fultonbot Posted June 13, 2021 Share Posted June 13, 2021 (edited) I'm not quite ready to share the binary yet, but Space Raiders is a game I started two weeks ago. I was thinking I could use it as the basis for a set of beginner tutorials on 7800 Basic. It started ballooning, and now and it is about 70% complete. I played with pallet manipulation to get some fades and with animated sprites to simulate scaling. Also, all levels formations are created with bits from random numbers copied from the right side to the left so the formations look symmetrical. I'm fairly certain this will be my actual first "finished" 7800 homebrew, and I still might do the tutorials if there is any interest. My other idea is to add this game to "Last Stand" and "Into The Void" and make a multi-game "space game pack" or even something like Gorf (Forf/Vorf?). Here is a video: Space Raiders Atari 7800 Homebrew 2021 - YouTube again, binaries soon, but not until I work-out power-ups, proper leveling, pokey music and high score support and decide if I'm going to create a boss-battle or not. Edited June 13, 2021 by fultonbot 23 1 Quote Link to comment Share on other sites More sharing options...
TrekMD Posted June 13, 2021 Share Posted June 13, 2021 Looks nice! 1 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted June 14, 2021 Author Share Posted June 14, 2021 19 hours ago, TrekMD said: Looks nice! Thanks! The goals is to finish one game finally and be happy about it. Getting close. 6 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted June 14, 2021 Share Posted June 14, 2021 I have to say that your game may be the closest the 7800 is going to have as a version of Gaplus for the time being. You have also done a good job programming the enemies and firing system. 1 Quote Link to comment Share on other sites More sharing options...
TrekMD Posted June 15, 2021 Share Posted June 15, 2021 On 6/14/2021 at 12:59 PM, fultonbot said: Thanks! The goals is to finish one game finally and be happy about it. Getting close. That's a good goal. Keep at it. 3 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted June 22, 2021 Author Share Posted June 22, 2021 The 253 valid levels created with my current level-creation algorithm, but I'm not using all of them. I'm picking out the best ones for the game. the total of all level data required for 90 levels and 10 bosses right now stands at 200 bytes. 8 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted June 22, 2021 Share Posted June 22, 2021 You chose those formations well. As for the title of your game, Taito did make a PS2/GameCube Space Raiders; so, you might have to come up with another title if there are any trademark/copyright issues. Quote Link to comment Share on other sites More sharing options...
fultonbot Posted June 22, 2021 Author Share Posted June 22, 2021 2 hours ago, SlidellMan said: You chose those formations well. As for the title of your game, Taito did make a PS2/GameCube Space Raiders; so, you might have to come up with another title if there are any trademark/copyright issues. I figured as much. I have a different name idea. Easy enough to edit my banner. thanks! -Steve 2 Quote Link to comment Share on other sites More sharing options...
electronicsibley Posted June 24, 2021 Share Posted June 24, 2021 On 6/13/2021 at 1:05 PM, fultonbot said: I was thinking I could use it as the basis for a set of beginner tutorials on 7800 Basic. Cool game, and I’d love to see what you have in mind in the way of tutorials. I’m not a programmer, but I know enough that good context around how a real game was created would go a long way to getting me started. My guess is there’s at least a few other people just like me looking for this resource. 1 Quote Link to comment Share on other sites More sharing options...
Trebor Posted June 24, 2021 Share Posted June 24, 2021 14 minutes ago, electronicsibley said: My guess is there’s at least a few other people just like me looking for this resource. There is this thread, and this post from that thread, containing the following link: 7800Basic Tutorial Document: 7800basic Tutorial.pdf 3 Quote Link to comment Share on other sites More sharing options...
electronicsibley Posted June 24, 2021 Share Posted June 24, 2021 12 minutes ago, Trebor said: There is this thread, and this post from that thread, containing the following link: 7800Basic Tutorial Document: 7800basic Tutorial.pdf 4.6 MB · 176 downloads Wow, thanks! I wasn’t aware of this document. Not exactly light reading, but I’ll see what I can make of it. Quote Link to comment Share on other sites More sharing options...
+Muddyfunster Posted June 24, 2021 Share Posted June 24, 2021 54 minutes ago, electronicsibley said: Wow, thanks! I wasn’t aware of this document. Not exactly light reading, but I’ll see what I can make of it. Also if you want to start working with 7800Basic, I'd highly recommend getting Atari Dev Studio as your IDE. https://atariage.com/forums/topic/290365-atari-dev-studio-for-homebrew-development-release/ 3 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted June 24, 2021 Author Share Posted June 24, 2021 (edited) 9 hours ago, electronicsibley said: Wow, thanks! I wasn’t aware of this document. Not exactly light reading, but I’ll see what I can make of it. The tutorial is wonderful, as is Atari Dev Studio. My cliched start with the hello World sample in the 7800 Basic sample directory, and go from there. My advice is to not worry about all the options at first (doubebuffering, bankswitching, pokey music, high scores, etc.) and just get the basics done first. You can come back and learn everything else once you are comfortable. Edited June 24, 2021 by fultonbot 2 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted June 24, 2021 Share Posted June 24, 2021 Having more than one tutorial on 7800 Basic wouldn't hurt. You can include things that the original didn't really cover, such as using const, pokechar, peekchar, for/next loops, power-ups, waving text, etc. 1 Quote Link to comment Share on other sites More sharing options...
fultonbot Posted June 26, 2021 Author Share Posted June 26, 2021 I'm also writing an algorithm to generate boss ships based on a random numbers. Still very much WIP, but here are some examples: 10 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted June 26, 2021 Share Posted June 26, 2021 Looks like someone was inspired by Warning Forever... Quote Link to comment Share on other sites More sharing options...
fultonbot Posted June 27, 2021 Author Share Posted June 27, 2021 Okay, mark II, now using a more universal "ball" shape that fits together better (I think). 10 Quote Link to comment Share on other sites More sharing options...
+saxmeister Posted January 24, 2022 Share Posted January 24, 2022 This is great work. I love your approach to the boss ships - very original. Looking forward to hearing more!!!! Quote Link to comment Share on other sites More sharing options...
+GoldLeader Posted January 24, 2022 Share Posted January 24, 2022 Yeah, Boss Ships based on Random Numbers is a Great Idea!!! (I know this was months ago...Hopefully all is well Quote Link to comment Share on other sites More sharing options...
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