Udonge Posted March 11, 2013 Share Posted March 11, 2013 (edited) This is nowhere near done, despite the fact I now have functional title/game over loops, so far I only have Reimu for a player, a ghost for an enemy and one difficulty setting. I'm definitely adding more to this; utilize the playfield for the title screen so as to allow the use of player 0 and 1 sprites for game program selection (I plan on 4 difficulty settings with solo and co-op modes for each, and maybe a duel mode). I will have to ask if some things are possible under batariBASIC, such as the possibility to use the multisprite kernel for co-operative play, using the difficulty rocker switches to change the player sprite and behavior on both sides, etc., but with some stroke of cleverness and planning I may be able to get these in smoothly. Anyway, I put it on github to allow for dynamic updates AND online source code viewing. To download the game, just click touhou.bas.bin, view RAW and save it. https://github.com/R...naba/Touhou2600 Edited March 11, 2013 by Udonge Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted March 11, 2013 Share Posted March 11, 2013 Welcome to the bB scene It's an awesome concept. I wonder how we'll pull off a bullet hell shooter with 2 missiles and a ball though. Keep it up! Quote Link to comment Share on other sites More sharing options...
ACrystal2011 Posted March 12, 2013 Share Posted March 12, 2013 Neat lil game. But if i go off the bottom of the screen i cant die Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted March 12, 2013 Share Posted March 12, 2013 You might wanna put a drawscreen in Kaput. It may look nasty on a real TV otherwise. Quote Link to comment Share on other sites More sharing options...
Tangentg Posted July 15, 2016 Share Posted July 15, 2016 (edited) This seems to just play like Tinkernut World rather than a danmaku game... Though speaking of Atari Touhou, have you heard of my Touhou 2600 series? This is a video of an early version of my Devil 2600 (though in the actual earliest version, the last attack had no homing bullets - that was a later addition after people insisted that I keep the boss at the top portion of the screen) They're Game Maker games that were made to (initially) be like Atari 2600 danmaku games (the music here supposes a radio in the background), but as more people wanted more modern-sounding music, I started to replace the later ones with modern music. https://www.youtube.com/watch?v=PWEY2guRHV0 Edited July 15, 2016 by Tangentg Quote Link to comment Share on other sites More sharing options...
pacgreg Posted July 15, 2016 Share Posted July 15, 2016 I'm interested to see a 2600 bullet hell game. It's very possible using the 10 sprites of the multisprite kernel or DPC+, and NUSIZ can make 1 or 2 extra copies of sprites paired with 2 missiles and a ball. With one player and one enemy, thats a maximum of 27 possible bullets on a screen at a time. Good luck! Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 15, 2016 Share Posted July 15, 2016 I'm interested to see a 2600 bullet hell game. It's very possible using the 10 sprites of the multisprite kernel or DPC+, and NUSIZ can make 1 or 2 extra copies of sprites paired with 2 missiles and a ball. With one player and one enemy, thats a maximum of 27 possible bullets on a screen at a time. Good luck! Since the DPC+ kernel has scrolling and playfield rows that can be as thin as you want, you could shoot a ton of playfield pixel bullets and leave the sprites for enemies and other things. Quote Link to comment Share on other sites More sharing options...
GlennJupp Posted July 16, 2016 Share Posted July 16, 2016 If one has any doubts about the 2600's ability to do a bullet-hell shoot-em-up, I would refer you to the "River Rampage" demo Erik Mooney posted to the old Stella mailing list. http://www.biglist.com/lists/stella/archives/200404/msg00219.html 3 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 20, 2016 Share Posted July 20, 2016 If one has any doubts about the 2600's ability to do a bullet-hell shoot-em-up, I would refer you to the "River Rampage" demo Erik Mooney posted to the old Stella mailing list. http://www.biglist.com/lists/stella/archives/200404/msg00219.html Since this is in the batari BASIC section the question is: who is going to port that graphic kernel to batari BASIC so we can do it All snark aside I think bullet hell can be done using the playfield as bullets. Maybe with creative resizing of the playfield to make some rows look thinner for that laser blast look. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.