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Simple idea if anyone wants to use it..


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#1 yuppicide OFFLINE  

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Posted Tue Jan 25, 2011 10:01 PM

This game is called Man In Gap. I think it would be fairly easy to port over to the 2600 and would be fun:

http://armorgames.co...0353/man-in-gap

#2 diogoandrei OFFLINE  

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Posted Sun Jan 30, 2011 4:46 PM

Hm, really interesting. I like this kind of straight forward play

#3 theloon OFFLINE  

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Posted Mon Jan 31, 2011 1:15 PM

Looks like the gameplay from some castle levels in Super Mario World.

Personally I was hoping "Man in Gap" would be closer to the Exsorbeo classics Mortal Sin and One Eyed Monster War.

#4 diogoandrei OFFLINE  

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Posted Mon Jan 31, 2011 4:04 PM

Let me take the opportunity... there's this game called Canabalt that I really think it would be possible to port the gameplay using Visual bB.

#5 GroovyBee OFFLINE  

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Posted Mon Jan 31, 2011 4:12 PM

View Postdiogoandrei, on Mon Jan 31, 2011 4:04 PM, said:

Let me take the opportunity... there's this game called Canabalt that I really think it would be possible to port the gameplay using Visual bB.

Something similar has been done on the A8's :-



Its only a demo at the moment tho.

#6 dbks OFFLINE  

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Posted Thu Feb 3, 2011 7:32 AM

So I started working on this the day after yuppicide posted the link. After a coupla days it looked okay, but I then encountered a damn breakif {_scan>#262} error; could not fix it. So every few days I would try and then say f' it. Finally, I found this post, which funnily enough was started by yuppicide. It helped me fix the scan line problem...lol.

So here is my version 0.1 clone called Smash Man.

There are bugs. So I need to iron those out... sorry for them. I've used all 4kb up already; I am really trying to keep this under 4kb.

Controls:

fire button: jump. Hold down to go higher.
joystick left/right: move left/right.
Object: dodge the smashing mouth of the playfield.
Outcome: You get one point if you stay alive and a nice kaching noise. If you die you get a death noise & no points.
Difficulty: Currently the game does not progress in difficulty; I'll add that as bugs are eliminated.
Physics: Yeah, it's not perfect.
Bugs: Yeah, we got 'em. Try to kill 'em in future versions....

Game binary: Attached File  smashMan_0_1.bas.bin   4K   66 downloads

By the way, this is my first posted game since I joined Atari Age so it shows I am not a master yet.

#7 RevEng OFFLINE  

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Posted Thu Feb 3, 2011 10:25 AM

Nice start dbks! I think you've got the scale just right, and the grasshopper physics are fine.

I'd like to see the man smash his head when he hits pixels above him. Presently he kinda shoots through some and then embeds himself in the ceiling.

Also, a little gore never hurt things - when you get hit the guy should be flattened, and we should see some blood ooze out. :)

#8 yuppicide OFFLINE  

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Posted Thu Feb 3, 2011 12:46 PM

Ooh! I can't wait to see this once I get home. You should post a screen shot for the lazy (or if you're at work surfing the web like me).

I can't believe anything involved with me HELPED with a scanline issue. LOL! All I want for Christmas is to fix my fish game.

#9 RevEng OFFLINE  

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Posted Thu Feb 3, 2011 12:55 PM

Here you go. I'm less watched at work. :P

smashMan_0_1.bas.bin.png

#10 Cebus Capucinis ONLINE  

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Posted Thu Feb 3, 2011 1:03 PM

View PostGroovyBee, on Mon Jan 31, 2011 4:12 PM, said:

Something similar has been done on the A8's :-

Look at that parallax scrolling.... :lust:

#11 raskar42 ONLINE  

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Posted Thu Feb 3, 2011 1:08 PM

View PostRevEng, on Thu Feb 3, 2011 10:25 AM, said:


I'd like to see the man smash his head when he hits pixels above him. Presently he kinda shoots through some and then embeds himself in the ceiling.

Also, a little gore never hurt things - when you get hit the guy should be flattened, and we should see some blood ooze out. :)

splatting guys is funny, but have you considered a bug as a character?

#12 diogoandrei OFFLINE  

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Posted Thu Feb 3, 2011 1:17 PM

View PostRevEng, on Thu Feb 3, 2011 12:55 PM, said:

Here you go. I'm less watched at work. :P

Attachment smashMan_0_1.bas.bin.png

hahaha, I want your job!!!

#13 Philsan OFFLINE  

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Posted Thu Feb 3, 2011 1:28 PM

View Postdiogoandrei, on Thu Feb 3, 2011 1:17 PM, said:

View PostRevEng, on Thu Feb 3, 2011 12:55 PM, said:

Here you go. I'm less watched at work. Posted Image

Attachment smashMan_0_1.bas.bin.png

hahaha, I want your job!!!
Someone has an even better job:
http://www.atariage....ost__p__2200308

#14 RevEng OFFLINE  

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Posted Thu Feb 3, 2011 1:35 PM

View PostPhilsan, on Thu Feb 3, 2011 1:28 PM, said:

Someone has an even better job:
http://www.atariage....ost__p__2200308
Good thing he's daywatch. Otherwise he'd have to deal with all those exhibits coming to life! :D

#15 diogoandrei OFFLINE  

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Posted Thu Feb 3, 2011 1:38 PM

View PostPhilsan, on Thu Feb 3, 2011 1:28 PM, said:

View Postdiogoandrei, on Thu Feb 3, 2011 1:17 PM, said:

View PostRevEng, on Thu Feb 3, 2011 12:55 PM, said:

Here you go. I'm less watched at work. Posted Image

Attachment smashMan_0_1.bas.bin.png

hahaha, I want your job!!!
Someone has an even better job:
http://www.atariage....ost__p__2200308

Oh boy, I feel kinda depressed...

#16 yuppicide OFFLINE  

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Posted Thu Feb 3, 2011 6:20 PM

Well, awesome job so far. Not bad on the title music. I like that you have movement of his feet. Since you are only using one sprite, you can probably use both player sprites in some creative way to make him more colorful or animated or something..

The game does have some bugs, but some of them you probably already know.

- Somehow the guy flies off the screen sometimes for no reason. Sometimes I see his feet only. I think it's when I am either pressing joystick or button (or both) and collide with falling wall.

- Why does the guy sometimes have an epileptic seizure when the wall is falling? Sometimes he moves violently, other times he just waits patiently.

I would like the game to automatically continue after a few seconds.

#17 diogoandrei OFFLINE  

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Posted Thu Feb 3, 2011 8:15 PM

View Postdbks, on Thu Feb 3, 2011 7:32 AM, said:

So I started working on this the day after yuppicide posted the link. After a coupla days it looked okay, but I then encountered a damn breakif {_scan>#262} error; could not fix it. So every few days I would try and then say f' it. Finally, I found this post, which funnily enough was started by yuppicide. It helped me fix the scan line problem...lol.

So here is my version 0.1 clone called Smash Man.

There are bugs. So I need to iron those out... sorry for them. I've used all 4kb up already; I am really trying to keep this under 4kb.

Controls:

fire button: jump. Hold down to go higher.
joystick left/right: move left/right.
Object: dodge the smashing mouth of the playfield.
Outcome: You get one point if you stay alive and a nice kaching noise. If you die you get a death noise & no points.
Difficulty: Currently the game does not progress in difficulty; I'll add that as bugs are eliminated.
Physics: Yeah, it's not perfect.
Bugs: Yeah, we got 'em. Try to kill 'em in future versions....

Game binary: Attachment smashMan_0_1.bas.bin

By the way, this is my first posted game since I joined Atari Age so it shows I am not a master yet.

Awesome job, keep the good work :thumbsup:

#18 dbks OFFLINE  

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Posted Fri Feb 4, 2011 10:53 AM

Thanks for the feedbacks RevEng, yuppicide, and diogoandrei. I was hoping to post a new version today, but I ran into some problems. As I stated in my last post, I ran out of room. I used every byte of the 4kb. So f' it I typed in set romsize 8k - I can try to optimize later. I compiled, not changing anything accept accounting for the additional bank, where I moved the main game loop. Now I get the breakif {_scan>#262} thing again. I nailed it down to the two subroutines that are the culprits: the initialize playfield sub and the smashMan sub (where the playfield, well tries to smash him).

So I am working thru this & hopefully I'll be back to chugging along soon. Maybe a well placed drawscreen line will help. Also, I keep these important subs in the second bank along with the main loop. So hopefully this mess can be ironed out tonight.

So my next plans are:
- phase I: do death animation, do head/body hitting animations when colliding with wall/blocks, game auto-restarts onto next level after sometime

- phase II: fix physics

- phase III: fix ledge physics, fix death physics

And I think phase II/III will take care of the issues you described yuppicide (and yes I am aware of 'em). After that I have to fix some problems with the playfield generation because it seems every once in awhile it generates a playfield that isn't winnable....

So thanks again for the helpful feedback/encouragement.

#19 pitfall_jerry OFFLINE  

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Posted Fri Feb 4, 2011 11:34 AM

Here is one I am looking to port over to Atari 2600 and to the 8 bit as well. Ononmin

Fun game and I think it would be fun on the 2600.

View Postdbks, on Fri Feb 4, 2011 10:53 AM, said:

Thanks for the feedbacks RevEng, yuppicide, and diogoandrei. I was hoping to post a new version today, but I ran into some problems. As I stated in my last post, I ran out of room. I used every byte of the 4kb. So f' it I typed in set romsize 8k - I can try to optimize later. I compiled, not changing anything accept accounting for the additional bank, where I moved the main game loop. Now I get the breakif {_scan>#262} thing again. I nailed it down to the two subroutines that are the culprits: the initialize playfield sub and the smashMan sub (where the playfield, well tries to smash him).

So I am working thru this & hopefully I'll be back to chugging along soon. Maybe a well placed drawscreen line will help. Also, I keep these important subs in the second bank along with the main loop. So hopefully this mess can be ironed out tonight.

So my next plans are:
- phase I: do death animation, do head/body hitting animations when colliding with wall/blocks, game auto-restarts onto next level after sometime

- phase II: fix physics

- phase III: fix ledge physics, fix death physics

And I think phase II/III will take care of the issues you described yuppicide (and yes I am aware of 'em). After that I have to fix some problems with the playfield generation because it seems every once in awhile it generates a playfield that isn't winnable....

So thanks again for the helpful feedback/encouragement.


#20 gHan2000 OFFLINE  

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Posted Sun Feb 6, 2011 4:20 PM

View Postdbks, on Thu Feb 3, 2011 7:32 AM, said:

So I started working on this the day after yuppicide posted the link. After a coupla days it looked okay, but I then encountered a damn breakif {_scan>#262} error; could not fix it. So every few days I would try and then say f' it. Finally, I found this post, which funnily enough was started by yuppicide. It helped me fix the scan line problem...lol.

So here is my version 0.1 clone called Smash Man.

There are bugs. So I need to iron those out... sorry for them. I've used all 4kb up already; I am really trying to keep this under 4kb.

Controls:

fire button: jump. Hold down to go higher.
joystick left/right: move left/right.
Object: dodge the smashing mouth of the playfield.
Outcome: You get one point if you stay alive and a nice kaching noise. If you die you get a death noise & no points.
Difficulty: Currently the game does not progress in difficulty; I'll add that as bugs are eliminated.
Physics: Yeah, it's not perfect.
Bugs: Yeah, we got 'em. Try to kill 'em in future versions....

Game binary: Attachment smashMan_0_1.bas.bin

By the way, this is my first posted game since I joined Atari Age so it shows I am not a master yet.

Could you e-mail me the code? My adress is gabrielhanson2000@gmail.com. I think the game has stuff I should learn.




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