Jump to content
IGNORED

Zyx/Stickman


atari2600land

Recommended Posts

  • 4 weeks later...
The latest version works fine for me in z26. It would be nice if the playfield would get wider (maybe) every 100 points and a 4-digit score would also be nice, i don't think anyone can reach more than 9,999 points...

Unfortunately, I can't do either one without keeping it to 2k (which I really want to do.) I can't do any changes after 40 bananas, plus, the playfield is the difference between easy/medium and hard settings, which I don't want to change. I tried to do the 4-digit score, but if I change the default.inc file to read the score setup with the blank, I get back a thing saying I have -8 bytes left. Why would it matter what score_graphics file I use? The $64 question though is would you buy this for $20, and if not, what changes would you make to it (keeping in mind I only have 12 bytes left.), or should I make it 4k? I'd kinda like this to be the first 2k homebrew, but if I have to expand it to 4k so people would actually buy it, I would.

Link to comment
Share on other sites

I did some code clean-up and got it up to 21 bytes left. I had to change the sprite back to one color though. I could fit a 2-color sprite in 2k, but I was having difficulty with the colors because I wanted to have a b&w option, and if I put a variable in a player1color, it went crazy and wasn't the color I wanted (and it didn't change between b&w/color.) So, all that's new in this version is

+ 21 bytes left

+ new b&w/color option (you can even change it mid-game!)

+ changed banana sprite back to one color.

2kzyx7.bas

2kzyx7.bas.bin

post-9475-1191153385_thumb.png

Link to comment
Share on other sites

I could fit a 2-color sprite in 2k, but I was having difficulty with the colors because I wanted to have a b&w option, and if I put a variable in a player1color, it went crazy and wasn't the color I wanted (and it didn't change between b&w/color.)

 

the playercolor statement creates a table in ROM, which is why you can't put a variable in it. If you want to change colors when using playercolors, you would create two different sets playercolors and execute the one that you want when you go to change colors.

 

Of course, since it's a banana, one color is probably just fine and tales up less code.

Link to comment
Share on other sites

I went ahead and added another 2k game I'm working on and added it to Zyx for a total of 4k. The other game is called Stickman, and it's sort of like Hunchy on the 2005 Minigame Multicart. The object is to get to the last page of the Book of Doom. To switch between the two games at any time, use the left difficulty switch. A is Stickman and B is Zyx. Right now Stickman only has 4 levels, but I'll be adding a lot more because I have about 1,400 bytes left. The B&W/color switch works for Stickman, too. I don't know what to call this compilation as of yet. It's either "4k2g" (4k, 2 games), or "Zyx/Stickman." Is Stickman too hard?

4ktest.bas.bin

4ktest.bas

4k2gamesinst.txt

Edited by atari2600land
Link to comment
Share on other sites

New direction for Stickman: Jittery Jim. He's had way too much coffee. I have 1k left for level designs for Jittery Jim. Is this better, or should I go back to Stickman?

 

-=Jittery Jim instructions=-

Jittery Jim has had way too much coffee. And since he's had too much coffee, he needs to go to the restroom...bad. Guide Jim to the bathroom at the other end of Coffeeland.

 

To begin the game, press fire.

 

At the beginning of the game, Jim has three lives. There are two ways to lose a life:

1.) Touching the coffee cup that floats by

2.) Falling down a hole.

If Jim does either of these two things, Jim will blast off up in the air like a rocket and you start at the beginning of the level.

 

Controls:

Left/right: Move Jim left & right

fire : jump.

 

Things you should know:

+ To advance to the next screen, simply go to the right end of the first screen.

+ If you touch a wall, you automatically go up to the top of it.

zyx_stickman2.bas.bin

zyx_stickman2.bas

Link to comment
Share on other sites

I don't know if this is apropos, but I made a modified version of Zyx, just for fun to learn Bb.

 

I tried to make it a little more challenging. Now you can shoot the bananas as well (actually I changed the bananas)- I was thinking about making this a sequel to "falling man" showing what happens to him when he reaches the bottom of the chasm. It's called 'Hits Bottom'.

 

Let me know what you think, and also I'm not sure if I should post it on this thread, but it is based on the same code, so I thought I should.

hitsbottom.bin

Edited by dogstar
Link to comment
Share on other sites

Actually, I was thinking of selling Zyx/Jittery Jim in the AA store when I'm done with it (that is, if people like it enough.) As for your game, could you post the .bas file for it, as I see a few problems/suggestions, such as having the bullet stop once it hits a guy. Also, the well is too wide for the later levels, as the guys fall faster. (Of course, this is just me talking here.) I think it's fine to change the code, just as long as it's for your own amusement/bB learning purposes, and you don't try to go out and sell what you're doing here and/or claim it's your own invention later on.

Link to comment
Share on other sites

I think that before any of your games will make that jump to the next level, you really need to take the time to learn how to use subpixel movement and velocity. Your sprites always move more like a mouse cursor than anything that simulates something living.

 

Check out how guys like Megaman, Sonic, and Mario move. Without velocity, gravity, intertia, all that crap, you just have a cursor...

Link to comment
Share on other sites

No, of course I have no intentions with it. I just wanted to mess around and your game was small enough to understand in one night. I probably won't work on it again. But i did want to make it tough enough that it is virtually impossible to score 100. Anybody manage this? So far the highest i've got is 57.

Edited by dogstar
Link to comment
Share on other sites

No, of course I have no intentions with it. I just wanted to mess around and your game was small enough to understand in one night. I probably won't work on it again. But i did want to make it tough enough that it is virtually impossible to score 100. Anybody manage this? So far the highest i've got is 57.

hitsbottom.bas.zip

Edited by dogstar
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...