Retro Lord Posted January 8, 2015 Share Posted January 8, 2015 A concept demo I deviced from Rabbit 2600's Robotron engine. There are 4 zombies on screen. They can be killed by headshots only. This is no easy task and require a bit of skill. But I found it pretty cool. When they grab you, you lose a life, and you have too race against time. Blasting as many zombies as you can aswell as picking up dots too refill the timer. This might be my successor too Denderes Violence. I found it pretty fun and addictive. I'm thinking about implementing a shop that you go to once the timer runs out, there you buy health and some kind of weapon powerup by spending your earned points. So it'll be a real struggle to get the highscore. A bit of risk vs reward thing. No promises =) Have fun! Download = Zed.bas.bin Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 8, 2015 Author Share Posted January 8, 2015 Small update: The playfield changes color when you kill 4 zombies. The game also ends when you run out of lives. Experimental boss is forming. Some more pleasing sound effects included. Download - Zed0.4.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 9, 2015 Author Share Posted January 9, 2015 By the way, could I be rude and request a short happy melody from someone who knows how to compose music? A small victory jingle would be pretty rad too have when you defeat a zombie wave and go on to the next level. Quote Link to comment Share on other sites More sharing options...
Jinroh Posted January 9, 2015 Share Posted January 9, 2015 Cool demo, I like the Robotron style, goes good with the zombie horde style gameplay. I dunno the specifics of the collision, but I noticed a weird glitch I demonstrate in the video. I was playing, shooting zombies, then I hit up and a left/right direction at the top and I was able to phase through the walls. Moving about outside crashed the game. Though it was a cool cheat. I was playing on Stella. http://www.youtube.com/watch?v=JGM8LdMzzvU Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 9, 2015 Author Share Posted January 9, 2015 Thanks for your feedback. I fixed the glitched and added some new stuff, I'll post the newest version once it's more stable and playable =) Quote Link to comment Share on other sites More sharing options...
Jinroh Posted January 9, 2015 Share Posted January 9, 2015 No problem man, glad I could help test a bit. Looking forward to the next version. Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 9, 2015 Author Share Posted January 9, 2015 Okay latest version: NEWS: Walls are now deadly. Touch the walls and you lose a life and start in the middle of the screen, There are 3 new screens. (I need to make some sort of transition from level to level for a better feel) The screen colors are randomly generated too add some flavor. May your aim be true and give you lots of headshots. My highscore record is 510 =) DOWNLOAD - Zed0.5.bas.bin Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 10, 2015 Author Share Posted January 10, 2015 News: Fixed all the bugs related too dying. When you die you are placed correctly in the middle of the screen, no more cheap deaths. I still need a proper game over screen though. Managed too wrap my head around how music works and the game now sports a small music loop. Thanks too this thread; http://atariage.com/forums/topic/109288-code-snippets-samples-for-bb-beginners/page-2?hl=music&do=findComment&comment=1967507 DOWNLOAD - Zed0.6.bas.bin Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 10, 2015 Author Share Posted January 10, 2015 I need too figure out a better way too calculate hit detection so it'll be easier too shoot the zombies. But collision detection with multisprite is very hard. Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 10, 2015 Author Share Posted January 10, 2015 I've encountered a bug that I have no idea on how too fix. My plan is having you shoot the zombies and when you kill 1 they are gone, and when you kill all 5 zombies you move too the next screen. The bug crashes the game when the last zombie is killed. My setup for this is: if missile0x = player1x && missile0y=player1y then player1x=90 : player1y=90 : score=score+10 : n=10 : t=t+1 if missile0x = player2x && missile0y=player2y then player2x=90 : player2y=90 : score=score+10 : n=10 : t=t+1 if missile0x = player5x && missile0y=player5y then player5x=90 : player5y=90 : score=score+10 : n=10 : t=t+1 if missile0x = player4x && missile0y=player4y then player4x=90 : player4y=90 : score=score+10 : n=10 : t=t+1 if missile0x = player3x && missile0y=player3y then player3x=90 : player3y=90 : score=score+10 : n=10 : t=t+1 if t=5 then pfscorecolor=rand : t=0 : score=score+100 : g=g+1 : player0x=80 : player0y=50 t is the counter for the kills. When it hits 5 you go to the next screen. n is for playing a sound effect. g is the counter for displaying the screens. My setup for the killed zombies: if player1y>88 then player1y=90 : player1x = 90 if player2y>88 then player2y=90 : player2x = 90 if player3y>88 then player3y=90 : player3x = 90 if player4y>88 then player4y=90 : player4x = 90 if player5y>88 && player5x>90 then player5y=90 : player5x = 90 Sourcecode : Zed0.7.bas Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 10, 2015 Author Share Posted January 10, 2015 I found a nifty solution too my problem. Now this demo feels almost like a game. When you kill 5 zombies you move on too the next screen and a small jingle plays. And I fixed a gameover screen too. Thoughts on this is appreciated =) DOWNLOAD : Zed0.7.bas.bin Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 10, 2015 Author Share Posted January 10, 2015 Next version is almost done. I fixed all bugs that I am aware of. I made it possible too earn extra lives since it gets really difficult sometimes. I made the game end when the timer reaches 0. It feels very much complete at the moment but I will see if I can add some more things for flavor. Hope you are excited about it =) Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 10, 2015 Author Share Posted January 10, 2015 (edited) Latest version: If you find any bugs please report them. I've fixed all the bugs I could find on my own. Feature suggestions are also welcome. Features: 5 levels Zombies in different poses Random color of levels Random survivor at the start. (Random color) Timer that works. Once it hits 0 you are dead. Extra lives. Clear a screen to gain 1-UP Walls are deadly Can you beat my highscore of 613? =) DOWNLOAD - Zed0.8.bas.bin Edited January 10, 2015 by Retro Lord Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 10, 2015 Author Share Posted January 10, 2015 Labels: Quote Link to comment Share on other sites More sharing options...
Jinroh Posted January 11, 2015 Share Posted January 11, 2015 Wow man, you've been busy! I've only had a chance to play for about 2 mins, but feels way more polished. Collision feels better, and the random colours keep it interesting. I'll post some more after I play about a bit more. Quote Link to comment Share on other sites More sharing options...
winkdot Posted January 11, 2015 Share Posted January 11, 2015 Very nice! Got to level 3 and about 313 points. At times it seemed the player missile would stick on the screen. Also at times I could not fire. I've not worked with any of the kernels but the original so far. Need to take the plunge sometime. Quote Link to comment Share on other sites More sharing options...
bogax Posted January 11, 2015 Share Posted January 11, 2015 (edited) m{0} just references bit zero in byte m you can replace m{1}=0 :rem Turned on if the last location of the joystick was UP m{2}=0 :rem Turned on if the last location of the joystick was DOWN m{3}=0 :rem Turned on if the last location of the joystick was LEFT m{4}=1 :rem Turned on if the last location of the joystick was RIGHT m{5}=0 :rem Turned on if the last location of the joystick was UP+LEFT m{6}=0 :rem Turned on if the last location of the joystick was UP+RIGHT m{7}=0 :rem Turned on if the last location of the joystick was DOWN+LEFT m{0}=0 :rem Turned on if the last location of the joystick was DOWN+RIGHT with m = %0001000 and if joy0up then m{1}=1:m{2}=0:m{3}=0:m{4}=0:m{5}=0:m{6}=0:m{7}=0:m{0}=0 if joy0down then m{1}=0:m{2}=1:m{3}=0:m{4}=0:m{5}=0:m{6}=0:m{7}=0:m{0}=0 if joy0left then m{1}=0:m{2}=0:m{3}=1:m{4}=0:m{5}=0:m{6}=0:m{7}=0:m{0}=0 if joy0right then m{1}=0:m{2}=0:m{3}=0:m{4}=1:m{5}=0:m{6}=0:m{7}=0:m{0}=0 if joy0up && joy0left then m{1}=0:m{2}=0:m{3}=0:m{4}=0:m{5}=1:m{6}=0:m{7}=0:m{0}=0 if joy0up && joy0right then m{1}=0:m{2}=0:m{3}=0:m{4}=0:m{5}=0:m{6}=1:m{7}=0:m{0}=0 if joy0down && joy0left then m{1}=0:m{2}=0:m{3}=0:m{4}=0:m{5}=0:m{6}=0:m{7}=1:m{0}=0 if joy0down && joy0right then m{1}=0:m{2}=0:m{3}=0:m{4}=0:m{5}=0:m{6}=0:m{7}=0:m{0}=1 with if joy0up then m = %00000010 if joy0down then m = %00000100 if joy0left then m = %00001000 if joy0right then m = %00010000 if joy0up && joy0left then m = %00100000 if joy0up && joy0right then m = %01000000 if joy0down && joy0left then m = %10000000 if joy0down && joy0right then m = %00000001 In the latter case you can go further The if statements reference bits in SWCHA The SWCHA (joy0) bits are RLUDxxxx (here x is 'we don't care' but they're joy1) a 0 is true ie if SWCHA reads %1101xxxx then joy0 is up if joy0up then is like if !SWCHA{5} then The SWCHA (joy0) bits are RLUDxxxx (here x is 'we don't care' but they're joy1) a 0 is true ie if SWCHA reads %1101xxxx then joy0 is up if SWCHA reads %1001xxxx then joy0 is up and left note you are not going to see %1100xxxx because that's joy0 up and down at the same time SWCHA / 16 will give you (joy0) %0000RLUD You can invert the lower 4 bits by xoring with %00001111 (so that a closed switch reads 1 instead of 0) and in that case the maximum value you would get is 10d or %00001010 (joy0 R & U) so your code would be something like rem %00000000 0d (decimal) no switch pressed rem %00000001 1d down rem %00000010 2d up rem %00000011 3d up & down, can't happen rem %00000100 4d left rem %00000101 5d left & down rem %00000110 6d left & up rem %00000111 7d left & up & down, can't happen rem %00001000 8d right rem %00001001 9d right & down rem %00001010 10d right & up rem 11..15 are either down & up or right & left (or both) temp1 = (SWCHA / 16) ^ %00001111 m = joy0_flag_table[temp1] data joy0_flag_table %00000000, %00000100, %00000010, %00000000, %00001000 %10000000, %00100000, %00000000, %00010000, %00000001 %01000000 end hopefully I got that all right but I guarentee nothing edit: fixed some goofs Edited January 12, 2015 by bogax Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 12, 2015 Author Share Posted January 12, 2015 winkdotI'll look into the bullets being stuck. What is it that causes it? As for not being able too fire, you can only fire left and right if you have previously pressed left or right. If you press up or down and then fire you won't shoot. bogaxThanks for the assist! It'll take me some time too get all that down, though. I really appreciate all the feedback and help. =) Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 12, 2015 Author Share Posted January 12, 2015 Okay, it's time for yet another update. I fixed the glitch where the missile will get stuck sometimes when you move up or down. DOWNLOAD - Zed 0.9.bin 1 Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 13, 2015 Author Share Posted January 13, 2015 Not sure if there is anything else to add too the game at this point, really. Quote Link to comment Share on other sites More sharing options...
danwinslow Posted January 13, 2015 Share Posted January 13, 2015 Ninjas? Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted January 13, 2015 Author Share Posted January 13, 2015 Hm, maybe in the sequal =) Quote Link to comment Share on other sites More sharing options...
chavert Posted February 24, 2016 Share Posted February 24, 2016 It's a pity, the project is not yet complete. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted February 25, 2016 Share Posted February 25, 2016 Not sure if there is anything else to add too the game at this point, really. Flicker is bad news. Maybe you could try adding something to the AI to keep each baddie a few pixels from eachother. Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted March 2, 2016 Share Posted March 2, 2016 I'm also doing a zombie shooting multisprite game (dpc+) I'm to shy to start my own thread so I will post it here tonight ok? 1 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.