+atari2600land Posted December 13, 2011 Share Posted December 13, 2011 OK, so here's the backstory: Some bully threw your teddy bear on the other side of a minefield. Your job is to get to the other side without stepping on a mine. If you do, the game restarts and the mines are placed anew. I just thought it would fit in 2k. It did. There can be up to 11 mines on the 8x8 playfield, but some can overlap. I don't know what to call this game or what changes I should make to the game. That's where you come in. A fun little diversion I made while taking a break from the celery game. mines2k.bas mines2k.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted December 14, 2011 Author Share Posted December 14, 2011 Here is a better version with sound and stuff. Also, the mines have been more randomly placed IMO so it gives you a greater degree of difficulty. mines2k2.bas.bin mines2k2.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted December 14, 2011 Author Share Posted December 14, 2011 Managed to fit bgmusic as well as a little hooray tune if you get across safely. mines2k4.bas.bin mines2k4.bas Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted December 14, 2011 Share Posted December 14, 2011 You're getting quite good at this 2k thing! Someone should compile a bunch of pro tips to making 2k games. I thought I heard people do some things to reduce the size of the Batari kernel.. Quote Link to comment Share on other sites More sharing options...
lucifershalo Posted December 14, 2011 Share Posted December 14, 2011 name for the game? Beartari Boom it is cute, but random like that not fun for long some ideas: for a second, the bombs are shown then invisible up to you to remember, of course it is becoming easy quite quickly so you can have moving bombs always from up to down, left to right and when you push the button, you can see them, but you lose one time unit each time and you have 20-30 time units Quote Link to comment Share on other sites More sharing options...
Brian O Posted December 14, 2011 Share Posted December 14, 2011 Not sure if this is possible to fit into the 2K format, but you should show the mine layout for about a half second (once the board starts). Then have the mines disappear. This way, the player has to try to quickly commit the mine layout to memory before proceeding. Otherwise, looks good -B Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted December 15, 2011 Author Share Posted December 15, 2011 OK, the mine layout is visible for less than a second at the beginning before it disappears. I had to sacrifice the music in order to do this, but the congratulatory thing is still in there. mines2k5.bas.bin mines2k5.bas Quote Link to comment Share on other sites More sharing options...
Pioneer4x4 Posted December 15, 2011 Share Posted December 15, 2011 I will have to try this out again, I didn't like it much at first. Does the minefield stay the same, so you can keep trying to figure it out? If not, then you need something like the peek, or clues you just added. If it is random, could you implement a "Detector"? Say when you are near a mine in any direction, it buzzes, lights, or changes your sprite some way. You won't know which direction it is in, but have to try different approaches to triangulate the mines. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted December 16, 2011 Author Share Posted December 16, 2011 I turned the game into a sort of Elevators Amiss!-type game. As usual let me know about bugs, gameplay, etc. mines2k6.bas.bin mines2k6.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 20, 2012 Author Share Posted October 20, 2012 OK, back on this again. I made it so the mine placement stays the same until you get to the end. Then when you press fire, there's a new arrangement. And there's a try counter as the score. minefield.bas.bin minefield.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 21, 2012 Author Share Posted October 21, 2012 Here's the game now. I've added little tiny beeps for player movement. Also, when you get to the end, you get a little congratulatory song. I've also discovered that there is diagonal movement as well. Nothing I had planned on, but I guess it's needed in some cases I have discovered. Let me know bugs and your thoughts. I have 14 bytes left (and even that's because I disabled the pfscrolling routine since it's not needed here.) minefield2.bas.bin minefield2.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 21, 2012 Author Share Posted October 21, 2012 Due to my faulty math skills, the mines were only showing up in the first four spots, leaving the right half of the minefield mine-free. I fixed that and also disabled diagonal scrolling. I did all these changes and yet I still only have 14 bytes free, just like the last time. Again, tell me of stuff. minefield3.bas.bin minefield3.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 21, 2012 Author Share Posted October 21, 2012 OK, major game changes here. I thought, Why not put a score in? So I did, so now it becomes a timed game of how many teddy bears you can rescue. But it's not teddy bears you're rescuing anymore. Instead it's how many family members you can guide to the bathroom. You see, someone forgot to see if the clams were good, and they weren't, so they all need to go to the bathroom really bad. The nearest outhouse is right on the other side of the minefield. Rather than running over to the other one, they decide they can't hold it in any longer and need to use the one on the other side of the minefield. But it's OK because they have infinite lives, but if they get blown up by a landmine, they start at the left side of the minefield. Press "fire" to start a new game. You have 60 seconds to work with. I think the title of the game now should be "Explosive Diarrhea". (By the way, if you upload the bas file and try to compile it, it won't unless you have my files. If you need to for any reason, PM me and I'll give you my custom files for the game.) minefield4.bas.bin minefield4.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 25, 2012 Author Share Posted October 25, 2012 Added some animation that you can see when the guy is far enough away from the outhouse once he gets to the other side. I also changed the outhouse from player0 to ball so it could be taller, but it no longer has the crescent moon that normal outhouses do. minefield6a.bas minefield6a.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 26, 2012 Author Share Posted October 26, 2012 Fixed more math flaws along with adding animation for each step. minefield7.bas.bin minefield7.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 26, 2012 Author Share Posted October 26, 2012 I made the minefield wider and added some arm animation as well as leg animation. minefield8.bas.bin minefield8.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 2, 2012 Author Share Posted November 2, 2012 I was looking through the default.inc file and I thought to myself "What if I disabled pf_drawing.asm?" So I tried it even though I had a playfield, and it worked anyway. So now I'm wondering what that file does. (Plus, now I have 151 bytes left now if I want to keep it at 2k.) Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 21, 2013 Author Share Posted January 21, 2013 If you look at the minefield, you'll see that it is one pixel up, and going into the sky. Is there anything I can do to make that pixel go down and make it even with the horizon? Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted January 21, 2013 Share Posted January 21, 2013 Have you tried farting around with playfieldpos? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 22, 2013 Author Share Posted January 22, 2013 It seems to do something on the title screen, but it just ignores the playfieldpos variable on the game screen. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 22, 2013 Share Posted January 22, 2013 Not a solution, but worth a try: what about creating a very thin (1 line) playfield row at the start of the horizon? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 22, 2013 Author Share Posted January 22, 2013 If I used pfheights, then I couldn't use no_blank_lines. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 22, 2013 Share Posted January 22, 2013 You may have to give in and have the minefield be one row down from the horizon. Ack! Quote Link to comment Share on other sites More sharing options...
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