+Philsan Posted March 29, 2011 Share Posted March 29, 2011 I found a bug. If you jump into the upper platform and you move left and right you hear the falling sound effect. EDIT The bug is in every platform, if you walk left and right till platform's end. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 29, 2011 Author Share Posted March 29, 2011 (edited) I found a bug. If you jump into the upper platform and you move left and right you hear the falling sound effect. EDIT The bug is in every platform, if you walk left and right till platform end. Thanks for bug hunting. I can't reproduce the problem. For me, it only makes the falling sound if you walk off the edge of a platform and actually fall. Edit: Oops, I just reproduced it! I'll hunt down the problem. Edited March 29, 2011 by Random Terrain Quote Link to comment Share on other sites More sharing options...
+Philsan Posted March 29, 2011 Share Posted March 29, 2011 I found a bug. If you jump into the upper platform and you move left and right you hear the falling sound effect. EDIT The bug is in every platform, if you walk left and right till platform end. Thanks for bug hunting. I can't reproduce the problem. For me, it only makes the falling sound if you walk off the edge of a platform and actually fall. You must end the slide with one pixel of the feet outside the platform to hear it (I use Stella v.3.3.01). Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 30, 2011 Author Share Posted March 30, 2011 (edited) Latest version is in the first post. It took me a while to figure it out, but now the sound problem seems to be fixed. I also added a skid sound to this version. It's based on the skid sound from Joust. Please let me know if you find any problems or if any of the sounds are irritating. Thanks. Edited March 30, 2011 by Random Terrain Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 31, 2011 Author Share Posted March 31, 2011 I put a YouTube video of the latest version of the program in the first post for those who don't have an emulator installed. Quote Link to comment Share on other sites More sharing options...
Amstari Posted April 1, 2011 Share Posted April 1, 2011 This is very impressive! I just finished testing it on my Harmony cart. I'm looking forward to seeing a game using this. I will have a look at the code when I get time. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 1, 2011 Author Share Posted April 1, 2011 This is very impressive! I just finished testing it on my Harmony cart. I'm looking forward to seeing a game using this. I will have a look at the code when I get time. Thanks. I don't have a Harmony cart yet, so I've been hoping somebody who has one would see how this test program looks/works on it. Quote Link to comment Share on other sites More sharing options...
+grafixbmp Posted April 1, 2011 Share Posted April 1, 2011 Everytime now that I try to compile any one of your platform program, it hangs at a syntax error in this line (578 with the latest source): on Frame_Counter gosub Frame_00 Frame_01 Frame_00 Frame_02 It compiled yesterday but now it won't. the compiler is way to finicky/picky. I even switched which 2600basic.exe I was using and still the same thing. If ya breath too hard on the computer it will throw back an error. I got a simple playfield to display. I was tryin out that skinny line thing. I'll throw it up here. example.bas example.bas.bin Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 1, 2011 Author Share Posted April 1, 2011 Everytime now that I try to compile any one of your platform program, it hangs at a syntax error in this line (578 with the latest source): on Frame_Counter gosub Frame_00 Frame_01 Frame_00 Frame_02 It compiled yesterday but now it won't. the compiler is way to finicky/picky. I even switched which 2600basic.exe I was using and still the same thing. If ya breath too hard on the computer it will throw back an error. As far as I know, bBWin7_64bit.zip is the latest, most up to date version of bB (before the 10 sprite beta version). If you're using that, it should work. Whenever I have trouble, it's usually with touchy if-thens. I got a simple playfield to display. I was tryin out that skinny line thing. I'll throw it up here. This thin line (icing) trick will become obsolete when we all move on to the version of bB that has 10 multicolored sprites, but we can have fun with it until then. Quote Link to comment Share on other sites More sharing options...
+grafixbmp Posted April 1, 2011 Share Posted April 1, 2011 Everytime now that I try to compile any one of your platform program, it hangs at a syntax error in this line (578 with the latest source): on Frame_Counter gosub Frame_00 Frame_01 Frame_00 Frame_02 It compiled yesterday but now it won't. the compiler is way to finicky/picky. I even switched which 2600basic.exe I was using and still the same thing. If ya breath too hard on the computer it will throw back an error. As far as I know, bBWin7_64bit.zip is the latest, most up to date version of bB (before the 10 sprite beta version). If you're using that, it should work. Whenever I have trouble, it's usually with touchy if-thens. I got a simple playfield to display. I was tryin out that skinny line thing. I'll throw it up here. This thin line (icing) trick will become obsolete when we all move on to the version of bB that has 10 multicolored sprites, but we can have fun with it until then. This only means everyone who wants to play on real hardware MUST have a Harmony using DPC+. And using new a version of stella will also have the emulated ARM processor when necessary. So Harmony, DPC+, New DPC+ bB kernel, new version of stella, Thats alot of new things for everyone to have to go to just to use the new version. I see this as more of a new option rather than a forced upgrade. bB should still support all the previous kernels. It should now be: standard kernel, no blank lines kernel, multisprite kernel, and now DPC+ kernel. I don't see why the older kernels would be obsolete but rather a new more advanced option has been added to the tool set. Besides, If the older kernels do go obsolete like ya say, you still need to get a Harmony so you'll be able to run DPC+ games on real hardware if you haven't already. You once said you hadn't got one yet. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 1, 2011 Author Share Posted April 1, 2011 Besides, If the older kernels do go obsolete like ya say, you still need to get a Harmony so you'll be able to run DPC+ games on real hardware if you haven't already. You once said you hadn't got one yet. I don't know if we'll be forced to move on or if most bB users will just have a dripping, rabid desire to use the higher resolution playfield with simultaneous foreground and background colors for each row. Once the new stuff is working properly, it's hard to imagine any bB user not wanting a higher resolution asymmetric playfield and 10 multicolored sprites with twice the vertical resolution of other bB kernels. If you want to sell your game, you'd use Melody boards. A Harmony cart is only needed for testing. I hope to get a Harmony cart some time this year as a birthday or Christmas present. Quote Link to comment Share on other sites More sharing options...
yuppicide Posted April 11, 2011 Share Posted April 11, 2011 I haven't tested it, but the the graphics are awesome. Love the "skid"!! Quote Link to comment Share on other sites More sharing options...
Brian O Posted April 11, 2011 Share Posted April 11, 2011 Very cool! Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 11, 2011 Author Share Posted April 11, 2011 I haven't tested it, but the the graphics are awesome. Love the "skid"!! Very cool! Thanks. I'll turn this into a game when I'm done with the Seaweed thing. Quote Link to comment Share on other sites More sharing options...
devwebcl Posted March 31, 2012 Share Posted March 31, 2012 Hi Random Terrain, First of all this platform is looking nice, probably a new Lode Runner or something similar would be a good attempt (imho) I've been away from batari for a while. Is this multicolor player done with DPC+ ? I saw several pages with some information about DPC+. It would be nice to read something similar to your batari Basic Commands Cheers, Devwebcl Quote Link to comment Share on other sites More sharing options...
+Propane13 Posted March 31, 2012 Share Posted March 31, 2012 I guess since this topic is revived, this seems like a very easy "platform" for a game where you collect coins, like in the bonus level of Mario Brothers. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 31, 2012 Author Share Posted March 31, 2012 I've been away from batari for a while. Is this multicolor player done with DPC+ ? Nope, it's just the normal stuff: set kernel_options player1colors pfcolors no_blank_lines Related link: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#kernelopchart I saw several pages with some information about DPC+. It would be nice to read something similar to your batari Basic Commands Since it's still buggy and batari hasn't had the time to fix it, I guess he's waiting to provide the new text for the DPC+ stuff. As soon as he send me the new text, I'll add it. I guess since this topic is revived, this seems like a very easy "platform" for a game where you collect coins, like in the bonus level of Mario Brothers. I'm still not sure if this should be a game that uses static screens or if I should see if scrolling would work with it. Quote Link to comment Share on other sites More sharing options...
devwebcl Posted April 2, 2012 Share Posted April 2, 2012 I guess since this topic is revived, this seems like a very easy "platform" for a game where you collect coins, like in the bonus level of Mario Brothers. or a new donkey kong. Quote Link to comment Share on other sites More sharing options...
devwebcl Posted May 15, 2012 Share Posted May 15, 2012 I think this platform sample can be used to do something like VVVVVV I think VVVVVV can be donde in batari... not all the alrge mazes and puzzles that exist from original, but probably a few nice and hard levels. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted May 15, 2012 Share Posted May 15, 2012 I'm still not sure if this should be a game that uses static screens or if I should see if scrolling would work with it. I think physics alone has been done. Now, if we could get physics AND smooth scrolling.. I tried the inverse sprite method for smooth horizontal scrolling. Maybe R.T.s example would work better with the "use the ball to hide the corners" technique. project26.bin Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted May 29, 2012 Author Share Posted May 29, 2012 The first post has been updated with the latest version. You can now shoot by ducking and pressing the fire button. Please let me know if you think this updated version is OK the way it is or if it's too hard to use. If people like this version, I might turn it into a platform shooting game of some kind. In case anyone wants to know, I have no missiles because of the kernel_options I'm using, so I had to use the ball. Now I just have one sprite left that I can use for an enemy or target. 1 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted May 30, 2012 Author Share Posted May 30, 2012 If nobody has any complaints, I'm going to work on this while it's fresh in my mind. If anyone hates this style of shooting, please speak up. Thanks. Quote Link to comment Share on other sites More sharing options...
+Stephen Posted May 30, 2012 Share Posted May 30, 2012 If you could get this working with a vertically scrolling playfield, you could port "Mighty Jill Off" from the Atari 8-bits Glad this thread got bumped, this is a very nice looking platformer you have started. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted May 30, 2012 Author Share Posted May 30, 2012 If you could get this working with a vertically scrolling playfield, you could port "Mighty Jill Off" from the Atari 8-bits Glad this thread got bumped, this is a very nice looking platformer you have started. Thanks. I've been thinking of what I could do with the single-color sprite that I have left. If I use ENAM0, I can also use missile0 as a vertical strip that goes from the top of the screen to the bottom. Maybe it could be an elevator. ENAM1 for missile1 is harder to use since the colors of player1 are mirrored in it. If the player moves up or down, the colors in missile1 move up or down too. Below is an example. Missile1 is on the left and missile0 is on the right: fake_gravity_platformer_with_duck_and_fire_button_and_enam_2012y_05m_30d_1051t.bin Click here to try it online if you don't have an emulator handy Here's the same as above, but I gave missile1 a black background, made it a little thinner, and have dirt platforms with grass on top: fake_gravity_platformer_with_duck_and_fire_button_and_dirt_2012y_05m_30d_1120t.bin Click here to try it online if you don't have an emulator handy Quote Link to comment Share on other sites More sharing options...
MausGames Posted June 19, 2012 Share Posted June 19, 2012 Can you tell me how many cycles your player movement code is using? When you use debug cyclescore does it ever get close to zero? Quote Link to comment Share on other sites More sharing options...
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