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Toobin' - attempt #2


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#1 atari2600land OFFLINE  

atari2600land

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Posted Thu Oct 29, 2009 4:36 AM

A few years ago, you may remember I tried to port Toobin' to the 2600. People didn't like the fact that it didn't have any physics. So I added some. They may need tweaking, but basically what I did was studied the NES version. If you're pressing left and quit pressing it, it doesn't automatically stop like it did in the first version. Same thing with right and down.

Please note that I used way less than 4k. The reason why it's 8k is because I deleted the part about putting in the file that implements scrolling from the 4k includes page.

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#2 yuppicide OFFLINE  

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Posted Thu Oct 29, 2009 6:54 AM

Not much to see here, but I'll confirm I tried it out and it works.

#3 atari2600land OFFLINE  

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Posted Thu Oct 29, 2009 6:22 PM

I did a little bit more here. Added some music (will add an option to turn it off), a title screen, and tested things to pick up. I'll also put in some things to avoid (crocodiles, spears, etc.)

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#4 atari2600land OFFLINE  

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Posted Fri Oct 30, 2009 3:39 AM

Changes:
* color=music on, b&w = music off
* added lives, random alligator

Next up: Putting in spears that fly across the screen (from the natives who don't like the fact that you're going down their river in an inner tube.)

Different levels will include having more than one alligator to dodge (using NUSIZ1), longer spears, thinner river, etc.
Another enemy i'd like to try is a radioactive beaver (he has to be green) that will sort of sense where you're going and he'll try to attack you.


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#5 atari2600land OFFLINE  

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Posted Sun Nov 1, 2009 10:24 PM

Here's a new version. I've decided that the levels are called "waves" and that a new wave appears after you hit 10,000 points. Wave 2 is where the radioactive beaver, as well as some other new enemies which I haven't thought up yet) come into play (which I haven't programmed yet.) Right now, you'll be on wave 1 forever. There are two things that get you points and two things that take away lives. The two things that get you points are the cans, and a new thing which are the bars, which if you go between them, you'll get 500 points (it's 1,000 points in the NES version). The two things that take away points are the alligators, and a new spear which flies across the screen. Right now, it's kind of impossible to get hit by it unless you're at the far left, so I'd like some help on how it could make it easier to hit you. Up next is programming the beaver. Once you get 10,000 points, the guy will automatically go to the bottom of the screen and reappear at a new river (I haven't programmed this in yet, either.)

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#6 atari2600land OFFLINE  

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Posted Tue Nov 3, 2009 8:01 AM

levels have been programmed in, as well as the beaver appearing after level 1. I can't draw very good, so my beaver doesn't look very good. If anyone can draw me a beaver sprite, I'd really appreciate it. By changing the inner tube to the ball, it's the same color as the playfield so I can have player 1 be any color I want it to be, thus the beaver is brown. Everything else is green for now. I'm also going to change the music for wave 2, but I haven't done that yet.

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#7 atari2600land OFFLINE  

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Posted Tue Nov 3, 2009 7:53 PM

Changed music for wave 2 and added a log enemy in wave 2. Everything seems to be going good in scanlines and cycles.

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#8 donnerkuh OFFLINE  

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Posted Sun Jan 31, 2010 12:15 AM

I like the intro, the good looking player and the music. Nice. How do you get the scrolling-effect?

#9 atari2600land OFFLINE  

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Posted Mon Feb 8, 2010 7:45 AM

There seems to be no rhyme or reason as to why it blinks, but it does. Could someone look at the code and help me get the scanline back down to where it should be?

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#10 Random Terrain OFFLINE  

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Posted Tue Feb 9, 2010 2:17 AM

View Postatari2600land, on Mon Feb 8, 2010 7:45 AM, said:

There seems to be no rhyme or reason as to why it blinks, but it does. Could someone look at the code and help me get the scanline back down to where it should be?
There should be remarks that describe the variables and remarks that say what each section does. When there's nothing but a mass of code with no explanation, it's too hard for others to know what is going on without spending too much time trying to decipher the code. REM is your friend.

Edited by Random Terrain, Tue Feb 9, 2010 2:33 AM.


#11 Nateo OFFLINE  

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Posted Sat Feb 27, 2010 9:50 PM

I like it so far. The physics are great, and the scrolling is really effective. However, I think the first level lasts just a bit too long, and that beaver is damn near impossible to get by. Is it possible to get your little drifter to move all around the river, and approach acceleration in a Spy Hunter sort of way?

#12 atari2600land OFFLINE  

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Posted Tue Apr 19, 2011 7:18 PM

Hi, all
I was going through my computer, and found this. I spruced it up a little and added some things. Right now, you can go slower by pressing Up (which is sort of like a brake, but you're still moving but almost not.) Wave 1 is the wide Amazon River while Wave 2 is the Mississippi River. I don't know, do they have beavers in the Southeastern US? I tried to make Wave 1's music Rock & Roll while Wave 2's music is (supposed to be) jugband-type music.

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#13 Impaler_26 ONLINE  

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Posted Wed Apr 20, 2011 2:24 AM

Plays nice and i like the music too! When you return to the titlescreen after playing the first row of the title is cut off (probably because the playfield needs to be reset after using pfscroll...?):

toobin04192011.bas.bin_3.png

#14 lucifershalo OFFLINE  

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Posted Wed Apr 20, 2011 4:05 AM

nice
hope you will finish it

#15 atari2600land OFFLINE  

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Posted Thu Apr 21, 2011 8:00 PM

I've added the can throwing thing. To throw a can at an enemy, press left or right + fire. You will then throw it to the left or right of you. I've also added another level (Yukon), you start on it (for testing purposes). I tried to make some ice music, but I think this song is better suited for the Styx River (which I plan to put in as the last level, as it is the river in Hell.)

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#16 PAC-MAN-RED ONLINE  

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Posted Thu Apr 21, 2011 8:17 PM

In the latest version, if you push up to break, you die. Kinda funny. :D I've also noticed that the slalom like things, and the can? that bounces back and forth sometimes appear inside the walls.

#17 atari2600land OFFLINE  

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Posted Thu Apr 21, 2011 8:35 PM

That's a bug that I fixed. You can now press up here.

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#18 Brian O OFFLINE  

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Posted Thu Apr 21, 2011 8:39 PM

Coming along nicely :)

A few things:

  • Moves a bit fast, IMO.
  • Shouldn't need to use joystick and fire button to throw the can, unless you are throwing right, left, or diagonally. That said, I wasn't able to throw the can directly ahead of me, only diagonally. It would make the game better if you could throw the can directly ahead, and side to side.
  • It would be more challenging if the square blocks you try to pick up were the cans. This way, if you depleted your ammo, you would be stuck having to rely on navigating around obstacles, instead of simply knocking them out of the way w/ the can.
  • You should have multiple courses, each with a timer. If you reach the end w/ time left, it counts towards a bonus. If not, you die and then start course over.
  • I experienced the same thing PMR did -- when you brake, you die. I think this is a bug.
  • You should think about adding rapids. These could be sections of the course that appear sporadically, which causes you to go fast and have less control. Just a thought.

Really like where this is heading. Keep it going! :)

-B

#19 atari2600land OFFLINE  

atari2600land

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Posted Fri Apr 29, 2011 6:04 AM

Added a few things. Like a can counter. When this is at 0, that means you can't throw cans, you need to start picking them up on the course. The majority of the time spent on this version was getting the math right in hexadecimal (something I stink at). Also, I've divided the number of points by ten (instead of 500 points, for example, you only get 50.) This is to accommodate the can counter, which is the first digit of the score. Please tell me if you see any bugs.

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#20 lucifershalo OFFLINE  

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Posted Fri Apr 29, 2011 6:10 AM

hey, it is really nice...
as Brian O said it is moving too fast
otherwise it is quite promising....

#21 atari2600land OFFLINE  

atari2600land

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Posted Fri Apr 29, 2011 7:55 PM

I slowed the game down a little.

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#22 atari2600land OFFLINE  

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Posted Sat Apr 30, 2011 7:20 PM

Hey all, I changed level 3's music, and if you survive level 3, you get to see level 4 (the Styx River). I've also added a speed up option (IMO level 4 needs it), press down to increase your speed a little. Let me know if either of these levels are too hard (or easy.)

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#23 KevinMos3 OFFLINE  

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Posted Tue May 3, 2011 10:31 AM

Ha! Level 3 or 4 too hard? I can't get past level 1! :dunce:
I guess I really need practice. Maybe if the collision detection just used the raft instead of the player's whole body it would be easier to squeak by those obstacles. Looks like it's coming along nicely though.

BTW, are all the river banks white?

#24 atari2600land OFFLINE  

atari2600land

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Posted Tue May 3, 2011 6:09 PM

View PostKevinMos3, on Tue May 3, 2011 10:31 AM, said:

Ha! Level 3 or 4 too hard? I can't get past level 1! :dunce:
I guess I really need practice. Maybe if the collision detection just used the raft instead of the player's whole body it would be easier to squeak by those obstacles. Looks like it's coming along nicely though.

BTW, are all the river banks white?
I forgot to mention, you're starting on level 3.

#25 atari2600land OFFLINE  

atari2600land

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Posted Tue May 3, 2011 6:21 PM

Oh man, I was looking through these posts and I realized I had posted the wrong version! Here is the correct one. Sorry.

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