Clint Thompson Posted February 2, 2017 Share Posted February 2, 2017 Quick progress, nice work! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 3, 2017 Author Share Posted February 3, 2017 Thanks. I added in the first eraser. It doesn't do anything yet except move up and down. I don't know how many erasers will be in the final game, but judging from this, if I keep them this size there won't be very many. I also moved the screen down so there's black bars at the top as well as the bottom. I'm guessing from a post before mine that these won't be visible on a real TV. Which I'm wondering why Virtual Jaguar is showing them at all. Shouldn't an emulator emulate what it would look like on a real TV? The erasers will move randomly. I thought of a powerup: an ink blot. It will move randomly. If Stickman touches the ink blot, he will become invincible to the erasers for a few seconds. I think the score will be the number of seconds you survive. I don't know why the eraser starts at the top though even though I put it in the code to start at the middle of the screen. I wanted the erasers to come in from the sides, so I'm wondering why this is happening. I put in an initial x value of 148 in both rapinit.s and the code and a y value of 98 as well, so shouldn't that be the starting place? http://www.atari2600land.com/stickman/stickman6.zip 3 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 3, 2017 Author Share Posted February 3, 2017 (edited) As it turned out, I had the RSETOBJ(eraser1,R_sprite_x,(Eraser1x<<16)) RSETOBJ(eraser1,R_sprite_y,(Eraser1y<<16)) in the wrong place. Silly me... Edited February 3, 2017 by atari2600land 3 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted February 3, 2017 Share Posted February 3, 2017 You're going well! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 3, 2017 Author Share Posted February 3, 2017 Thanks! The website for the game is now up. http://www.atari2600land.com/stickman/ 3 Quote Link to comment Share on other sites More sharing options...
Clint Thompson Posted February 3, 2017 Share Posted February 3, 2017 I was wondering where this thing was going, nice! =D Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 3, 2017 Author Share Posted February 3, 2017 The eraser now moves randomly. But it still is harmless...for now. I've added the link to the website in my signature. 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 4, 2017 Author Share Posted February 4, 2017 Today's task: Make a game over screen. In order for this to appear, the eraser would need to be harmful. So after designing the Game over screen and making the eraser harmful, it looked as though I broke the game somehow. So I angrily went to rapinit.s and changed every background image to active. And voila, that seemed to have fixed it. I don't know why, but it did. So the eraser is harmful, there's a game over screen. Next up tomorrow: Composing in game and death music. I want to slowly do things here so I don't get burned out. 2 Quote Link to comment Share on other sites More sharing options...
Sporadic Posted February 4, 2017 Share Posted February 4, 2017 Today's task: Make a game over screen. In order for this to appear, the eraser would need to be harmful. So after designing the Game over screen and making the eraser harmful, it looked as though I broke the game somehow. So I angrily went to rapinit.s and changed every background image to active. And voila, that seemed to have fixed it. I don't know why, but it did. So the eraser is harmful, there's a game over screen. Next up tomorrow: Composing in game and death music. I want to slowly do things here so I don't get burned out. Small tip: don't disable the first or last objects on the rapinit.s list. Just saying, in case that's what broke yours. 1 Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted February 4, 2017 Share Posted February 4, 2017 Small tip: don't disable the first or last objects on the rapinit.s list. Just saying, in case that's what broke yours. Dummy objects first and last: safety first. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 4, 2017 Author Share Posted February 4, 2017 How do I stop a looping MOD from playing? For example, I want to end the music on game over and play a certain game over song from the beginning. Quote Link to comment Share on other sites More sharing options...
Clint Thompson Posted February 4, 2017 Share Posted February 4, 2017 (edited) How do I stop a looping MOD from playing? For example, I want to end the music on game over and play a certain game over song from the beginning. The Raptor Quick Reference shows you the commands for the player: MODPLAY(mod_address) plays a .mod file at address "mod_address" MODPLAY(0) stops .mod playing Edited February 4, 2017 by Clint Thompson Quote Link to comment Share on other sites More sharing options...
KidGameR186496 Posted February 4, 2017 Share Posted February 4, 2017 Excellent progress man, keep up the good work Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 5, 2017 Author Share Posted February 5, 2017 (edited) But if I use MODPLAY(0) and then MODPLAY((int)strptr(MOD_DEATH)) the Death mod doesn't start at the beginning. Is there a way to make it do so? Edited February 5, 2017 by atari2600land Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted February 5, 2017 Share Posted February 5, 2017 Excellent progress man, keep up the good work Hey, RAMR, you do realize he's using RAPTOR. The ® is for REBOOT. We appreciate your ongoing support, dude! 1 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted February 5, 2017 Share Posted February 5, 2017 But if I use MODPLAY(0) and then MODPLAY((int)strptr(MOD_DEATH)) the Death mod doesn't start at the beginning. Is there a way to make it do so? That's a bug in U235, it doesn't reset the module pointers. There's a RAPTOR command in the API to do this which hasn't made it's way into basic yet. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 5, 2017 Author Share Posted February 5, 2017 That's what I thought. So I had to find a workaround. So I decided to make the death music a .raw file instead of a .mod. It took a few hours of experimenting and anger, but I finally made the death sound work. I think that since if the game begins and doesn't reset to the starting point in a new .mod then I should just have the title screen music keep playing during the game. What do you think? Quote Link to comment Share on other sites More sharing options...
ggn Posted February 5, 2017 Share Posted February 5, 2017 Maybe set the mod volume to 0 when playing the death sound and then bumping it back up? Look up MODVOL(x). Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 5, 2017 Author Share Posted February 5, 2017 That's what I did. 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 17, 2017 Author Share Posted March 17, 2017 I'm working on this again. Got the erasers intro in, and there's now two of them. The other one comes after you get 10 points. I also made the score go up. It took a while to do these things. It took a while to get the erasers' y positions be random at the beginning when they slide on screen. I don't know why, or what I did differently to make it work, though. I couldn't sleep, so I decided "Why not work on that Jaguar game I was working on?" 5 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 20, 2017 Author Share Posted March 20, 2017 Added some ingame music. Link is in my signature. I also added a zip file containing only the ROM file. And can someone PLEASE try to fix the mod file playing problem? It's kind of hard to make a decent game if the mod file doesn't reset when the game ends. Quote Link to comment Share on other sites More sharing options...
ggn Posted March 20, 2017 Share Posted March 20, 2017 Added some ingame music. Link is in my signature. I also added a zip file containing only the ROM file. And can someone PLEASE try to fix the mod file playing problem? It's kind of hard to make a decent game if the mod file doesn't reset when the game ends. I'm working on a fix for this. Some patience please... Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted March 20, 2017 Share Posted March 20, 2017 Added some ingame music. Link is in my signature. I also added a zip file containing only the ROM file. And can someone PLEASE try to fix the mod file playing problem? It's kind of hard to make a decent game if the mod file doesn't reset when the game ends. I've had to deal with similar issues on a different platform. My solution at the time was to create an empty music file and "play" that to stop the current song. Hopefully that inspires some ideas. Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted March 20, 2017 Share Posted March 20, 2017 I've sent ggn the code to reset the module. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 20, 2017 Author Share Posted March 20, 2017 Can someone run this on a real Jaguar and post pics of it? I'd like to see if I have everything on the screen right or if I need to move some stuff. Quote Link to comment Share on other sites More sharing options...
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