ToobBin'
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Posted Sun May 11, 2008 11:21 AM
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Posted Sun May 11, 2008 11:49 AM
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Posted Sun May 11, 2008 12:35 PM
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Posted Sun May 11, 2008 12:57 PM
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I don't really follow this, how does that work? How did you use the score? Update Ignore the crap in my original reply and just use this to discover the value of 2 variables: score=0 : scorecolor=252 : temp5 = [your first variable goes here] if temp5>0 then for temp6=1 to temp5 : score=score+1000 : next temp5 = [your second variable goes here] if temp5>0 then for temp6=1 to temp5 : score=score+1 : next So here's a working example: score=0 : scorecolor=252 : temp5 = a if temp5>0 then for temp6=1 to temp5 : score=score+1000 : next temp5 = b if temp5>0 then for temp6=1 to temp5 : score=score+1 : next Original reply based on stupidity and a need to create bloated code for no reason: Quote I used that stuff batari mentioned in the manual: http://www.randomter...ands.html#score dim sc1=score dim sc2=score+1 dim sc3=score+2 And since the number range was low, I did a quick and dirty if-then conversion: if r=0 then sc3=$00 if r=1 then sc3=$01 if r=2 then sc3=$02 if r=3 then sc3=$03 if r=4 then sc3=$04 if r=5 then sc3=$05 if r=6 then sc3=$06 if r=7 then sc3=$07 if r=8 then sc3=$08 if r=9 then sc3=$09 if r=10 then sc3=$10 if r=11 then sc3=$11 if r=12 then sc3=$12 if r=13 then sc3=$13 if r=14 then sc3=$14 if r=15 then sc3=$15 if r=16 then sc3=$16 if r=17 then sc3=$17 if r=18 then sc3=$18 if r=19 then sc3=$19 if r=20 then sc3=$20 if r=21 then sc3=$21 if r=22 then sc3=$22 if r=23 then sc3=$23 if r=24 then sc3=$24 if r=25 then sc3=$25 if r=26 then sc3=$26 if r=27 then sc3=$27 if r=28 then sc3=$28 if r=29 then sc3=$29 if r=30 then sc3=$30 There's probably a much better way to do it, but at least that's accurate. I was using a for-next loop before and it was tainting the results. This post has been edited by Random Terrain: Sun Nov 2, 2008 2:38 AM |
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Posted Sun Nov 2, 2008 2:12 AM
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I'm back to work on this, and was wondering how to have 1 row of blocks and not two like there is now, and also how to get the previous rock placements erased so there's only two blocks
Here's the list of sprites: * = not implemented yet player0 - guy ball - raft missile0 - guy's missiles * player1 - enemy * missile1 - enemy's missiles * Attached File(s)
This post has been edited by atari2600land: Sun Nov 2, 2008 2:31 AM |
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Posted Sun Nov 2, 2008 2:58 AM
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Looks like the problem might be similar to the problems in some of your other programs. When scrolling, you only need to plop the rocks down on the hidden row once. You don't have to track, draw, erase, and redraw them. Just plop them down and let pfscroll up do all of the work. The only place you should be pfpixeling the rocks is on the hidden row.
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Posted Sun Nov 2, 2008 1:03 PM
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Looks like the problem might be similar to the problems in some of your other programs. When scrolling, you only need to plop the rocks down on the hidden row once. You don't have to track, draw, erase, and redraw them. Just plop them down and let pfscroll up do all of the work. The only place you should be pfpixeling the rocks is on the hidden row. Yep, that was it. Thank you. New version with left/right/down movement. If you press down, the playfield will scroll faster, but you won't actually move down. Attached File(s)
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Posted Sun Nov 2, 2008 8:12 PM
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New features:
+Title Screen music +to fire a missile left, press fire+left +to fire a missile right, press fire+right Attached File(s)
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Posted Mon Nov 3, 2008 6:23 PM
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Watch out for alligators!
Attached File(s)
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Posted Tue Nov 4, 2008 7:47 PM
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Watch out for spear-throwing aliens! I plan to have a total of 4 different enemies. So far i have 2 (the aliens and the aliigators). The alligators are turned off at the moment. Does anyone have any suggestions?
Attached File(s)
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Posted Wed Nov 5, 2008 1:50 AM
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I never have been that big of a fan of Toobin' and that's with arcade graphics, so I can't be of much help. I liked a different water related arcade game called Swimmer better:
http://www.youtube.c...h?v=u2HuY-j-lc8 u2HuY-j-lc8 I just wish someone would remake it with better graphics and either get rid of or let you turn down or turn off the irritating background music. That repetitive high-pitched tune can burn a hole in your brain. This post has been edited by Random Terrain: Wed Nov 5, 2008 1:59 AM |
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Posted Wed Nov 5, 2008 8:16 PM
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OK, I need help.
In this current build, if you get 200 points (get past 2 enemies), you'll go down to the bottom of the screen as intended. But what wasn't intended is once you get to the bottom of the screen, the scanline count will jump from 262 to 263. Once you're in Stella's debugger, press Frame+1 and you'll see it jump to 291. Press Frame+1 again and it goes way down to 4. press Frame+1 again and it goes back up to 262 and the game resumes normally. WHY DOES THIS HAPPEN? Attached File(s)
This post has been edited by atari2600land: Wed Nov 5, 2008 8:17 PM |
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Posted Wed Nov 5, 2008 11:10 PM
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I think I found the problem. Defining the entire playfield by using the playfield: command can almost reach or go over 262 depending on the resolution. Since you're using a normal playfield, you're not going over 262 yet, but there's more. Things like pfvline can use up a lot of cycles too, so put them together and you're screwed. The quick solution would be to add drawsceen. So instead of this:
playfield: XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX end if level>1 then pfvline 8 0 11 on : pfvline 9 0 11 on : pfvline 22 0 11 on : pfvline 23 0 11 on : x=57 : y=97 You'd use this: playfield: XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX XXXXXXXX................XXXXXXXX end drawscreen if level>1 then pfvline 8 0 11 on : drawscreen : pfvline 9 0 11 on : drawscreen : pfvline 22 0 11 on : drawscreen : pfvline 23 0 11 on : drawscreen : x=57 : y=97 But if you think about it, since it's a scrolling game, you don't have to use playfield: or pfvline. Everything you need to do could be done on the bottom, hidden row. |
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Posted Thu Nov 6, 2008 12:59 AM
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Thanks for the info. With it, i was able to fix it. I think there will be a total of 6 levels, once you get past level 6, the speed and narrowness will stay the same. Where the levels stand:
level 1 = wide / speed low level 2 = wide / speed medium level 3 = wide / speed high level 4 = narrow / speed low level 5 = narrow / speed medium level 6 = narrow / speed high next up: programming some sharks that move in circles. what i need to do before the program is done: + figure out how to align the Os in the title screen to the rest of the letters (since it's a scrolling game) + add some death noise Attached File(s)
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Posted Fri Nov 14, 2008 2:19 PM
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Posted Fri Nov 14, 2008 3:26 PM
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