SeaGtGruff Posted April 16, 2007 Share Posted April 16, 2007 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 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 19, 2007 Author Share Posted April 19, 2007 Michael, have you had a chance to work on GoSub yet? -Chris Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted April 20, 2007 Share Posted April 20, 2007 Michael, have you had a chance to work on GoSub yet? -Chris I should be able to post an updated version tomorrow night. Michael Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted April 21, 2007 Share Posted April 21, 2007 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 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 21, 2007 Author Share Posted April 21, 2007 (edited) 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 April 22, 2007 by atari2600land Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted April 22, 2007 Share Posted April 22, 2007 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 Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted April 22, 2007 Share Posted April 22, 2007 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 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 24, 2007 Author Share Posted April 24, 2007 I found a bug that exists only in the black & white version. Where's the sub? It's the same color as the water. Quote Link to comment Share on other sites More sharing options...
haroldoop Posted April 24, 2007 Share Posted April 24, 2007 I found a bug that exists only in the black & white version. Where's the sub? It's the same color as the water. Well, how's that for an extra challenge? Quote Link to comment Share on other sites More sharing options...
Rom Hunter Posted April 24, 2007 Share Posted April 24, 2007 Animation and slowdown are excellent. The colors are better too (although IMO still too bright in the beginning). 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. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 26, 2007 Author Share Posted April 26, 2007 I think I fixed the B&W problem. By the way, I thought today was the 24th for some reason. gosub042407.bas.bin gosub042407.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 28, 2007 Author Share Posted April 28, 2007 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? Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted April 29, 2007 Share Posted April 29, 2007 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 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 1, 2007 Author Share Posted May 1, 2007 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 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 2, 2007 Author Share Posted May 2, 2007 How many of you would buy the last ROM I posted in cart form? June is only a month away and I need a final ROM to give to Albert. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted May 2, 2007 Share Posted May 2, 2007 Hi Chris I would buy one.Gosub is great greetings Walter Quote Link to comment Share on other sites More sharing options...
Nognir Posted May 2, 2007 Share Posted May 2, 2007 I also would buy one copy. It's a pretty enjoyable game Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 4, 2007 Author Share Posted May 4, 2007 (edited) 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 gosub050307a.bas.bin Edited May 4, 2007 by atari2600land Quote Link to comment Share on other sites More sharing options...
gambler172 Posted May 6, 2007 Share Posted May 6, 2007 Hi Chris i checked your last version.Great game;no bugs found.But how do i start the minigame.I played on the Z26 emu and i could not star my sub.Or does it only works with 2 players? greetings Walter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 6, 2007 Author Share Posted May 6, 2007 Hi Chrisi checked your last version.Great game;no bugs found.But how do i start the minigame.I played on the Z26 emu and i could not star my sub.Or does it only works with 2 players? greetings Walter To start the minigame, player 2 presses fire. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted May 6, 2007 Share Posted May 6, 2007 Hi Chris yeah,this works.I played Gosub several times and i found no bugs. great work. greetings Walter Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted May 6, 2007 Share Posted May 6, 2007 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 Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted May 6, 2007 Share Posted May 6, 2007 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 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 6, 2007 Author Share Posted May 6, 2007 I'll put this in and see what I think of it. -Chris Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted May 6, 2007 Author Share Posted May 6, 2007 I like it, what do you people think? To access my little changes to this new track, press the select switch until the track changes (I fixed this.) gosub050607.bas.bin gosub050607.bas Quote Link to comment Share on other sites More sharing options...
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