Magovinna Posted December 28, 2022 Share Posted December 28, 2022 I have recently started learning 2600 programming and here is version 1.0 of my first Atari 2600 game: Play it here: https://magovinna.itch.io/coarse-blade 15 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted December 28, 2022 Share Posted December 28, 2022 Excellent graphics and parallax scrolling! Looking forward to playing it on ZPH when it's ready! 🙂 - James 1 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted December 29, 2022 Share Posted December 29, 2022 Nicely done! Any tips? I assume you're supposed to duck under the birds and jump the snakes but the clearance on both is pretty tight for the sprites (especially the jump). 1 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted December 29, 2022 Share Posted December 29, 2022 2 minutes ago, LatchKeyKid said: Nicely done! Any tips? I assume you're supposed to duck under the birds and jump the snakes but the clearance on both is pretty tight for the sprites (especially the jump). Just make sure you duck well before the birds get to you. Jumping the snakes is extremely tight so you have to plan it perfectly! I think I hit about 1 out of 3 snakes no matter what I do. - James 1 Quote Link to comment Share on other sites More sharing options...
TrekMD Posted December 29, 2022 Share Posted December 29, 2022 Wow, that looks awesome! 1 Quote Link to comment Share on other sites More sharing options...
Magovinna Posted December 29, 2022 Author Share Posted December 29, 2022 3 hours ago, ZeroPage Homebrew said: Just make sure you duck well before the birds get to you. Jumping the snakes is extremely tight so you have to plan it perfectly! I think I hit about 1 out of 3 snakes no matter what I do. - James The Snake won't bite as long as you are in the air. The player will fatigue and lose a little bit of life as time passes. Therefore it's a good idea to keep moving forward. After each end-of-level boss fight, you'll regain your hearts and restore full power. It's probably easier to play this game with a joystick than with a keyboard 🙂 Todo list: The game is 8k at the moment. I'm Contemplating expanding to 16k and adding some more Castlevania-like levels if I can figure out how to do it. I want to add a bigger End of level Boss at the last level. 5 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted December 29, 2022 Share Posted December 29, 2022 (edited) I'm impressed, I like games in this Golden Axe style, and to see that Atari with its limited ability to simulate this style, congratulations. Can we expect a demo version soon to run on our real hardware? Edited December 30, 2022 by alfredtdk 1 Quote Link to comment Share on other sites More sharing options...
Magovinna Posted January 16 Author Share Posted January 16 Have made some progress during the weekend and the game will now be 16kb. Here is a picture of the end boss (Wolf man) from the forest level outside the castle. And one from inside the castle. 10 Quote Link to comment Share on other sites More sharing options...
grayescu Posted January 16 Share Posted January 16 Is there a .bin file for this game? I would love to play it with a joystick. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 16 Share Posted January 16 1 hour ago, grayescu said: Is there a .bin file for this game? I would love to play it with a joystick. Joystick works for me on his Itch io page. Maybe you need to change web browsers. I usually use Firefox. If you want more authenticity there's always these: https://www.amazon.com/Hyperkin-Trooper-Premium-Controller-Mac-Desktop/dp/B09B349TDZ Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted January 16 Share Posted January 16 4 hours ago, Magovinna said: Have made some progress during the weekend and the game will now be 16kb. Here is a picture of the end boss (Wolf man) from the forest level outside the castle. And one from inside the castle. Looks great! I love the use of colors and sprite work. Is doubling the width of the taller enemy sprite on the top pic make it look more impossing and visually impressive as a boss practical? Obviously I don't have the code so this is just a crude MSPaint cut and paste. 3 Quote Link to comment Share on other sites More sharing options...
grayescu Posted January 16 Share Posted January 16 2 hours ago, Gemintronic said: Joystick works for me on his Itch io page. Maybe you need to change web browsers. I usually use Firefox. If you want more authenticity there's always these: https://www.amazon.com/Hyperkin-Trooper-Premium-Controller-Mac-Desktop/dp/B09B349TDZ O.K. 1 Quote Link to comment Share on other sites More sharing options...
Magovinna Posted January 16 Author Share Posted January 16 5 hours ago, LatchKeyKid said: Looks great! I love the use of colors and sprite work. Is doubling the width of the taller enemy sprite on the top pic make it look more impossing and visually impressive as a boss practical? Obviously I don't have the code so this is just a crude MSPaint cut and paste. Great idea. Tested it, but not sure which one looks best? 5 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted January 16 Share Posted January 16 I think it looks alot better double width as a proper end boss but I'm obviously biased since I suggested it. 2 Quote Link to comment Share on other sites More sharing options...
+Pat Brady Posted January 16 Share Posted January 16 I also prefer the wider sprite. It looks more imposing and differentiates boss from common enemies. 4 Quote Link to comment Share on other sites More sharing options...
+Al_Nafuur Posted January 18 Share Posted January 18 double wide looks way better. 1 Quote Link to comment Share on other sites More sharing options...
Magovinna Posted January 19 Author Share Posted January 19 (edited) Couldn't resist trying to make box art. Still Needs some more work.. Removed first attempt as I wasn't really happy about it. Edited January 20 by Magovinna Removed image that I was unhappy about. Quote Link to comment Share on other sites More sharing options...
Magovinna Posted January 20 Author Share Posted January 20 here is attempt number 2 at making box art: 1 1 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted January 20 Share Posted January 20 Lol, I'm not sure that would meet the 1982 box cover art standards of stores! I like it though but may suggest it instead be the werewolf's head. 1 Quote Link to comment Share on other sites More sharing options...
Phobos867 Posted February 3 Share Posted February 3 There is a bin file of this available? Looks awesome, I can't wait for the next version! 1 Quote Link to comment Share on other sites More sharing options...
Magovinna Posted November 18 Author Share Posted November 18 Here is a video(Must be seen with 60 Fps) of the progress so far on this game, now with a more complete version of the "Danse Macabre" intro music: 3 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted November 20 Share Posted November 20 Thanks for the update! I was just thinking about your game a few weeks ago as I was making sprites for a game idea I have clanking around my non-programmer head (a side scrolling samurai game). How are you programming this? In assembly? In Batari Basic? If Batari, which kernel are you using? I'm always curious as to how folks achieve the results on display as someone who doesn't have the skill (yet?). Also, do you intend to later on animate the enemies like the skeleton and devil? If so, how many animation frames for an enemy sprite do you recommend and how limited in ROM space are you in that regard? Quote Link to comment Share on other sites More sharing options...
Magovinna Posted November 26 Author Share Posted November 26 On 11/20/2023 at 5:43 AM, LatchKeyKid said: Thanks for the update! I was just thinking about your game a few weeks ago as I was making sprites for a game idea I have clanking around my non-programmer head (a side scrolling samurai game). How are you programming this? In assembly? In Batari Basic? If Batari, which kernel are you using? I'm always curious as to how folks achieve the results on display as someone who doesn't have the skill (yet?). Also, do you intend to later on animate the enemies like the skeleton and devil? If so, how many animation frames for an enemy sprite do you recommend and how limited in ROM space are you in that regard? I'm using the dasm-assembler with a text editor. I have created animation frames for the enemies and might add them if there is enough memory. Also, Because of memory restrictions I'm only doing two animation frames for the enemies. 1 Quote Link to comment Share on other sites More sharing options...
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