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RPG 2600


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#1 esplonky OFFLINE  

esplonky

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Posted Sun Jun 12, 2011 6:43 PM

I am making an adventure type game right now, no name for it yet, do i have just titled it "RPG 2011 FH" (FH are my initials)


so far i have the following:


titlescreen (no kernel)
playfields
sprites
movement
an enemy
collision detection with enemy
lives


i need help the following:
sound
making a sword or a weapon to hit with
more screens than just one
how to get rid of the spaces between lines on a playfield
animation.


i will upload my code along with a .bin file of it.


also i'm holding a contest for a name for it, so post names/help for it here.

Attached Files


Edited by esplonky, Mon Jun 13, 2011 8:19 PM.


#2 Animan OFFLINE  

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Posted Sun Jun 12, 2011 7:04 PM

I'm a little confused. What am I trying to do here? Looks OK so far, though.

#3 Random Terrain ONLINE  

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Posted Sun Jun 12, 2011 7:27 PM

View Postesplonky, on Sun Jun 12, 2011 6:43 PM, said:

sound
There's a sound with data example here:

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



View Postesplonky, on Sun Jun 12, 2011 6:43 PM, said:

more screens than just one
There are various ways you can do that. You can use data with playfield variables or pfpixel/pfhline/pfvline, or pfpixel/pfhline/pfvline without data, or a bunch of these:

 playfield:
 ................................
 ................................
 ....XXXXXX...X....X...XX...X....
 .............X....X........X....
 .............X....X........X....
 ....XX....XXXX....XXXX.....X....
 ................................
 ................................
 ....XX...XX..XXXXXX..XX...XX....
 ................................
 ................................
end



View Postesplonky, on Sun Jun 12, 2011 6:43 PM, said:

how to get rid of the spaces between lines on a playfield
http://www.randomter...#no_blank_lines




View Postesplonky, on Sun Jun 12, 2011 6:43 PM, said:

animation
This test program has a bit of animation:

http://www.atariage....latformer-test/

Edited by Random Terrain, Sun Jun 12, 2011 7:28 PM.


#4 esplonky OFFLINE  

esplonky

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Posted Sun Jun 12, 2011 7:27 PM

well this is just the first little piece of it, i am going to add a missile but make it act as a sword and things like that, but i went ahead and made the enemy so that i can work with lives and such.

#5 esplonky OFFLINE  

esplonky

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Posted Sun Jun 12, 2011 7:39 PM

no offense RT, but just looking at your codes and sample files like that gets me nowhere, like if you took the parts out that i need specifically then posted them and told me how to use them and what they did then i'd understand better.

#6 Random Terrain ONLINE  

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Posted Sun Jun 12, 2011 8:09 PM

View Postesplonky, on Sun Jun 12, 2011 7:39 PM, said:

No offense RT, but just looking at your codes and sample files like that gets me nowhere, like if you took the parts out that I need specifically then posted them and told me how to use them and what they did then I'd understand better.
Maybe you can find something here:

http://www.atariage....r-bb-beginners/

The REM statements are more like a tutorial.

#7 ScumSoft OFFLINE  

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Posted Sun Jun 12, 2011 9:39 PM

He is trying to be helpful not offensive, looking at other peoples source code should be the fastest method of learning, as their examples compile and work.
The problem is that your understanding of programming isn't experienced enough to learn from other peoples work yet, so I second the suggestion to go over the beginner examples first/again if not already.

We aren't going to program your game for you by writing code snippets and telling you how to use them.
That's akin to telling people you're making your own car, but need help with the engine. When people reply stating that there are already cars made you can learn from, your reply was along the lines of "Looking at those cars I don't understand the design at all, how about you make the parts I need and just tell me how to install them"...

Make sense?

It's MUCH better if we can teach you how to make your own parts based on existing examples.
This post should't be taken offensively as you cannot hear my tone clearly, so please take this only as constructive criticism.

If you are struggling with concepts, then post what you've tried and we can guide you towards a solution. :D

Edited by ScumSoft, Sun Jun 12, 2011 9:44 PM.


#8 Random Terrain ONLINE  

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Posted Mon Jun 13, 2011 1:07 AM

esplonky said:

People of Facebook and AtariAge, hear my call. If you want to get credit in my game, get graph paper and crayons and make playfields (levels) for me. Each level is 32 pixels wide and 11 pixels tall, and use each square as a pixel. Scan it to me on here.
Instead of graph paper and scanning, they could use the Visual batari Basic Playfield Editor or this:

www.randomterrain.com/atari-2600-memories-batari-basic-tools-toys.html#playfieldtoy

Edited by Random Terrain, Mon Jun 13, 2011 1:09 AM.


#9 Animan OFFLINE  

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Posted Mon Jun 13, 2011 7:30 AM

View PostRandom Terrain, on Mon Jun 13, 2011 1:07 AM, said:

esplonky said:

People of Facebook and AtariAge, hear my call. If you want to get credit in my game, get graph paper and crayons and make playfields (levels) for me. Each level is 32 pixels wide and 11 pixels tall, and use each square as a pixel. Scan it to me on here.
Instead of graph paper and scanning, they could use the Visual batari Basic Playfield Editor or this:

www.randomterrain.com/atari-2600-memories-batari-basic-tools-toys.html#playfieldtoy

Some of us are a little more old-school than that :roll: .

#10 Random Terrain ONLINE  

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Posted Mon Jun 13, 2011 10:12 AM

View PostAniman, on Mon Jun 13, 2011 7:30 AM, said:

View PostRandom Terrain, on Mon Jun 13, 2011 1:07 AM, said:

esplonky said:

People of Facebook and AtariAge, hear my call. If you want to get credit in my game, get graph paper and crayons and make playfields (levels) for me. Each level is 32 pixels wide and 11 pixels tall, and use each square as a pixel. Scan it to me on here.
Instead of graph paper and scanning, they could use the Visual batari Basic Playfield Editor or this:

www.randomterrain.com/atari-2600-memories-batari-basic-tools-toys.html#playfieldtoy
Some of us are a little more old-school than that :roll: .
Some of 'us' don't have graph paper. So they can use a tool like the one below and take a screenshot if they can't use VbB:

www.randomterrain.com/atari-2600-memories-batari-basic-tools-toys.html#playfieldtoy

#11 Animan OFFLINE  

Animan

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Posted Mon Jun 13, 2011 10:16 AM

View PostRandom Terrain, on Mon Jun 13, 2011 10:12 AM, said:

View PostAniman, on Mon Jun 13, 2011 7:30 AM, said:

View PostRandom Terrain, on Mon Jun 13, 2011 1:07 AM, said:

esplonky said:

People of Facebook and AtariAge, hear my call. If you want to get credit in my game, get graph paper and crayons and make playfields (levels) for me. Each level is 32 pixels wide and 11 pixels tall, and use each square as a pixel. Scan it to me on here.
Instead of graph paper and scanning, they could use the Visual batari Basic Playfield Editor or this:

www.randomterrain.com/atari-2600-memories-batari-basic-tools-toys.html#playfieldtoy
Some of us are a little more old-school than that :roll: .
Some of 'us' don't have graph paper. So they can use a tool like the one below and take a screenshot if they can't use VbB:

www.randomterrain.com/atari-2600-memories-batari-basic-tools-toys.html#playfieldtoy
Graph Paper Print and enjoy :)

OK, sorry. Didn't mean to take it that far. Yes, Random Terrains Playfield Toy is better than graph paper. He probably just didn't know about it.

#12 esplonky OFFLINE  

esplonky

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Posted Mon Jun 13, 2011 11:09 AM

i knew about it and i was gonna use it, but people were gonna be like "what? whats this playfield editor thing? what do i do here?" because i'm the only person at my school who knows what Batari is really. barely anyone knows what a coding language is.

#13 esplonky OFFLINE  

esplonky

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Posted Mon Jun 13, 2011 11:10 AM

and also random terrain, i didn't know about the beginners page, thanks for sending that! i can now cross animation off the list.

#14 esplonky OFFLINE  

esplonky

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Posted Mon Jun 13, 2011 12:07 PM

so i did come up with a name for the game, i told my friend sam that i would put him in a game, so i told him i was making a new one and he got excited so i named it "Sam's Story" and he is the main character.

#15 Random Terrain ONLINE  

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Posted Mon Jun 13, 2011 12:13 PM

View Postesplonky, on Mon Jun 13, 2011 11:09 AM, said:

i knew about it and i was gonna use it, but people were gonna be like "what? whats this playfield editor thing? what do i do here?" because i'm the only person at my school who knows what Batari is really. barely anyone knows what a coding language is.
The good thing about the Playfield Toy is that they don't really need to know what it is. All they have to do is left click on the boxes to draw. As long as they know how to use a mouse, they should be fine. I'm pretty sure their brains won't melt and leak out of their ears.



Disclaimer: Use the Playfield Toy at your own risk. Although brain melting is unlikely, there is a small chance that meltage could occur.

#16 esplonky OFFLINE  

esplonky

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Posted Mon Jun 13, 2011 2:30 PM

ill post a link on my facebook for it then :P i'm trying to get my friend edris to learn batari, because his dad does c++ for a living so i thought i'd introduce him to it and get him started, but hes bein a butthole about it

#17 esplonky OFFLINE  

esplonky

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Posted Mon Jun 13, 2011 2:43 PM

i've given myself a deadline, im going to try to get this done by august 22, 2011, then once it's done i'm going to do betatesting with people then give myself until december to have it completely complete

#18 esplonky OFFLINE  

esplonky

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Posted Mon Jun 13, 2011 8:20 PM

i added some other things i need in the game, plz help guys, it would be much appreciated.

#19 esplonky OFFLINE  

esplonky

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Posted Tue Jun 14, 2011 8:51 AM

Quote

View Postesplonky, on Sun Jun 12, 2011 6:43 PM, said:

more screens than just one
There are various ways you can do that. You can use data with playfield variables or pfpixel/pfhline/pfvline, or pfpixel/pfhline/pfvline without data, or a bunch of these:

 playfield:
 ................................
 ................................
 ....XXXXXX...X....X...XX...X....
 .............X....X........X....
 .............X....X........X....
 ....XX....XXXX....XXXX.....X....
 ................................
 ................................
 ....XX...XX..XXXXXX..XX...XX....
 ................................
 ................................
end


when you say that, do you mean put something like

screen1
 playfield:
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
end

screen2
 playfield:
  ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
 ................................
end

 if joy0right && player0x < 154 then goto screen2


#20 Random Terrain ONLINE  

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Posted Tue Jun 14, 2011 12:36 PM

View Postesplonky, on Tue Jun 14, 2011 8:51 AM, said:

When you say that, do you mean put something like
Almost, but screen1 would never be displayed since it falls right into screen2. You do something more like this:


Main_Loop

   . . .

   . . .

   . . .


   if joy0left && player0x < 2 then goto Screen_1

   if joy0right && player0x > 152 then goto Screen_2

Done_Screen_Change


   . . .

   . . .

   . . .


   goto Main_Loop










Screen_1

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

   goto Done_Screen_Change


Screen_2

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

   goto Done_Screen_Change

But in a real game, you'd probably use data. For example, if screen 9 is displayed and the player moves to the right and hits the right edge, then look at the data and see what screen should be displayed.

#21 esplonky OFFLINE  

esplonky

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Posted Tue Jun 14, 2011 1:46 PM

it doesn't like this

   . . .

   . . .

   . . .


#22 Random Terrain ONLINE  

Random Terrain

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Posted Tue Jun 14, 2011 2:04 PM

View Postesplonky, on Tue Jun 14, 2011 1:46 PM, said:

it doesn't like this

   . . .

   . . .

   . . .
That was just to show where other code will go. You're not supposed to use it.

Edited by Random Terrain, Tue Jun 14, 2011 2:05 PM.


#23 esplonky OFFLINE  

esplonky

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Posted Tue Jun 14, 2011 2:18 PM

what code? like movement? colors?

#24 Random Terrain ONLINE  

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Posted Tue Jun 14, 2011 2:43 PM

View Postesplonky, on Tue Jun 14, 2011 2:18 PM, said:

what code? like movement? colors?
Whatever you'd normally put in the main loop of a BASIC program. Although it's not exactly the same as batari Basic, this book might help:

Atari Basic - A Self-Teaching Guide

#25 esplonky OFFLINE  

esplonky

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Posted Tue Jun 14, 2011 3:39 PM

to tell you the truth, im very new to basic, so idk what you put where usually




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