding walls and running into parts of yourself. You can also eat yummy fruit for bonus points! This won't be easy as your body continues to grow and randomly disappear. And your snake keeps moving faster and faster! Can you survive the Snake Fiasco? Directions: Press the joystick button to start. Move the joystick to change the snake's direction. If the snake dies, use the reset switch or press the joystick button to start over. Use the select switch at any time to change colors. Left difficulty switch doubles frequency in difficulty change (speed and lessening of playfield disintegration) as the game progresses. Right difficulty switch halves the rate that the playfield disintegrates. Bonus for fruit is based on number of steps taken since fruit appeared. Every 31-32 fruit, the fruit is a bomb that clears the playfield. snake_fiasco_1.5.bas.bin snake_fiasco_1.5.bas
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Sounds good!
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Javatari links not working
Fort Apocalypse replied to Fort Apocalypse's topic in Site and Forum Feedback
@Albert Do you have any control over the access of the attachments in cloud storage as Paulo is asking?
