rpgfaker Posted January 18, 2009 Share Posted January 18, 2009 I was wanting to make a torch effect like adventure do I have any options? Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted January 18, 2009 Share Posted January 18, 2009 You can make the ball higher with ballheight and wider with CTRLPF. It's described in the bB-manual or you can take a look at the bB Tutorial on RT's Site: http://www.randomterrain.com/atari-2600-me...mands.html#ball http://www.randomterrain.com/atari-2600-me...nds.html#ctrlpf Quote Link to comment Share on other sites More sharing options...
rpgfaker Posted January 18, 2009 Author Share Posted January 18, 2009 Yeah I was trying those earlier. Even messed around with the sample code but it don't display like adventure, Thanks Impaler_26 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted January 18, 2009 Share Posted January 18, 2009 Yeah I was trying those earlier. Even messed around with the sample code but it don't display like adventure, Thanks Impaler_26 Seems like this would give you something similar to Adventure: ballx=64 bally=64 ballheight=3 CTRLPF=$21 Quote Link to comment Share on other sites More sharing options...
rpgfaker Posted January 18, 2009 Author Share Posted January 18, 2009 (edited) Thanks Random Terrain but I was trying for a light source like Haunted House or Adventure (in the dark castle maze). Edited January 18, 2009 by rpgfaker Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted January 18, 2009 Share Posted January 18, 2009 Thanks Random Terrain but I was trying for a light source like Haunted House or Adventure (in the dark castle maze). That's what I get for scrolling too fast. Curse you scroll wheel! Using the ball wouldn't help since it would be the same color as the playfield pixels. I bet Nukey Shay could tell you how it's done in the game. Seems like you'd have to use a quad-sized player sprite that is behind the playfield. Quote Link to comment Share on other sites More sharing options...
rpgfaker Posted January 18, 2009 Author Share Posted January 18, 2009 Thanks Random Terrain but I was trying for a light source like Haunted House or Adventure (in the dark castle maze). That's what I get for scrolling too fast. Curse you scroll wheel! Using the ball wouldn't help since it would be the same color as the playfield pixels. I bet Nukey Shay could tell you how it's done in the game. Seems like you'd have to use a quad-sized player sprite that is behind the playfield. sounds like I could display a larger character and use like x-9 y-9 to offset the bigger sprite, thanks for the idea Random Terrain Quote Link to comment Share on other sites More sharing options...
yuppicide Posted January 26, 2009 Share Posted January 26, 2009 Cave-In does that. Go ask and maybe he'll tell you how he did it: HERE Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted January 26, 2009 Share Posted January 26, 2009 Thanks Random Terrain but I was trying for a light source like Haunted House or Adventure (in the dark castle maze). Both Adventure and Haunted House use a quad-sized 8-pixel player sprite for the light, not a quad-sized 1-pixel ball sprite. You cannot stretch the ball sprite that wide. BTW whether you choose to use the ball (Adventure) or a player object (Haunted House) as player-controlled, be sure to set sprite priority accordingly so that it will appear in front of the surrounding "light". This is bit 2 of CTRLPF. If the ball sprite has priority over the player sprites, so will the playfield pixels. That's what makes Adventure's light reveal walls in dark rooms. Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted January 26, 2009 Share Posted January 26, 2009 (edited) Cave-In does that. Go ask and maybe he'll tell you how he did it: HERE Sure, I can share how I did it. I've attached sample code and a sample binary of exactly how to do it. In this sample, your character is surrounded by the 'light' sprite, and can move around to reveal an invisible playfield. There is no collision detection, but it does show how to do what you're trying to do. Thanks, Steve advlight.bin AdvLight.txt Edited January 26, 2009 by Atarius Maximus Quote Link to comment Share on other sites More sharing options...
rpgfaker Posted January 26, 2009 Author Share Posted January 26, 2009 Thanks for posting the example code Atarius Maximus, this is really cool and just gave me an idea for another game a new Night Driver re-make. Quote Link to comment Share on other sites More sharing options...
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