wolfy62 Posted November 24, 2014 Share Posted November 24, 2014 39 sounds great then! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 24, 2014 Author Share Posted November 24, 2014 How do I make the text be above the sprites? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 24, 2014 Author Share Posted November 24, 2014 (edited) I solved this problem myself by making a separate game over screen. What do you think? Edited May 30, 2015 by atari2600land Quote Link to comment Share on other sites More sharing options...
intvnut Posted November 24, 2014 Share Posted November 24, 2014 (edited) How do I make the text be above the sprites? There's a "PRIO" bit in each MOB's attribute register (bit 13) that controls whether that MOB is above or below the text—ie. which has "priority". I don't know how you toggle that in IntyBASIC, but that's the bit you need to toggle to make the MOBs go under the text. Edited November 24, 2014 by intvnut Quote Link to comment Share on other sites More sharing options...
freewheel Posted November 24, 2014 Share Posted November 24, 2014 Getting perfect front/back priority between different MOBs and background cards is tricky - mostly because of "what is a background" can be non-obvious when you use tools like Intycolor. But it's easy enough to set - you just set that bit the same way you do the rest of the MOB values: SPRITE #,x,y,f. The f value is what is written to the attribute register, so just AND $2000 to whatever value you're using for f, before you call SPRITE, and you're done. Toggle it, if you so needed to, with XOR $2000. 1 Quote Link to comment Share on other sites More sharing options...
intvnut Posted November 24, 2014 Share Posted November 24, 2014 Getting perfect front/back priority between different MOBs and background cards is tricky - mostly because of "what is a background" can be non-obvious when you use tools like Intycolor. But it's easy enough to set - you just set that bit the same way you do the rest of the MOB values: SPRITE #,x,y,f. The f value is what is written to the attribute register, so just AND $2000 to whatever value you're using for f, before you call SPRITE, and you're done. Toggle it, if you so needed to, with XOR $2000. Thanks for translating into IntyBASIC-ese for me. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 24, 2014 Author Share Posted November 24, 2014 (edited) I experimented with sound and came up with a sub crashing SFX instead of the low note played before. I think I can have room for 2 more levels and 2 endings. Edited May 30, 2015 by atari2600land Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted November 24, 2014 Share Posted November 24, 2014 (edited) message has been edited: here is my idea for the game over screen. Edited November 24, 2014 by pimpmaul69 1 Quote Link to comment Share on other sites More sharing options...
intvnut Posted November 24, 2014 Share Posted November 24, 2014 (edited) jzintv wont let me print screen your game over screen so i couldnt get the words game over in the pic but this is my idea for the gameover screen. gosub over1.pnggosub over2.png If you jab F11 in jzIntv, it'll write out a screen shot with a file name of the form "shotXXXX.gif". It starts at shot0000.gif and works up from there. If you have over 10000 screen shots in one directory, it starts over at shot0000.gif. Not sure what directory that file will end up in if you're launching jzIntv from a GUI. Maybe jzintv's bin directory? jzIntv will write it to whatever the "current directory" is where jzIntv gets launched. If you launch jzIntv from the command line it'll be in the same directory you launch jzIntv from. Edited November 24, 2014 by intvnut Quote Link to comment Share on other sites More sharing options...
JoeM_Intellivision Posted November 24, 2014 Share Posted November 24, 2014 Oh ok thanks - that explains it:-) arari2600land - 39 levels is GREAT - I was just kidding about the 40:-) Keep up the great work and look forward to playing your game whenever it is finished. Thanks again. Joe. Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted November 24, 2014 Share Posted November 24, 2014 (edited) If you jab F11 in jzIntv, it'll write out a screen shot with a file name of the form "shotXXXX.gif". It starts at shot0000.gif and works up from there. If you have over 10000 screen shots in one directory, it starts over at shot0000.gif. Not sure what directory that file will end up in if you're launching jzIntv from a GUI. Maybe jzintv's bin directory? jzIntv will write it to whatever the "current directory" is where jzIntv gets launched. If you launch jzIntv from the command line it'll be in the same directory you launch jzIntv from. ok thanks. it ends up in the bin folder in the gui as well. added a corrected pic atari2600land. please see above Edited November 24, 2014 by pimpmaul69 Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted November 24, 2014 Share Posted November 24, 2014 also about other changes. i like the explosion. like the torpedo's shape, just not a fan of the black. it is kind of hard to tell exactly where the torpedo is going to hit which makes it hard to tell if you need to back away from the octopus or proceed forward. i liked the white torpedo. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 24, 2014 Share Posted November 24, 2014 also about other changes. i like the explosion. like the torpedo's shape, just not a fan of the black. it is kind of hard to tell exactly where the torpedo is going to hit which makes it hard to tell if you need to back away from the octopus or proceed forward. i liked the white torpedo. I agree. Bring back the grey torpedo! Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 24, 2014 Share Posted November 24, 2014 I experimented with sound and came up with a sub crashing SFX instead of the low note played before. I think I can have room for 2 more levels and 2 endings. The sub explosion sound is fantastic! It is very fitting. The game over screen and jingle are pretty cool too. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 24, 2014 Author Share Posted November 24, 2014 I couldn't make the game over screen look like the picture since all mazes have to be 16x10, so I did my best here. 1 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 24, 2014 Share Posted November 24, 2014 I couldn't make the game over screen look like the picture since all mazes have to be 16x10, so I did my best here. Looks very good. Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted November 24, 2014 Share Posted November 24, 2014 (edited) I couldn't make the game over screen look like the picture since all mazes have to be 16x10, so I did my best here.looks good. Uniformity is what it needed and that does it good. I actually like it better than my idea. Edited November 24, 2014 by pimpmaul69 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 25, 2014 Author Share Posted November 25, 2014 (edited) OK, all the levels have been designed. I needed to change a level due to a bug about collision detection on walls when the sub's periscope touches it and you turn the other way and it crashes. I don't know what's causing that. Anyway, next task is making the ending. The game is 14k, so I have 1.5k to work with to create two separate endings: one for using the warp and one for completing it starting from level 1. Edited May 30, 2015 by atari2600land Quote Link to comment Share on other sites More sharing options...
freewheel Posted November 25, 2014 Share Posted November 25, 2014 The game is 14k, so I have 1.5k to work with to create two separate endings: one for using the warp and one for completing it starting from level 1. Just a reminder, you can double the size with a single line of code inserted at the beginning of your program. Unless you're trying to fit within 16KB for the technical challenge, in which case cool Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 25, 2014 Author Share Posted November 25, 2014 I think the game is long enough as it is. I think it took between 20 and 30 minutes to complete starting from level 1 to test the ending. I have about 0.5k left to compose a little ditty to play at the end, but only if you start from level 1. Cheaters won't get to hear it. The semi-final binary can be downloaded at the GoSub for INTV page here: http://www.atari2600land.com/gosubintv/ 1 Quote Link to comment Share on other sites More sharing options...
freewheel Posted November 25, 2014 Share Posted November 25, 2014 Oh sure, I meant more for the endings and whatnot. If you find yourself limiting what you want to do due to ROM size, no need. Although... I bet an ambitious person could make this like 150 levels or more, from what I've seen of the size progression. Just an insanely tortuous game. Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted November 25, 2014 Share Posted November 25, 2014 I like the torpedo action, a lot. Being an OCD-driven "completist," I am compelled to try to kill an octopus with every single one. With your ocd you are gonna hate me for telling you this. You can kill 9 octopi in every level and complete the game. Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted November 25, 2014 Share Posted November 25, 2014 With your ocd you are gonna hate me for telling you this. You can kill 9 octopi in every level and complete the game. I know, but then I'll have to die repeatedly. The OCD gods require me to finish the game with the fewest deaths as well. Sometimes I feel like quitting this religion. 1 Quote Link to comment Share on other sites More sharing options...
intvnut Posted November 25, 2014 Share Posted November 25, 2014 (edited) With your ocd you are gonna hate me for telling you this. You can kill 9 octopi in every level and complete the game. Maybe GoSub could bring that unholy scourge to Intellivision: Achievements. "Achievement Unlocked: Kill 9 octopi in every level." ;) ;) (My eyeball still twitches every time I see that ungrammatical phrase "achievement unlocked." Seems like an obtuse way of saying "achieved.") Edited November 25, 2014 by intvnut 1 Quote Link to comment Share on other sites More sharing options...
catsfolly Posted November 25, 2014 Share Posted November 25, 2014 I redid the torpedos so they look less like blocks. As for the sub being too close to the 0, I think that it's the font's fault, not mine. The sub is 8 pixels wide and so is the number 0. And for the record, I can't draw sprites very well. The reason the sub looks the way it is now is that I copied the front of the GoSub 2600 cartridge manual's sub. Otherwise, it would still look the way it does. You could use two characters for the sub counter display. This would allow you to move the sub one pixel (or more?) to the left. tilesub: rem split BITMAP " #" BITMAP " " BITMAP " " BITMAP " #" BITMAP " #" BITMAP " " BITMAP " #" BITMAP " #" BITMAP "### " BITMAP " ## " BITMAP " ## " BITMAP "# #### " BITMAP "####### " BITMAP "# # # # " BITMAP "####### " BITMAP "# #### " Quote Link to comment Share on other sites More sharing options...
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