+Gemintronic Posted July 15, 2014 Share Posted July 15, 2014 This is a bB variant of Spicewares Collect 2k assembly tutorial game. http://atariage.com/forums/blog/148/entry-11104-lets-make-a-game/ All the files in the zip are needed to properly compile this. The source is commented. Badly. This demonstrates a few things: * Compiling a 2k game. * Using the playerscores mini-kernel. * Using a bit in the counter variable to animate a sprite. * Defining a boolean value using a single bit out of a variable "def facing=boolean{0}" * Using a boolean value ("facing" which is really boolean{0}) to decide when to use REFP0 to reflect the sprite. * Using a counter variable not only as a timer but also to augment randomness. * Preventing a player from colliding with walls. * Setting multiple variables to the same value to save space. * Positioning labels as both part of the initialization sequence and also in the main loop (note how warpblocks label is used). * Positioning the drawscreen near the beginning allowed it to be double-purposed as a game over mode. (See start of main until " if player1score = $00 then goto main") UPDATED: Now has directional animation per R.T.s feedback! Thanks, man! CollectbBAnim.bin CollectbB.zip 2 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 15, 2014 Share Posted July 15, 2014 What are the objects on the sides that you can't reach? If this is supposed to be based on the original, shouldn't the animation act the same (still when not moving and animated when moving)? Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 15, 2014 Author Share Posted July 15, 2014 What are the objects on the sides that you can't reach? If this is supposed to be based on the original, shouldn't the animation act the same (still when not moving and animated when moving)? This is based on the screenshot from his first entry. This is more to demonstrate various bB techniques with 2k in mind. Basically, you collect as many green and blue boxes as you can before the timer runs out. Upon contact every collectable box randomizes its location. Some boxes will inevitably be unreachable but I've never encountered a situation where they all are. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 15, 2014 Share Posted July 15, 2014 If you are attempting to make something useful, you need to at least glance over each step he's done so far. Here is the latest step: atariage.com/forums/blog/148/entry-11157-step-14-add-animation/ Be sure to run the ROM at the bottom of that blog entry. Then you can try to make yours match that version. Just remember that he's not done, so the program will probably change a little in the steps that will follow. Here's the ROM from Step 14 in case anyone else wants to take a look: collect_20140714.bin Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 15, 2014 Author Share Posted July 15, 2014 Nah. As I stated, it's more about exploring the bullet points in the first post. At the very least it's a good starting point for other 2k projects. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 16, 2014 Author Share Posted July 16, 2014 Okay! Per R.T.s feedback I have added direction sensitive animation to the player sprite! I may or may not implement other features based off of Spicewares tutorial. Depends on what you guys want to see, really. Top post has the update. Thanks again R.T.! 2 Quote Link to comment Share on other sites More sharing options...
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