+atari2600land Posted August 23, 2007 Author Share Posted August 23, 2007 update: new maze (level 9) starts at level 9. What used to be level 9 is now level 10. mini-game: left difficulty switch used to determine whether sub bounces off walls or keeps ramming into them. left difficulty A sub bounces off walls left difficulty B sub keeps ramming into walls gosubtwo23.bas gosubtwo23.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 24, 2007 Author Share Posted August 24, 2007 A new update can be found here. New stuff: Added a no octopus/fish mode (left difficulty A/B at title screen.) Moved mini-game options to right difficulty switch. Lessened difficulty of maze 4. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 25, 2007 Author Share Posted August 25, 2007 When you selected the mini-game from the title screen with the octopus and fish on it, they stayed in the mini-game. This has now been fixed. I also added noise for shooting and noise for hitting something in the main game. Tell me what you think of the noises. gosubtwo25.bas.bin gosubtwo25.bas Quote Link to comment Share on other sites More sharing options...
fsuinnc Posted August 25, 2007 Share Posted August 25, 2007 If this game is made into a cart is there any way to make it 7800 combatible? I think this is a Batari Basic issue but I don't know the details, I just know the carts don't work on my system. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted August 25, 2007 Share Posted August 25, 2007 Hi I have the Gosub cart and it is 7800 compatible too.But it is not Pal compatible.So,if the game works on a 2600,it should work on a 7800 too. greetings gambler172 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 27, 2007 Author Share Posted August 27, 2007 Added new maze (level 11 - you start at it in this file) and changed the score font. And something interesting happens once you max out the score (hint: it doesn't go back to 0.) gosubtwo26.bas.bin gosubtwo26.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 3, 2007 Author Share Posted September 3, 2007 Added new maze (level 12. it starts with it in this version.) What do you think about this maze? Too hard? Just right? gosubtwo27.bas.bin gosubtwo27.bas Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 3, 2007 Share Posted September 3, 2007 Hi Chris The new level is hard,but not impossible.Very nice. greetings Walter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 12, 2007 Author Share Posted September 12, 2007 New level (level 13. It starts at it.) Too hard? Just right? Opinions on difficulty wanted on both level 13 and the overall game. gosubtwo28.bas.bin gosubtwo28.bas Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 12, 2007 Share Posted September 12, 2007 Hi Chris Level 13 is difficult,but after 3 efforts,i made it.The difficulty of the game is ok;not too easy and not too hard. greetings Walter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 13, 2007 Author Share Posted September 13, 2007 Minor level design changes and added a 'congratulations' ending screen. Press right at the title screen to see it. At the ending screen, press the select switch to go back to the title screen. gosubtwo29.bas.bin gosubtwo29.bas Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 13, 2007 Share Posted September 13, 2007 Hi Chris Looks great.Maybe you can add a "Treasure Chest" in the wining screen????How many level can you implement in the game? greetings Walter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 14, 2007 Author Share Posted September 14, 2007 The treasure chest will be in the last level. I don't know how many mazes I can put in the game, but I'm shooting for 20 or 21. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 20, 2007 Author Share Posted September 20, 2007 New level (#14. binary starts with it.) What do you think? Too hard? Just right? Keep in mind that when you'd play this level normally, you're about two-thirds into the game. gosubtwo31.bas.bin gosubtwo31.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 20, 2007 Author Share Posted September 20, 2007 I changed level 14 because its design was similar to another level. This is the updated version of version 31. gosubtwo31.bas.bin gosubtwo31.bas Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 20, 2007 Share Posted September 20, 2007 Hi Chris The new level is ok.Not too easy,but possible. greetings Walter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 21, 2007 Author Share Posted September 21, 2007 Another updated version. I changed the maze again (it's very difficult to design new mazes that aren't mimicking previous ones. This one kind of is, but with one main difference.) Level starts on level 1. Here's some more stuff I changed/added: -bullet stops once enemy is hit. -bullet now goes to the right edge of the screen a little bit past the exit (like the left side) -changed 2 levels very minorly to include Atari Fuji logo. -added a code at game over screen (if you press right and then reset, you leave off on the level you died at instead of starting over again on level 1.) I have about 800 bytes left in bank 4, so I should be able to have room for 21 levels. gosubtwo32.bas.bin gosubtwo32.bas Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted September 21, 2007 Share Posted September 21, 2007 Again, this is turning out quite well. Any chance you might be able to "fade" the enemies into the background as was done in the original Gosub? That could (theoretically) allow more enemies by freeing up player sprites while the player sprite for a given enemy is inactive (i.e. "faded"). Just a suggestion. Still though, I see your programming abilities are improving (as are mine) and "Gosub 2" would make a pretty good sequel. --Dragnerok X Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 25, 2007 Author Share Posted September 25, 2007 The game now uses the Superchip (for now.) In order for me to use it, though, I had to get rid of the fish. So now, we're just down to the octopus. Here's a binary file, although most of it is messed up because I just started using the Superchip. So that means redesigning the levels. Using the Superchip now gives me the freedom to keep the 22 (or however many rows I want) of pfblocks *and* not having it be mirrored, so redesigning the levels will be a lot easier. The only level playable is level 1; after that, it spazzes out. gosubtwo33.bas.bin gosubtwo33.bas Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 25, 2007 Share Posted September 25, 2007 Hi Chris Im want my fishy back Cannot wait to see more...... greetings Walter Quote Link to comment Share on other sites More sharing options...
CurtisP Posted September 25, 2007 Share Posted September 25, 2007 Im want my fishy back If you alternate between displaying the fish and the octopus every other frame, you will get a little bit of flicker, but you can display both. Collision detection is also easier this way. Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted September 25, 2007 Share Posted September 25, 2007 Im want my fishy back If you alternate between displaying the fish and the octopus every other frame, you will get a little bit of flicker, but you can display both. Collision detection is also easier this way. (see my suggestion above) Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 26, 2007 Author Share Posted September 26, 2007 Here are pics for the first two levels. I have to recode the minigame from scratch since I broke it somehow when converting it to Superchip. This is going well, all I have to do is figure out how to make it bounce back when it hits a wall. The screens are now at 16 pfblocks wide (15 plus 1 hidden, I guess.) Here are pictures for the first two redesigned levels. I'll put the fish back in flicker (since I'm not using the multisprite kernel any more.) Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 26, 2007 Author Share Posted September 26, 2007 (edited) New version. Bugs: -when you die in the main game, there's no sound. Help! Still Left To Do: -Make sub bump and go opposite way option in mini-game. -Design a whole bunch of mazes gosubtwo34.bas.bin gosubtwo34.bas Edited September 26, 2007 by atari2600land Quote Link to comment Share on other sites More sharing options...
cid2mizard Posted September 27, 2007 Share Posted September 27, 2007 (edited) Dont' works with stella anything buttons no reaction for to begin the game Edited September 27, 2007 by cid2mizard Quote Link to comment Share on other sites More sharing options...
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