+Gemintronic Posted Monday at 09:06 PM Share Posted Monday at 09:06 PM Hey there fellas! Working on the Neo Games release of Knabber Rob. Basically re-writing the engine.. and, not sure if I'm rolling the screen. This is a super unfinished, bleeding edge build. Right now all you can do is find a castle and open the gate to get the chalice. You must bring it back to your cave and repeat. Walls are a suggestion. Meaning, you can sometimes weasel your way through them. But, each collision reduces your time. When all the hourglasses have been used up it's game over. The overworld has 4 territories. Rooms can change based on the direction you entered from. Typically each room has 2 set variations. Some rooms are flooded and tug you along. Some rooms have moving parts. Some rooms are flooded AND move. FIRE lets you fly over walls for a short duration. NTSC only. LEFT or RIGHT on the title screen changes the difficulty level. Mode III disables the radar guiding you to the next target. SUPER UNFINISHED TEST BUILD: krscreenrollorno.bin 2 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted Monday at 09:44 PM Share Posted Monday at 09:44 PM I don't know where my Atari 2600 is, so I can't test it. It's in a box somewhere. 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted Monday at 10:57 PM Author Share Posted Monday at 10:57 PM 1 hour ago, Random Terrain said: I don't know where my Atari 2600 is, so I can't test it. It's in a box somewhere. Thank you for even considering it. I appreciate your insight over the years 2 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted Tuesday at 04:31 AM Author Share Posted Tuesday at 04:31 AM Thought I'd show off a pre-alpha demo video. Especially concerned with those rooms that are flooded and move around. No baddies or bonus items yet. 1 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted Tuesday at 05:44 PM Share Posted Tuesday at 05:44 PM Thanks and I'll check it out. If you don't mind me picking your game design brain, I'd like to ask a few questions. Are you programming in ASM, bB (if so, which kernel?), or some other method? Is there a significance to the character that it grows in size when flying over the walls? Looks good regardless and I look forward to trying it out tonight. 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted Wednesday at 05:09 AM Author Share Posted Wednesday at 05:09 AM 11 hours ago, LatchKeyKid said: Thanks and I'll check it out. If you don't mind me picking your game design brain, I'd like to ask a few questions. Are you programming in ASM, bB (if so, which kernel?), or some other method? Is there a significance to the character that it grows in size when flying over the walls? Looks good regardless and I look forward to trying it out tonight. It's using the multi-sprite kernel: rem //** SYSTEM OPTIONS **// set smartbranching on set debug cycles includesfile multisprite_bankswitch.inc set tv ntsc set kernel multisprite set romsize 32k Since it's a top-down view game I figured making the character larger would indicate getting closer to the "camera" thus getting higher. Alternating between normal and larger versions to add a little extra animation without using ROM space. Also, changing NUSIZ0 is less CPU intense than managing a sprite based animation system. if bit_flying && counter{4} then NUSIZ0 = $05 drawscreen 1 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted Wednesday at 12:09 PM Share Posted Wednesday at 12:09 PM Thanks! I wasn't expecting multisprite but I'm looking forward to see what you do with it as it's a lowkey kernel fascination of mine personally. Do you expect the 32k to be limiting in terms of ROM size for the scope/features you hope to include? I don't really have a good personal frame of coding reference in that regard given my relative lack of experience. Quote Link to comment Share on other sites More sharing options...
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