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Comments or Suggestions for newbie game?


6 replies to this topic

#1 petik1 OFFLINE  

petik1

    Star Raider

  • 56 posts

Posted Tue Mar 8, 2011 7:11 PM

Hello all, I have finally come around to make my second game. It is a platformer, and it is early (read: very very early) in development. Any comments or suggestions? Thanks! .bin attached.

-Michael

#2 petik1 OFFLINE  

petik1

    Star Raider

  • 56 posts

Posted Tue Mar 8, 2011 7:20 PM

Oops.

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#3 ScumSoft OFFLINE  

ScumSoft

    Moonsweeper

  • 331 posts
  • Location:Polysorbate 60

Posted Tue Mar 8, 2011 11:28 PM

END!

Got a kick out of that :)

Neat asteroid, I like it.

#4 petik1 OFFLINE  

petik1

    Star Raider

  • 56 posts

Posted Wed Mar 9, 2011 4:29 PM

Here's a newer version. I have a few questions.

What's the easiest way of having a new playfield come? For example, I want player0 to reach the end of the screen, which will prompt the new screen.

Also, does the AA store make 8K custom carts? This, when finished, definently won't fit 4k.

Thanks.

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#5 petik1 OFFLINE  

petik1

    Star Raider

  • 56 posts

Posted Wed Mar 16, 2011 2:43 PM

Once again, the encouragement and support from the forum is outstanding.

#6 SeaGtGruff OFFLINE  

SeaGtGruff

    River Patroller

  • 4,545 posts
  • Location:Georgia, USA

Posted Wed Mar 16, 2011 9:23 PM

Have you posted this in the batari Basic forum yet? I know you haven't included the code for us to look at, but the other batari Basic programmers would probably enjoy trying out the game and offering batari Basic programming examples.

View Postpetik1, on Wed Mar 9, 2011 4:29 PM, said:

What's the easiest way of having a new playfield come? For example, I want player0 to reach the end of the screen, which will prompt the new screen.

This is a very basic example, and there are surely better ways to do it, but I want to keep it simple.

   rem * example of moving between rooms

   dim room_number = a
   dim movement = b

   room_number = 1 : rem so you can go left or right from the start

   movement = 0 : rem not moving yet

   COLUBK = $00 : rem black

   player0:
   %11000011
   %01100110
   %00111100
   %00011000
   %00011000
   %11111111
   %00011000
   %00011000
end

   player0x = 17
   player0y = 64

main_loop

   COLUP0 = $3A : rem peach

   player0x = player0x + movement : rem move player0

   on room_number gosub room0 room1 room2 : rem draw the room

   drawscreen : rem draw the screen

   if collision(player0,playfield) then player0x = player0x - movement
   rem knock player0 back if collided with playfield

   movement = 0 : rem reset movement before checking joystick
   if joy0left then movement = 255 : rem 255 is equal to -1 (left)
   if joy0right then movement = 1 : rem 1 is equal to +1 (right)

   if player0x = 16 then gosub room_to_the_left
   if player0x = 137 then gosub room_to_the_right

   goto main_loop

room0

   COLUPF = $1C

   playfield:
   ................................
   ................................
   ................................
   ................................
   ................................
   ................................
   X...............................
   X...............................
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   ................................
   ................................
end

   return

room1

   COLUPF = $4C

   playfield:
   ................................
   ................................
   ................................
   ................................
   ................................
   ................................
   ................................
   ................................
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   ................................
   ................................
end

   return

room2

   COLUPF = $8C

   playfield:
   ................................
   ................................
   ................................
   ................................
   ................................
   ................................
   ...............................X
   ...............................X
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   ................................
   ................................
end

   return

room_to_the_left

   room_number = room_number - 1

   player0x = 136

   return

room_to_the_right

   room_number = room_number + 1

   player0x = 17

   return
Basically, you can check the player's x coordinate to see if he's moved to a point where you want the screen to change. You would also want to make him disappear off of one side and reappear on the other side-- i.e., if he moves off the left edge of one screen, he would end up near the right edge of the new screen, or vice versa.

View Postpetik1, on Wed Mar 9, 2011 4:29 PM, said:

Also, does the AA store make 8K custom carts? This, when finished, definently won't fit 4k.
You should PM Albert and ask him. If he can't accommodate you, there are also other places where you can get your games made into cartridges. :)

Michael

PS -- In your game, pressing fire continuously causes the man to "levitate." There should be some examples of programming a jumping/falling sprite with "gravity." My little example has no vertical movement or jumping/falling/gravity, just horizontal motion.


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#7 GroovyBee OFFLINE  

GroovyBee

    7800 Developer

  • 5,781 posts
  • Busy bee!
  • Location:North, England

Posted Thu Mar 17, 2011 2:49 AM

View Postpetik1, on Wed Mar 16, 2011 2:43 PM, said:

Once again, the encouragement and support from the forum is outstanding.

You could try posting your game in the Homebrew Discussion section on AA to get more coverage. Some people will only download and play the game if it looks interesting to them. With that in mind, adding screenshots and inventing a back story to draw the potential player into the game might help too. The back story should cover who you are playing as and why you are doing the things in the game.




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