Captain Spazer Posted January 25, 2019 Share Posted January 25, 2019 WIP of my project, it's nearing completion and it might have some glitches, would appreciate feedback. FEATURES: 4 premade levels, press right on the joystick to scroll, after those 4 the level editor comes, here you can make your own level together with player 2, both of you build together until the timer runs out, shown by a bar in the lower left corner. After the level editor comes the level randomizer, this creates a random level for you, I have not decided whether to keep it. Press the fire button to throw a snowball, if the snowball hits a snow wall the snow wall is destroyed. Bouncy collision detection when running into the snow walls, I haven't mastered smooth collision detection yet If you are hit by a snowball you lose 1 life --------------------------------------------------- MISSING FEATURES: Ending the game after a player looses all lives. Sound Bigger snowballs, I haven't figured out how to calculate for bigger missiles collision detection with the playfield yet DOWNLOAD - Snowball Fight.bin 3 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 25, 2019 Share Posted January 25, 2019 Seems like Combat era 2 player fun! I'd say the collision might be a little weird. I can press into a wall and quickly switch directions and then end up on the other side. I think there's some examples where you can slide against walls. Also, maybe some option to have shots ricochet? Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted January 26, 2019 Author Share Posted January 26, 2019 (edited) Hows this collision detection? Snowball Fight - Better collision.bin Edited January 26, 2019 by Captain Spazer 1 Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted January 26, 2019 Share Posted January 26, 2019 diagonal shots would be good, also is it intentional that I can walk over my wall and knock it down? Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted January 26, 2019 Author Share Posted January 26, 2019 That is a sloppy bug that allows you to knock walls down as you move over them. I will fix it in the next update. I also noticed a bug with player2 getting stuck in the throwing animation and being unable to move, that will be fixed in the next version too. I will see what I can do about the shots. Any bugs in the map editor? Quote Link to comment Share on other sites More sharing options...
s0c7 Posted January 26, 2019 Share Posted January 26, 2019 If I hit the other player and just continue to hold the fire button down I clobber them when they respawn. So, bam, bam, bam, game over. You may want to randomize the location where the defeated player is respawned or keep the other player from firing until the defeated player is respawned. Are you supposed to be able to go on the other players side of the screen in the editor? Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted January 26, 2019 Author Share Posted January 26, 2019 Added to the list of things to fix. As of now its a feature, yes, wasn't sure whether to have the players locked to their sides of the screen or not. I can change it if it's better. Quote Link to comment Share on other sites More sharing options...
s0c7 Posted January 26, 2019 Share Posted January 26, 2019 I like the idea of a playfield editor, but it is kind of klunky as is. You might want to debounce the fire button so the player can't just hold it down. Make them hit fire each time they place something. Makes it easier to get the layout you want. If you walk around with the fire button pressed at the moment, you get all kinds of unintended designs. Sometimes on the wrong side of the screen. If it were me, I'd lock the players to their side of the screen in the editor. I don't want the other guy coming over messing up my great design. Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted January 26, 2019 Share Posted January 26, 2019 I think a snow effect would work. Below is a link to RevEng Starfield effect to simulate the effect. I was able to do half screen as well where I tinker around with effect and have the player slide around. RevEng link. http://atariage.com/forums/index.php?app=core&module=attach§ion=attach&attach_id=523543 My stuff is in the bottom of RevEng post. I did get mines to work half a screen snow and ice sliding if your interested in the .bas or .text file. Hope this helps with your game 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 26, 2019 Share Posted January 26, 2019 Hows this collision detection? Snowball Fight - Better collision.bin Better! My player sometimes destroys walls as he bumps into them. Is this intentional? Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted January 26, 2019 Author Share Posted January 26, 2019 (edited) UPDATE Player 1 and 2 can shoot diagonal. Map editor is now much easier to build on, and the players are limited to their sides of the map, no more ruining the other persons forts! Fixed glitch with player 2 animation error. Added random respawn location when hit. Added victory screen for player 1 and 2 Sound effect when getting hit by snowball Press reset switch to end the victory screen Missing features Collision detection with walls, I haven't figured out smooth collision yet, if you walk over walls, they are destroyed. Melody on winning screen Better transition to winning screen Snowball fight - better then ever.bin Edited January 26, 2019 by Captain Spazer Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted January 26, 2019 Author Share Posted January 26, 2019 (edited) I hammered out all the bugs now. But I ran out of space, so I added in 8k, I need to learn how to add bank2 so I can begin putting in the "starfield" Bugfree version release comes when I've prettied it up a bit I put the starfield in my map2, and changed it to be the ball instead of missile0, but it doesnt work right, all I get is the ball staying in the top part of the screen, following player0, any idea what I did wrong? dim frame=m dim effect=n main gosub __Snowbank bank2 drawscreen goto main bank 2 __Snowbank frame=frame+1 if frame=0 then effect=effect+1 if effect>6 then effect=0 ENAM0=2 : rem ** set ENAM0=0 when you want the stars to be gone rem ** no adjustment leaves the stars in place if effect=0 then score=0 rem ** Adjusting missile0x by +1 or -1 moves the stars right or left if effect=1 then ballx=ballx-1:score=1 rem ** +8 or -8 moves the stars diagonally, and displays them closer together if effect=2 then ballx=ballx-8:score=8 rem ** +16 or -16 moves them diagonally, and displays them farther apart if effect=3 then ballx=ballx+16:score=16 rem ** +12 or -12 is quick and nearly vertical if effect=4 then ballx=ballx-12:score=12 rem ** +48 or -48 is a slow diagonal effect if effect=5 then ballx=ballx-48:score=48 rem ** +48 or -48 is a slow diagonal effect if effect=6 then ballx=ballx+32:score=32 rem ** You need to ensure the missile0x position ranges from 0-159. rem ** If missile0x is 0 and decreases, then set it to 159. rem ** If missile0x is 159 and increases, set it to 0. if ballx>200 then ballx=ballx+160 if ballx>159 then ballx=ballx-160 vblank rem ** Enable the TIA bug that causes missile0 to be repeated asm sta HMCLR sta WSYNC lda #$ff sta HMBL lda #$c0 sta WSYNC sta HMOVE sleep 5 sta HMBL end return drawscreen return Edited January 26, 2019 by Captain Spazer Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted January 27, 2019 Author Share Posted January 27, 2019 Thanks to Karl G I got the starfield in, so now I can make snowstorms. Here is the latest version that works almost perfectly, only glitch is a small red line in the top part of the screen, everything else should be flawless, the snowstorm is totally random at the moment but I will make adjustments in the next version: Snowball Fight - Primitive snowstorm.bin Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted January 27, 2019 Share Posted January 27, 2019 The bottom part of the screen won't let you shoot. Maybe my Stella via my cell phone. Maybe you can add sliding like you were on ice. I will edit this post later with the Ics Sliding program snippet. Looks good so far. I see it 2 player any way to make it 1 player. I know AI is difficult at times. I even struggle with with. Good game, simple and fun. Someone else said it's like Combat but with some extras. Maybe a DPC version as well could be made with more extras? Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted January 27, 2019 Author Share Posted January 27, 2019 It's a bug, thank you for the report, I'dd add it to the list of things to fix. I will also change the colors a bit to make the snowstorm pop more, and move the players behind the snow. I've been thinking of using DPC, but it seems daunting. I don't know how hard it is to stick a none dpc project into it and continue to work, I'll look more into it. I don't know if I'll add AI for singleplayer, maybe, I'll save that for last Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted January 27, 2019 Share Posted January 27, 2019 If you PM the code I can start it for you. I use DOC a lot to include the Starfield Effect. Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted January 27, 2019 Author Share Posted January 27, 2019 (edited) Updates: ricochet on the upper and lower edge of the screen bugfixes, absolutely no chance of breaking walls by walking in to them now. Something I would like to add is that the wind blows you back a little, but I'm running out of variables Snowball Fight.bin Edited January 27, 2019 by Captain Spazer Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted January 28, 2019 Share Posted January 28, 2019 Captain Spazer, you can use constants as well but they have a set value meaning if you assign 1 then its 1. Good news is that you can have up to 500 constants. http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#const const _c_MyConst = 200 const _c_Monster_Height = $12 A constant is a special type of variable that cannot be changed while a program is running. To declare a constant in batari Basic, use the const command. const declares a constant value for use within a program. This improves readability in a program in the case where a value is used several times but will not change, or you want to try different values in a program but don't want to change your code in several places first. Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted January 28, 2019 Author Share Posted January 28, 2019 Ahh, thank you! Quote Link to comment Share on other sites More sharing options...
StanJr Posted January 28, 2019 Share Posted January 28, 2019 I'm really digging this game's development. It's a great idea and you are doing a killer job of executing it. I would love a single player variation! Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted January 28, 2019 Author Share Posted January 28, 2019 If I can, I'll put in AI, I doubt I'll make it, though, I don't think I can make an AI capable of building it's own forts. Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted January 28, 2019 Share Posted January 28, 2019 You could do random pfpixel and then some random movements. For the variables in would use constants for this. Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted February 6, 2019 Share Posted February 6, 2019 (edited) We'll be featuring Snowball Fight LIVE on today's ZeroPage Homebrew stream on Twitch at 11AM PT|2PM ET|7PM GMT! Hope everyone can watch!Twitch Stream: https://www.twitch.t...ropagehomebrew/Games Today: - Kaboom! Deluxe (2019 WIP Hack) by Darrell Spice Jr.- Moth (2006) by Simone Serra aka Seemo- Snowball Fight (2019 WIP) by Captain Spazer- Risky Rick (2018 CV) by ArcadeVision EDIT: Updated with video! Edited February 8, 2019 by cimmerian 1 Quote Link to comment Share on other sites More sharing options...
CrazyChris Posted June 20, 2019 Share Posted June 20, 2019 are there any news here ? Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted September 26, 2019 Author Share Posted September 26, 2019 Super fun that you liked the game! No idea why it glitched out like that, though. In Stella it works fine, but it looks like you play on actual hardware? I can't test on an actual Atari 2600 sadly. @CrazyChris: No news, I think the game is complete. 1 Quote Link to comment Share on other sites More sharing options...
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