Byte Knight Posted October 26, 2013 Share Posted October 26, 2013 Hey guys, I thought I'd give a shot at making a platform game instead of another Adventure game! I started playing around with iesposta's Donkey Kong example and came up with Money Man! The game is loosely based on Cashman, which I used to play with a friend on his Radio Shack Color Computer back in the day. You play a Sailor that runs around and collects money, avoiding Hellkats and Terry Dactyl. Bombs drop out of the ceiling that turn into eggs that eventually hatch into enemies. If you can grab the eggs before they hatch, you can chuck them at your enemies. Makes perfect sense right? Currently the game only has three levels, and I'd like to have MANY more - I think Cashman had like 64 of them. If you're interested in designing some levels, let me know. To do: • Add titlescreen • Learn how to change playfields to data tables so I have more graphics memory • Add more levels • Better ending • Better death screen • Add launchers / jumpers Downloads: moneyman16.bas moneyman16.bin 10 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 26, 2013 Share Posted October 26, 2013 Very cool, though I do have a complaint. It is almost impossible to jump from platform to platform. Other than that, it's a great start. It uses the DPC+ kernel, right? Quote Link to comment Share on other sites More sharing options...
RevEng Posted October 26, 2013 Share Posted October 26, 2013 Great game! I enjoyed playing it, and managed to make it to the blank level on my first game... barely. The jumping is a bit of a challenge, but I think that's the charm of this kind of game. If the jumps were easy, the game would be way too easy. Quote Link to comment Share on other sites More sharing options...
classiccollector Posted October 27, 2013 Share Posted October 27, 2013 I Think it's a great start to a fine game, I do agree that the jumping to platform needs to be worked on but overall a great start. Keep up the good work. Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted October 27, 2013 Author Share Posted October 27, 2013 Thanks guys - I'm afraid the jumping is the best that I can make it. You can walk about halfway off the ledge before you fall. If you really need to make a jump, stop at the edge and jump instead of doing a running jump. Here's the part of the code that makes you fall. z{0} is when the player is on the ladder, z{1} is when the player is jumping, and z{2} is when the player is falling. If anyone has a better idea of how to do this, let me know... rem check to see if player is on a platform, and not on a ladder or jumping, then fall! temp1=player0y+17:temp2=player0x/4-3:temp3=player0y+20 if z{0} || z{1} then goto drawscreen if !pfread(temp2,temp1) then player0y=player0y+1:z{2}=1:goto drawscreen if !pfread(temp2,temp3) then player0y=player0y+1:z{2}=1:goto drawscreen z{2}=0 drawscreen Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted October 27, 2013 Author Share Posted October 27, 2013 (edited) Added another level with launchers. Also, you can now throw an egg while you're falling. RevEng - let's see you beat this one first try! moneyman17.bas moneyman17.bas.bin Edited October 28, 2013 by Byte Knight 2 Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted October 31, 2013 Share Posted October 31, 2013 Wow! This is really cool, BK. It's exactly what I was trying to accomplish 6 or 7 years ago with my 'jumper' game using the multisprite kernel, but the result was less than stellar. I have to agree with the previous comments that jumping is a bit frustrating, but it's a fantastic start. I wasted many days of my youth playing jumpman on my C64 in 1983-84 and this is the game I've always wanted to see on the 2600 Quote Link to comment Share on other sites More sharing options...
RevEng Posted October 31, 2013 Share Posted October 31, 2013 RevEng - let's see you beat this one first try! Nope, It took me a few tries to get through it. I think it might be tuned a bit hard at this point, but I enjoy the challenge. I think I managed to find a bug and exploit it... if you hold the jump button while climbing ladders you get a super boost right up to the next platform! Super Money Man! Quote Link to comment Share on other sites More sharing options...
iesposta Posted October 31, 2013 Share Posted October 31, 2013 Playfield as data statements is fairly easy. bogax is the genius with "loops within loops" that just do a pfpixel on from the top to the bottom of the screen and skip the zeros. Nobody has made a tool yet, so it has to be done by hand. I need to put together a step by step. Basically I take the full playfield: In a text editor, turn the . into 0 and the X into 1 Then break each row into columns, adding the % and the ,% (Note: VbB may do this in the new "convert to data" right click thing. Must look into that.) Now I have 176 rows of 4 column bytes like this: data %00000000,%00000011,%11000000,%00000000 %00000000,%00000000,%00000000,%00000000 etc. end There a website you can go to in your browser and paste those 176 data lines in. I have it remove duplicates and list what was duplicated and removed. (Advanced: If you have 16 columns or less you can really compress things. My DK level 4 had 16 unique columns.) Then, again by hand with the data from that website I wrote down a table of the rows that draw the screen. 1, 1, 2, 1, 3, 2, 2, 2, 2, 4 etc. (Advanced: Here is where the 16 or less come in. That table can be compressed into nybbles or half-bytes as 4 bits can hold (0-15) $0 to $F) Then bogax took those two tables and wrote a routine to pfpixel on from the top to the bottom. When you need a new level, just pfclear and run the routine and all the pfpixels will be drawn from the data in the bank, (not the graphics bank). (More advanced: Similarly, I found ways to use the ARM routines to PUSH data to the Playfield. It is faster than pfpixel each dot, but not fast enough to do a whole screen update in-game, it will over cycle and roll the screen on real hardware. SeaGtGruff helped on that. I found you can PUSH parts of the screen in-game. Example: If you have run my Jumpman1234.bin at the beginning when kong moves left and the girders slant? That effect rolled a real TV, but with PUSH it does not roll. I was quite happy when that test worked! I love the effect. See attached opening, but note Level 1 is a failed test, 2 nothing new & 3 is messed up also.) Jumpman1234_20131006b.bas.bin Quote Link to comment Share on other sites More sharing options...
pitfall_jerry Posted October 31, 2013 Share Posted October 31, 2013 This looks great. I will download and play this one today. 1 Quote Link to comment Share on other sites More sharing options...
Crazy Climber Posted October 31, 2013 Share Posted October 31, 2013 I'm in MN if you want to do a "release party" or something I'll supply the beer! Quote Link to comment Share on other sites More sharing options...
TrekMD Posted November 1, 2013 Share Posted November 1, 2013 Cool! I'll need to try out the rom! 1 Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted November 1, 2013 Author Share Posted November 1, 2013 Wow! This is really cool, BK. It's exactly what I was trying to accomplish 6 or 7 years ago with my 'jumper' game using the multisprite kernel, but the result was less than stellar. I have to agree with the previous comments that jumping is a bit frustrating, but it's a fantastic start. I wasted many days of my youth playing jumpman on my C64 in 1983-84 and this is the game I've always wanted to see on the 2600 Thanks! I think Cashman was based on the game Jumpman, although I never played Jumpman. Feel free to design some levels if you want... Quote Link to comment Share on other sites More sharing options...
AtariLeaf Posted November 1, 2013 Share Posted November 1, 2013 Basing 2600 homebrews on coco games is heaven to me. I've been saying for years that i'd love someone to tackle "outhouse" for the 2600. Awesome little game. http://www.youtube.com/watch?v=n4MaOfl82yw Cashman was a favorite of mine too, great job. 2 Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted November 1, 2013 Author Share Posted November 1, 2013 Playfield as data statements is fairly easy. bogax is the genius with "loops within loops" that just do a pfpixel on from the top to the bottom of the screen and skip the zeros. Cool - thanks for the very detailed explanation. I may still have to ask you to walk me through converting one of my screens. What is the website that removes the duplicates? Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted November 1, 2013 Author Share Posted November 1, 2013 I'm in MN if you want to do a "release party" or something I'll supply the beer! Sounds great, but I think we'd be the only two at the party... Oh well, more beer for us! Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted November 1, 2013 Author Share Posted November 1, 2013 Nope, It took me a few tries to get through it. I think it might be tuned a bit hard at this point, but I enjoy the challenge. I think I managed to find a bug and exploit it... if you hold the jump button while climbing ladders you get a super boost right up to the next platform! Super Money Man! Oh, so that's how you beat the game so easily... Thanks for the bug report - I'll definitely have to fix that one. Quote Link to comment Share on other sites More sharing options...
iesposta Posted November 1, 2013 Share Posted November 1, 2013 Textmechanic.com Remove Duplicate And check the box Display Removed. 1 Quote Link to comment Share on other sites More sharing options...
Crazy Climber Posted November 1, 2013 Share Posted November 1, 2013 Sounds great, but I think we'd be the only two at the party... Oh well, more beer for us! I could rent a few escorts? 1 Quote Link to comment Share on other sites More sharing options...
Der Luchs Posted November 1, 2013 Share Posted November 1, 2013 Great Game! And you need something like this ^^ lalala.bin Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted November 1, 2013 Author Share Posted November 1, 2013 Great Game! And you need something like this ^^ Sounds cool - can I use it? Quote Link to comment Share on other sites More sharing options...
Nognir Posted November 4, 2013 Share Posted November 4, 2013 The game looks very nice! Have to try that later when I'm at home 1 Quote Link to comment Share on other sites More sharing options...
Byte Knight Posted November 27, 2013 Author Share Posted November 27, 2013 With RevEng's help, I made the jumping much more player-friendly. This will probably be the last update for a while - I'm helping iesposta see DK to completion. moneyman18.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
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