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atari2600land

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As for the octopus animation, I don't think I have a variable left for the timer for any animation. If there's a way to do this without a variable (or look through the code provided and figure out a way to), please tell me. And for the water color at the beginning, well, there's only 128 colors the Atari 2600 can support, so I don't know what to do about that.

I'll check into the octopus animation, because that was an idea I'd also suggested a while back, and I already have an idea of what I'd had in mind for the different shapes.

 

I'll also check into the colors. The only thing I can think of would be to use another hue, instead of just decreasing the luminance for one hue.

 

Michael

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Okay, I tinkered with the octopus sprite to animate it a little bit. I haven't tried to change the colors yet, because while animating the octopus, I ran out of space in bank 1 and had to move things a bit to get some space, which broke the game, and I've only just fixed it again. It needs to be tested a lot to make sure everything's okay now, then I'll work on the colors.

 

Michael

gosub042007.bas

gosub042007.bas.bin

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Nice job, Mike! The octopus is looking a lot better. You're quite the artist. There's just a few minute changes I need to make in the starting positions of the sub in some levels (like level 1, where it's way too close to the upper wall), but I'll wait until the differently-colored file comes out.

BTW, no weirdness I can see.

Edited by atari2600land
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Nice job, Mike! The octopus is looking a lot better. You're quite the artist.

Thank you for the nice compliment, although I don't think I'm all that talented at designing sprites. :)

 

There's just a few minute changes I need to make in the starting positions of the sub in some levels (like level 1, where it's way too close to the upper wall), but I'll wait until the differently-colored file comes out.

I'm thinking there are basically two options-- (1) use one hue, but start with a darker luminance, and use each luminance for a couple more levels than is currently being done; or (2) cycle between two or three different hues, with a reduced number of luminances, as in #1. I'll post a version of each so you can choose the one you like better.

 

BTW, no weirdness I can see.

That's good to know! :)

 

Michael

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I'm thinking there are basically two options-- (1) use one hue, but start with a darker luminance, and use each luminance for a couple more levels than is currently being done; or (2) cycle between two or three different hues, with a reduced number of luminances, as in #1. I'll post a version of each so you can choose the one you like better.

Okay, I'm now thinking that option #2 is out, because even though the hues would make a difference in color mode, they would *not* make any difference in black-and-white mode.

 

I modified the set_colors subroutine to start with the water 1 luminance level darker than before, so it's still light blue, but not as light (so hopefully it doesn't look like the sky). The maze starts out the same light green color as before-- which is now 2 luminance levels lighter than the water, instead of only 1 luminance level-- and it stays that way for 2 levels, then gets 1 luminance level darker (so it's back to being only 1 luminance level lighter than the water). Then the water gets darker, then the maze gets darker, then the water gets darker, then the maze gets darker, etc.

 

Michael

gosub042207.bas

gosub042207.bas.bin

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Is it possible to let the octopus very slowly home in to you when it's not visible?

 

This way you cannot rest at one place.

 

I like it better that the octopus is moving randomly across the screen when it's not visible, this way it doesn't neccesarily hone in towards you. Also, it gets unpredictable, so you have no idea where he is. Anyone else have thoughts on this?

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Is it possible to let the octopus very slowly home in to you when it's not visible?

 

This way you cannot rest at one place.

 

I like it better that the octopus is moving randomly across the screen when it's not visible, this way it doesn't neccesarily hone in towards you. Also, it gets unpredictable, so you have no idea where he is. Anyone else have thoughts on this?

Personally, I don't think the octopus should home in on you while it's invisible, but I understand what Rom Hunter is getting at. Perhaps if it were to move back and forth (randomly) a little further than it's currently doing, then it might be more likely to "stumble" into the player's vicinity and-- if it's close enough to get riled up-- go after the sub.

 

Michael

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Personally, I don't think the octopus should home in on you while it's invisible, but I understand what Rom Hunter is getting at. Perhaps if it were to move back and forth (randomly) a little further than it's currently doing, then it might be more likely to "stumble" into the player's vicinity and-- if it's close enough to get riled up-- go after the sub.

Would it be this change?

678
  if s > 0 && p0x < 35 then s = 1
  if s > 0 && p0y < 15 then s = 3
  if s > 0 && p0x > 150 then s = 2
  if s > 0 && p0y > 87 then s = 4
  m = m + 1
  if m = 99 then m = 0 : s = 0 : goto 619 : rem changed m to equal 99
  if collision(player1,player0) then s = 9
  k = k + 1
  if k = 7 then k = 0 : goto 721
  goto 725

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Play the heck out of this latest file because I think it'll be the one to submit to Albert. In the GoSub 500 mini-game, I put in tie recognition so if there is a tie, you'll see this screen. Of course it'll be 9 laps to 9 laps, I put in 1 for testing purposes and changed it back to 9. And please tell me if you encounter any bugs, etc.

EDIT: Made a last-second change.

-Chris

gosub050307.bas.bin

post-9475-1178248242_thumb.png

gosub050307a.bas.bin

Edited by atari2600land
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Chris,

 

Here is a new GoSub 500 race track to try out...

 

3600
  playfield:
  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  XXXXX.....XXXXXXXX.........XXXXX
  XXX.........XXX..............XXX
  XX............................XX
  X.....XXX..........XXXXXXX.....X
  X....XXXXXX.....XXXXXXXXXXX....X
  X....XXXXXXXXXXX.....XXXXXX....X
  X.....XXXXXXX..........XXX.....X
  XX............................XX
  XXX..............XXX.........XXX
  XXXXX.........XXXXXXXX.....XXXXX
  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end
  goto set_screen_up bank3

 

Michael

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PS-- You'll need to adjust the starting positions of the subs for this new track, and you may (or may not) want to modify it a tad to make some of the passages or turns a little wider. I tried to give it a "real race track" look and have the passages and turns be such that the subs will *have* to swing back and forth as they race around the track-- and in some places, they may have to jostle for positioning because there isn't enough room for both subs to go through at the same time.

 

Michael

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