ultima Posted March 12, 2016 Author Share Posted March 12, 2016 (edited) I'd like to suggest the movement speed for diagonal movement be decreased so it's the same as moving along a single axis. Thanks for the input ZackAttack. I tried coding your suggestion as a stand alone program. But even with this I'm uncertain how to incorporate the new movement into the existing engine. I'll play around with RT's collision prevention and see if I can add the diagonal checks without breaking it Edited January 11, 2019 by ultima Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 12, 2016 Share Posted March 12, 2016 This example program has been updated: randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_fixed_point_sprite I had a hard time getting collision prevention to work when moving at higher speeds (when the fire button is held down), but I finally got it working. When using that program with Stella, be sure to use the Ctrl key instead of the space bar for the fire button since the space bar can stop you from moving diagonally with the arrow keys. 1 Quote Link to comment Share on other sites More sharing options...
ultima Posted March 12, 2016 Author Share Posted March 12, 2016 ok I added the fixed point code to the player and added a bug fix in new update to first post Quote Link to comment Share on other sites More sharing options...
+stephena Posted March 13, 2016 Share Posted March 13, 2016 This example program has been updated: randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_fixed_point_sprite I had a hard time getting collision prevention to work when moving at higher speeds (when the fire button is held down), but I finally got it working. When using that program with Stella, be sure to use the Ctrl key instead of the space bar for the fire button since the space bar can stop you from moving diagonally with the arrow keys. Probably because keyboards are evil. Quote Link to comment Share on other sites More sharing options...
ultima Posted March 20, 2016 Author Share Posted March 20, 2016 (edited) added some music there are two versions vote for your favorite, if you think it needs more work ill write some more ***sorry uploaded the wrong beta 18-2 Edited March 21, 2016 by ultima 2 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 21, 2016 Share Posted March 21, 2016 If you end up having enough space, you could have the game choose a version at random, or you could let the player select between the two on the title screen or maybe they could switch between the two versions by using the right difficulty switch while playing. So the left difficulty switch would be for muting the music and the right difficulty switch would be for switching between the two versions of music. If you have a ton of space, you could have more than two versions of music and let players choose which one they like by using the select switch while playing: randomterrain.com/atari-2600-memories-batari-basic-commands.html#ex_select_switch For that type of thing, you'd want to leave out the feature that lets players hold down the reset switch and the select switch to rapidly change the selection (since they could mistakenly reset the game if they're not careful). While playing, the reset switch should only be used for restarting the game. Quote Link to comment Share on other sites More sharing options...
ultima Posted May 10, 2016 Author Share Posted May 10, 2016 I added beta 20 to the first post. I thought the ground should be frozen in Iceland, also includes another monster. 1 Quote Link to comment Share on other sites More sharing options...
moycon Posted May 10, 2016 Share Posted May 10, 2016 Wow this really looks great! I'll have to see if I can actually try it out soon. Quote Link to comment Share on other sites More sharing options...
ultima Posted June 5, 2016 Author Share Posted June 5, 2016 I found a way to expand the number of rooms so I've been working on creating a larger world. New version in first post. -expanded rom to 32k -some new areas 1 Quote Link to comment Share on other sites More sharing options...
ultima Posted June 6, 2016 Author Share Posted June 6, 2016 Version 23 in first post. 3 Quote Link to comment Share on other sites More sharing options...
ultima Posted June 11, 2016 Author Share Posted June 11, 2016 Version 24 *see first post for changes. 2 Quote Link to comment Share on other sites More sharing options...
ultima Posted June 13, 2016 Author Share Posted June 13, 2016 Version 25 in 1st post. I think I have it where I like it, now I need to take some time to clean the code up see if there is any place where I can simplify it or rewrite portions. 2 Quote Link to comment Share on other sites More sharing options...
CrazyChris Posted June 13, 2016 Share Posted June 13, 2016 Your awesome! Quote Link to comment Share on other sites More sharing options...
gauauu Posted June 13, 2016 Share Posted June 13, 2016 Cool game. I'd love a mode that didn't have random item placement. When I played, 2 of the 3 pieces were right by my house. After that, I felt like I was exploring a big empty world. The castles in particular felt like they should have had something interesting inside. If you have a mode with purposeful item placement, you can make the interesting rooms actually contain interesting things. Just my 2 cents, don't let me change your vision if you're happy with it! Quote Link to comment Share on other sites More sharing options...
ultima Posted June 14, 2016 Author Share Posted June 14, 2016 My early versions of the game had static item placement it wouldn'n be difficult to add it in as an alternative game, also had some plans for a two player duel game too. I did salvage 500 bytes today eliminating overused code. I will likely redesign everything from where its at, the engine is what im happy with. 1 Quote Link to comment Share on other sites More sharing options...
ultima Posted June 29, 2016 Author Share Posted June 29, 2016 No Sword of Iffrit for now. The game is getting it's 4th reboot currently. You can try the new engine (in a fun mini game) in the first post. cheers 1 Quote Link to comment Share on other sites More sharing options...
ultima Posted July 6, 2016 Author Share Posted July 6, 2016 I worked on this a little more. Fixed one door added another that uses a different colored key. Started some work on drawing 4 directions to display character at facing direction that I might use in making holes in playfields using variations on pfline and pfhline. So it might offer door puzzles and secret doors found only by searching the playfields for weak sections. Once that gets worked out I want to try some ideas for enemy AI and finally remixing the game with the story mode included 2 Quote Link to comment Share on other sites More sharing options...
Papa Posted July 9, 2016 Share Posted July 9, 2016 Lookin' GRRRRRREAT!! KUTGW! Quote Link to comment Share on other sites More sharing options...
ultima Posted July 16, 2016 Author Share Posted July 16, 2016 Ok, After ripping my hair out finally solved a bug (taking damage when passing through a door) also added another key, another door and added two false walls that can be shot open, also up and down directions for the character. I think it's close to functional but for some reason the player direction timing feels off so will focus on that in next update. 1 Quote Link to comment Share on other sites More sharing options...
ultima Posted July 17, 2016 Author Share Posted July 17, 2016 (edited) Managed to bring in some enemy A.I.(any good advise here?), and you have to defeat the boss to get to the next room with the triangle. also added a flash of color to the enemies when you get a hit in. Still can't track down why the player direction graphic is getting wonky. Here's the source if anyone wants a good laugh. Edited December 4, 2016 by ultima Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 20, 2016 Share Posted July 20, 2016 All I can think of with AI is to use on goto for the various "modes" that a critter can have. I made the mistake of using gosub a lot for AI can it made the game go over cycle. 1 Quote Link to comment Share on other sites More sharing options...
ultima Posted July 22, 2016 Author Share Posted July 22, 2016 added ver 10 to first post. didn't get a chance to try the loon's idea the reason is stated in the first post. 1 Quote Link to comment Share on other sites More sharing options...
ultima Posted September 10, 2016 Author Share Posted September 10, 2016 (edited) I have added most of the cycle savings to the last beta to make an improved version of the random placement version. - new torch item will light rooms and caves Edited December 4, 2016 by ultima 1 Quote Link to comment Share on other sites More sharing options...
wallaby Posted September 10, 2016 Share Posted September 10, 2016 Hey, I think this is neat, but I hate the music. It sounds like a PC speaker and it has this weird very quiet "thup" right before notes are played. Plus, it loops constantly. Maybe the music should only play sparsely? Maybe when you discover something particularly interesting? Quote Link to comment Share on other sites More sharing options...
bogax Posted September 11, 2016 Share Posted September 11, 2016 (edited) while pondering ultima's smooth diagonal movement code it occured to me that a macro to load an 8.8 variable from a table might be a useful thing so I made one. it works I've mutated ultima's code edit: I realised I'd goofed the movement flags lookup table so I fixed it also tweaked the velocities to be more accurate also added a version without the movement flag (bit 7) and test smooth_diagonal_movement_mod2.bas smooth_diagonal_movement_mod2.bas.bin smooth_diagonal_movement_mod3.bas smooth_diagonal_movement_mod3.bas.bin Edited September 11, 2016 by bogax 4 Quote Link to comment Share on other sites More sharing options...
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