Rabbit 2600 Posted October 19, 2013 Share Posted October 19, 2013 Working on a Robotron engine. It's still very basic but it's a start You can walk around and shoot to the right. (Haven't gotten the hang of missiles just yet) 4 enemies on the screen that can be killed. Game: RobotronBeta.bin Source: RobotronBeta.bas Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted October 19, 2013 Share Posted October 19, 2013 This would be a good platform to test out flicker mitigation techniques. I wonder if you could use the missiles as the chests for the robots. If you could timeshare missile0 and missile1 then there would be less flicker on the robots. Also, you could use playfield blocks as the robot chests. The only thing that would blink are the heads, arms and legs. The tradeoff is that the robot movement would be clunky (always moving single playfield block at a time.) Quote Link to comment Share on other sites More sharing options...
Crimefighter Posted October 20, 2013 Share Posted October 20, 2013 Oh boy...someone tried that with the ill-fated computer add-on and it was described as the most "flickerly thing ever seen". Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted October 20, 2013 Author Share Posted October 20, 2013 Just having some fun - You can now drop bombs by pressing fire and blast the robots. Yay or nay? Bombertron.bin Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted October 20, 2013 Author Share Posted October 20, 2013 (edited) Managed to get rid of a lot of flickering. Press the firebutton to lay down a bomb. RobotronBeta2.bin Edited October 20, 2013 by Rabbit 2600 3 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted October 20, 2013 Share Posted October 20, 2013 Managed to get rid of a lot of flickering. Press the firebutton to lay down a bomb. RobotronBeta2.bin How didja do it? Can you show the code? Looks pretty good Quote Link to comment Share on other sites More sharing options...
Brian O Posted October 20, 2013 Share Posted October 20, 2013 Managed to get rid of a lot of flickering. Press the firebutton to lay down a bomb. RobotronBeta2.bin Reminds me of this: Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted October 20, 2013 Author Share Posted October 20, 2013 Sure I can post the code =) I must learn missiles sometime, I have great examples to look at but I just don't get it. Thinking of having the robots firing missiles left and right so they won't be so easy to bomb. rem Generated 2013-10-19 17:39:33 by Visual bB Version 1.0.0.554 rem ********************************** rem *<filename> * rem *<description> * rem *<author> * rem *<contact info> * rem *<license> * rem ********************************** set kernel multisprite set smartbranching on player1x = 135 : player1y = 25 player2x = 122 : player2y = 50 player3x = 255 : player3y = 255 player4x = 255 : player4y = 255 player0x = 50 : player0y = 50 player5x = 32 : player5y = 75 ballx = 255 : bally = 255 AUDV0=0 AUDV1=0 BATTLEFIELD dim _P1_L_R = player1x.a dim _P1_U_D = player1y.b dim _P2_L_R = player2x.c dim _P2_U_D = player2y.d dim _P5_L_R = player5x.k dim _P5_U_D = player5y.l dim _P0_L_R = player0x.i dim _P0_U_D = player0y.j if q = 1 then player0: %00100100 %00100100 %00011000 %00011000 %00011110 %00000000 %00011000 %00011000 end if q = 2 then player0: %00100100 %00100100 %00011000 %00011000 %01111000 %00000000 %00011000 %00011000 end player1: %00001000 %00000000 %01011101 %01011101 %00011100 %01100011 %00011100 %00011100 end player2: %00001000 %00000000 %01011101 %01011101 %00011100 %01100011 %00011100 %00011100 end BOMB rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... player3: %00011100 %00111110 %00101110 %00100110 %00011100 %00001000 %00000110 %00000000 end EXPLOSION player4: %00110011 %00110011 %11001100 %11001100 %00110011 %00110011 %11001100 %11001100 end player5: %00001000 %00000000 %01011101 %01011101 %00011100 %01100011 %00011100 %00011100 end _COLUP1 = $0E COLUP2 = $40 COLUP3 = $02 COLUP4 = rand COLUP5 = $16 COLUP0 = $1E t = t + 1 if t = 10 then COLUPF = $94 if t = 20 then COLUPF = $98 if t = 20 then t = 0 playfield: ................ ................ ................ ................ ................ XXXXXXXXXXXXXXXX X............... X............... X............... X............... XXXXXXXXXXXXXXXX end scorecolor = $0E drawscreen if joy0right then q = 1 : _P0_L_R = _P0_L_R + 0.30 if joy0left then q = 2 : _P0_L_R = _P0_L_R - 0.30 if joy0up then _P0_U_D = _P0_U_D + 0.30 if joy0down then _P0_U_D = _P0_U_D - 0.30 if _P1_U_D < _P0_U_D then _P1_U_D = _P1_U_D + 0.10 if _P1_U_D > _P0_U_D then _P1_U_D = _P1_U_D - 0.10 if _P1_L_R < _P0_L_R then _P1_L_R = _P1_L_R + 0.10 if _P1_L_R > _P0_L_R then _P1_L_R = _P1_L_R - 0.10 if _P2_U_D < _P0_U_D then _P2_U_D = _P2_U_D + 0.10 if _P2_U_D > _P0_U_D then _P2_U_D = _P2_U_D - 0.10 if _P2_L_R < _P0_L_R then _P2_L_R = _P2_L_R + 0.10 if _P2_L_R > _P0_L_R then _P2_L_R = _P2_L_R - 0.10 if _P5_U_D < _P0_U_D then _P5_U_D = _P5_U_D + 0.10 if _P5_U_D > _P0_U_D then _P5_U_D = _P5_U_D - 0.10 if _P5_L_R < _P0_L_R then _P5_L_R = _P5_L_R + 0.10 if _P5_L_R > _P0_L_R then _P5_L_R = _P5_L_R - 0.10 if player1y = 35 then player1y = 34 if player2y = 55 then player2y = 54 if player2y = 36 then player2y = 37 if player5y = 60 then player5y = 61 if player3x < 255 then goto SKIP if joy0fire then player3x = player0x + 8 : player3y = player0y : z = 72 SKIP if z > 0 then z = z - 1 : if z = 0 then player4x = player3x : player4y = player3y : u = 52 if u > 0 then AUDV0 = 15 : AUDC0 = 8 : AUDF0 = 30 : u = u - 1 : if u = 0 then player4x = 255 : player4y = 255 : player3x = 255 : player3y = 255 : AUDV0 = 0 if n > 0 then AUDV0 = 15 : AUDC0 = 8 : AUDF0 = 20 : n = n - 1: if n = 0 then AUDV0 = 0 if player2x = player4x && player2y = player4y then player2y = 255 : player2x = 255 : score = score + 100 if player1x = player4x && player1y = player4y then player1y = 255 : player1x = 255 : score = score + 100 if player5x = player4x && player5y = player4y then player5y = 255 : player5x = 255 : score = score + 100 if joy0left && collision(player0,playfield) then player0x = player0x + 1 if joy0right && collision(player0,playfield) then player0x = player0x - 1 if joy0up && collision(player0,playfield) then player0y = player0y - 1 if joy0down && collision(player0,playfield) then player0y = player0y + 1 goto BATTLEFIELD Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted October 20, 2013 Author Share Posted October 20, 2013 Any fun gameplay ideas you think could be added to this one? =) 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted October 21, 2013 Share Posted October 21, 2013 Reminds me of this: Have batari - can do! 1 Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted October 21, 2013 Author Share Posted October 21, 2013 Haha, that's awesome! =D Quote Link to comment Share on other sites More sharing options...
Xan Posted January 29, 2021 Share Posted January 29, 2021 On 10/20/2013 at 2:49 PM, Rabbit 2600 said: Managed to get rid of a lot of flickering. Press the firebutton to lay down a bomb. RobotronBeta2.bin 4 kB · 194 downloads very nice, I really liked the project Quote Link to comment Share on other sites More sharing options...
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