iesposta Posted June 6, 2016 Share Posted June 6, 2016 Ideas I just had to get out. Quick mock-up. Would be a great AtariVox+ game, because the Arcade version talks a LOT. Thanks again to RT and his website for the start of virtual player collision detection!!!! I could not find any info on what is commonly done like in 2600 Space Invaders - where it detects a collision with a copied sprite, and then how you have to shuffle things around depending on the order you shoot the triple or double copies. Shows I got it to work. Also the 1 pixel fuel decay using PF blocks and the ball. I found that a cool trick. Also thought about just a playfield block going from 4 high to 3, 2, 1, 0 and then decay the next one, and so on. 5 Quote Link to comment Share on other sites More sharing options...
ultima Posted June 6, 2016 Share Posted June 6, 2016 Wow that is incredible Quote Link to comment Share on other sites More sharing options...
pitfall_jerry Posted June 6, 2016 Share Posted June 6, 2016 I like how it looks. Something familiar about it. Quote Link to comment Share on other sites More sharing options...
gauauu Posted June 6, 2016 Share Posted June 6, 2016 I like how it looks. Something familiar about it. It looks a lot like megamania, maybe that's it? Quote Link to comment Share on other sites More sharing options...
Mountain King Posted June 6, 2016 Share Posted June 6, 2016 This looks great!. Nice Job! Quote Link to comment Share on other sites More sharing options...
pitfall_jerry Posted June 6, 2016 Share Posted June 6, 2016 It looks a lot like megamania, maybe that's it? Found it. It is Astro Blaster. https://www.youtube.com/watch?v=6r46WToQe9U 1 Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted August 29, 2016 Share Posted August 29, 2016 Looks really awesome, dude! Did you use DPC+? Quote Link to comment Share on other sites More sharing options...
iesposta Posted August 29, 2016 Author Share Posted August 29, 2016 Looks really awesome, dude! Did you use DPC+?Yes, DPC+ kernel. Uses tweaked arcade movement data, but I got stumped at the very next enemies. It has got to be so simple I am missing it. Already got thumbs down for using scrolling Playfield pixels to keep flicker down as enemy shots because they are wide across and thin, like the bullets are sideways. Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted August 29, 2016 Share Posted August 29, 2016 That's so cool, I'm gonna learn DPC+ someday. I did something like this with the multisprite kernel, it was a mathematical nightmare XD Quote Link to comment Share on other sites More sharing options...
Papa Posted October 3, 2016 Share Posted October 3, 2016 The DPC+ kernel is very easy! I did THIS WIP with it: http://atariage.com/forums/topic/240290-street-fight-world/page-2 and my traveling game, Run Out, was done with it. It's really just relearning how to deal with the player1 (NUSIZ and other registers are different) stuff and it introduces stacking, trading unused mirror sprites for variables, and let's you waste more time in the vblank because of the ARM speed boost. I may start a blog detailing the final touches on Street Fight World before it is possibly released and most likely spirals in flames downward into a nuclear smoke stack. (I.E. my wife says it's going to be BIG!!) Quote Link to comment Share on other sites More sharing options...
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