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Fake Gravity Platformer Test


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#26 Philsan OFFLINE  

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Posted Tue Mar 29, 2011 1:36 PM

I found a bug.

If you jump into the upper platform and you move left and right you hear the falling sound effect.

EDIT

The bug is in every platform, if you walk left and right till platform's end.

#27 Random Terrain ONLINE  

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Posted Tue Mar 29, 2011 1:40 PM

View PostPhilsan, on Tue Mar 29, 2011 1:36 PM, said:

I found a bug.

If you jump into the upper platform and you move left and right you hear the falling sound effect.

EDIT

The bug is in every platform, if you walk left and right till platform end.
Thanks for bug hunting. I can't reproduce the problem. For me, it only makes the falling sound if you walk off the edge of a platform and actually fall.

Edit: Oops, I just reproduced it! I'll hunt down the problem.

Edited by Random Terrain, Tue Mar 29, 2011 1:42 PM.


#28 Philsan OFFLINE  

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Posted Tue Mar 29, 2011 1:44 PM

View PostRandom Terrain, on Tue Mar 29, 2011 1:40 PM, said:

View PostPhilsan, on Tue Mar 29, 2011 1:36 PM, said:

I found a bug.

If you jump into the upper platform and you move left and right you hear the falling sound effect.

EDIT

The bug is in every platform, if you walk left and right till platform end.
Thanks for bug hunting. I can't reproduce the problem. For me, it only makes the falling sound if you walk off the edge of a platform and actually fall.
You must end the slide with one pixel of the feet outside the platform to hear it (I use Stella v.3.3.01).

#29 Random Terrain ONLINE  

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Posted Wed Mar 30, 2011 2:44 PM

Latest version is in the first post. It took me a while to figure it out, but now the sound problem seems to be fixed. I also added a skid sound to this version. It's based on the skid sound from Joust.

Please let me know if you find any problems or if any of the sounds are irritating.


Thanks.

Edited by Random Terrain, Wed Mar 30, 2011 2:44 PM.


#30 Random Terrain ONLINE  

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Posted Thu Mar 31, 2011 2:02 AM

I put a YouTube video of the latest version of the program in the first post for those who don't have an emulator installed.

#31 Amstari OFFLINE  

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Posted Fri Apr 1, 2011 4:49 AM

This is very impressive! I just finished testing it on my Harmony cart.

I'm looking forward to seeing a game using this. I will have a look at the code when I get time.



#32 Random Terrain ONLINE  

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Posted Fri Apr 1, 2011 4:58 AM

View PostAmstari, on Fri Apr 1, 2011 4:49 AM, said:

This is very impressive! I just finished testing it on my Harmony cart.

I'm looking forward to seeing a game using this. I will have a look at the code when I get time.
Thanks. I don't have a Harmony cart yet, so I've been hoping somebody who has one would see how this test program looks/works on it. :thumbsup:

#33 grafixbmp OFFLINE  

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Posted Fri Apr 1, 2011 10:25 AM

Everytime now that I try to compile any one of your platform program, it hangs at a syntax error in this line (578 with the latest source): on Frame_Counter gosub Frame_00 Frame_01 Frame_00 Frame_02

It compiled yesterday but now it won't. the compiler is way to finicky/picky. I even switched which 2600basic.exe I was using and still the same thing. If ya breath too hard on the computer it will throw back an error.

I got a simple playfield to display. I was tryin out that skinny line thing. I'll throw it up here.

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#34 Random Terrain ONLINE  

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Posted Fri Apr 1, 2011 12:03 PM

View Postgrafixbmp, on Fri Apr 1, 2011 10:25 AM, said:

Everytime now that I try to compile any one of your platform program, it hangs at a syntax error in this line (578 with the latest source): on Frame_Counter gosub Frame_00 Frame_01 Frame_00 Frame_02

It compiled yesterday but now it won't. the compiler is way to finicky/picky. I even switched which 2600basic.exe I was using and still the same thing. If ya breath too hard on the computer it will throw back an error.
As far as I know, bBWin7_64bit.zip is the latest, most up to date version of bB (before the 10 sprite beta version). If you're using that, it should work. Whenever I have trouble, it's usually with touchy if-thens.




View Postgrafixbmp, on Fri Apr 1, 2011 10:25 AM, said:

I got a simple playfield to display. I was tryin out that skinny line thing. I'll throw it up here.
This thin line (icing) trick will become obsolete when we all move on to the version of bB that has 10 multicolored sprites, but we can have fun with it until then.

#35 grafixbmp OFFLINE  

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Posted Fri Apr 1, 2011 12:28 PM

View PostRandom Terrain, on Fri Apr 1, 2011 12:03 PM, said:

View Postgrafixbmp, on Fri Apr 1, 2011 10:25 AM, said:

Everytime now that I try to compile any one of your platform program, it hangs at a syntax error in this line (578 with the latest source): on Frame_Counter gosub Frame_00 Frame_01 Frame_00 Frame_02

It compiled yesterday but now it won't. the compiler is way to finicky/picky. I even switched which 2600basic.exe I was using and still the same thing. If ya breath too hard on the computer it will throw back an error.
As far as I know, bBWin7_64bit.zip is the latest, most up to date version of bB (before the 10 sprite beta version). If you're using that, it should work. Whenever I have trouble, it's usually with touchy if-thens.




View Postgrafixbmp, on Fri Apr 1, 2011 10:25 AM, said:

I got a simple playfield to display. I was tryin out that skinny line thing. I'll throw it up here.
This thin line (icing) trick will become obsolete when we all move on to the version of bB that has 10 multicolored sprites, but we can have fun with it until then.

This only means everyone who wants to play on real hardware MUST have a Harmony using DPC+. And using new a version of stella will also have the emulated ARM processor when necessary. So Harmony, DPC+, New DPC+ bB kernel, new version of stella, Thats alot of new things for everyone to have to go to just to use the new version.
I see this as more of a new option rather than a forced upgrade. bB should still support all the previous kernels. It should now be: standard kernel, no blank lines kernel, multisprite kernel, and now DPC+ kernel. I don't see why the older kernels would be obsolete but rather a new more advanced option has been added to the tool set. Besides, If the older kernels do go obsolete like ya say, you still need to get a Harmony so you'll be able to run DPC+ games on real hardware if you haven't already. You once said you hadn't got one yet.

#36 Random Terrain ONLINE  

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Posted Fri Apr 1, 2011 12:50 PM

View Postgrafixbmp, on Fri Apr 1, 2011 12:28 PM, said:

Besides, If the older kernels do go obsolete like ya say, you still need to get a Harmony so you'll be able to run DPC+ games on real hardware if you haven't already. You once said you hadn't got one yet.
I don't know if we'll be forced to move on or if most bB users will just have a dripping, rabid desire to use the higher resolution playfield with simultaneous foreground and background colors for each row. Once the new stuff is working properly, it's hard to imagine any bB user not wanting a higher resolution asymmetric playfield and 10 multicolored sprites with twice the vertical resolution of other bB kernels. If you want to sell your game, you'd use Melody boards. A Harmony cart is only needed for testing.

I hope to get a Harmony cart some time this year as a birthday or Christmas present.

#37 yuppicide OFFLINE  

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Posted Sun Apr 10, 2011 9:32 PM

I haven't tested it, but the the graphics are awesome. Love the "skid"!!

#38 Brian O OFFLINE  

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Posted Mon Apr 11, 2011 7:34 AM

Very cool!

#39 Random Terrain ONLINE  

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Posted Mon Apr 11, 2011 1:20 PM

View Postyuppicide, on Sun Apr 10, 2011 9:32 PM, said:

I haven't tested it, but the the graphics are awesome. Love the "skid"!!

View PostBrian O, on Mon Apr 11, 2011 7:34 AM, said:

Very cool!
Thanks. I'll turn this into a game when I'm done with the Seaweed thing.

#40 devwebcl OFFLINE  

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Posted Sat Mar 31, 2012 9:04 AM

Hi Random Terrain,

First of all this platform is looking nice, probably a new Lode Runner or something similar would be a good attempt (imho)

I've been away from batari for a while. Is this multicolor player done with DPC+ ?

I saw several pages with some information about DPC+. It would be nice to read something similar to your batari Basic Commands

Cheers,

Devwebcl

#41 Propane13 ONLINE  

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Posted Sat Mar 31, 2012 9:08 AM

I guess since this topic is revived, this seems like a very easy "platform" for a game where you collect coins, like in the bonus level of Mario Brothers.

#42 Random Terrain ONLINE  

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Posted Sat Mar 31, 2012 10:21 AM

View Postdevwebcl, on Sat Mar 31, 2012 9:04 AM, said:

I've been away from batari for a while. Is this multicolor player done with DPC+ ?

Nope, it's just the normal stuff:

set kernel_options player1colors pfcolors no_blank_lines

Related link:

http://www.randomter...l#kernelopchart




View Postdevwebcl, on Sat Mar 31, 2012 9:04 AM, said:

I saw several pages with some information about DPC+. It would be nice to read something similar to your batari Basic Commands

Since it's still buggy and batari hasn't had the time to fix it, I guess he's waiting to provide the new text for the DPC+ stuff. As soon as he send me the new text, I'll add it.




View PostPropane13, on Sat Mar 31, 2012 9:08 AM, said:

I guess since this topic is revived, this seems like a very easy "platform" for a game where you collect coins, like in the bonus level of Mario Brothers.

I'm still not sure if this should be a game that uses static screens or if I should see if scrolling would work with it.

#43 devwebcl OFFLINE  

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Posted Mon Apr 2, 2012 8:10 AM

View PostPropane13, on Sat Mar 31, 2012 9:08 AM, said:

I guess since this topic is revived, this seems like a very easy "platform" for a game where you collect coins, like in the bonus level of Mario Brothers.

or a new donkey kong.

#44 devwebcl OFFLINE  

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Posted Mon May 14, 2012 7:23 PM

I think this platform sample can be used to do something like VVVVVV
I think VVVVVV can be donde in batari... not all the alrge mazes and puzzles that exist from original, but probably a few nice and hard levels.

#45 theloon OFFLINE  

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Posted Tue May 15, 2012 7:30 AM

View PostRandom Terrain, on Sat Mar 31, 2012 10:21 AM, said:

I'm still not sure if this should be a game that uses static screens or if I should see if scrolling would work with it.

I think physics alone has been done. Now, if we could get physics AND smooth scrolling..

I tried the inverse sprite method for smooth horizontal scrolling. Maybe R.T.s example would work better with the "use the ball to hide the corners" technique.

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