Tombor Posted June 25, 2003 Share Posted June 25, 2003 Hi. I'm new to the forums... sort of a long time reader first time poster. A friend of mine and I are sort of in the planning stages of an attempt at an Atari 2600/VCS game but we need some help and/or suggestions if possible. Our idea is a bit bizarre... sort of. We're basing the game on a Japanese Manga called bobobo bobobobobo. The manga stars the title character who sports a giant afro and whips around nose hairs to fight the "baldness empire" (an example can be found at http://groups.msn.com/RasterDisplay/bobobobobo.msnw). The premise of our game is much like that of the manga: Bobobo defends all that is right and good by using his powerful nosehairs to thwart villainy. Our game document is incredibly simple (we think): bobobo stands stationary in the middle of the screen and each of two players controls one of his nosehairs with the paddle controller. Movement would be limited to 180 degrees for both players and the object of the game is to work together to fight off hordes of mindless enemies. Holding the fire button would extend the nosehairs (my friend suggested a sort of "timing" thing that would allow the nosehairs to extend further the longer you hold the fire button while swinging away). We debated also having a certain point in play were the enemies bumrush in a large full screen horde ala Robotron. Or something. I've been reading up on 6502 assembly (working at a library helps a lot when it comes to old computer books...) and I've been following Andrew Davie's SUPERB tutorial (I had no idea what I was doing until I started following them), but we're both still encountering issues. Is there a way we can find source code for games that used the paddles? Warlords trickles to mind as it used 4 players. With the paddles being to to a port and the VCS limited to 2 players on screen, is it feasible to have both nosehairs declared as one player sprite and have them function independently? I thought since character movement would be limited to 180 degrees on both I thought there might be a way to sort of have both nosehairs as one player and "split" the movement. An example being player one can move 180 degrees on the left side while player two moves 180 degrees on the right. Or do you have to have both function as sperate players? Are there any tutorials or source code that'll allow you to "cheat" and produce multiple sprites on screen? Our "enemy AI" would consist of just hordes running at the stationary bobobo and the nosehairs. Is there a way we can declare ALL the enemies as just one player sprite or missile or ball graphic but have the enemies move randomly on the screen? I'm still working through the tutorials so I may actually encounter some of these answers but if anybody is willing to give me and my friend any suggestions and opinions we'll gladly take it all in. Sorry if I sound a bit confusing. I'm new to all this. Link to comment Share on other sites More sharing options...
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