blueterrance, on Wed Oct 8, 2008 11:27 PM, said:
I had to make a atari game for my embedded games class and made this one I call "Ball-Crip" using batari. It's 2 players and the point is to knock the ball into the other person's goal. It's pretty fun and we've played it a lot in the lab here.
I've attached the source code to this message in hopes that someone will want to add playfield collision functionality. Right now it doesn't actually calculate collisions with the playfield; it just knows where the outside borders are. It would be nice if we could make different levels with various playfield obstacles to keep the gameplay strategy fresh.
If you just want to look really quick here is a link to it running in JStella:
http://www.mpdairy.c...s/ballcrip.html
For the binary attached here I used batari's scoring but I blanked out all of the digits so they wouldn't show up (I just changed the actual bitmaps in the asm file), so if you recompile the basic code they'll probably show up in your new binary.
Thanks to "SeaGtGruff" for helping me with
negating fixed-point numbers.
It's a cool game,. My only thought while playing it was that it handles a little slow.
I suppose for the playfield collision you could statically define them in a data array using pfhline and pfvline to draw them, then select which one to use before play begins.
Another interesting feature might be to add some button functionality. For instance, what if a button press drew a temporary wake of playfield pixels, that could be used to block/angle shots (like the tron cycle's wake, expect disapearing after a few loops?) With the players so small and the handling so slow, it's hard to home-in on the puck, so this might lend an extra element of surprise and stategy to the game. Plus, if you have a mode select before play begins, I suppose you could turn that feature on and off.