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Splatform 2600 (just another new homebrew minigame)


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#1  

    Thrust, Jammed, SWOOPS!

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Posted Thu Oct 30, 2003 9:43 AM

Ok, here we go again. :)

Attached you find an Atari 2600 version of the 2002 Minigame Competition 1K winning game made by Robin Harbron (BTW: He has just won this years 4K category!).

It's a simple but fun platform jumping game with an infinite number of levels with increasing difficulty. The games is almost finished (and yes, it has a name :)), but it now needs to be tested and tuned.

You have 4 lifes, how far can you get?

UPDATE: Added fixed version 0.91
UPDATE: Added smooth scrolling version 0.95
UPDATE: Replaced v0.95 with fixed v0.96
UPDATE: Added version 0.98 with different bouncing physics
UPDATE: Replace v0.98 with fixed v0.99
UPDATE: Added final(?) version 1.01

Attached Thumbnails

  • Attached Image: screenshot.gif

Attached Files



#2  

    River Patroller

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Posted Thu Oct 30, 2003 1:33 PM

This looks like it could get very addictive. Is there a way you can make it so you can reset by pushing fire after the 4 lives are gone? Other than getting up after every game, it is a winner to me so far.

#3  

    Quadrunner

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Posted Thu Oct 30, 2003 1:38 PM

Very Cool Thomas. I found out the hard way...You can only go to the right!

*splat*

#4  

    River Patroller

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Posted Thu Oct 30, 2003 1:40 PM

I thought at first that it was just one screen where you neede to jump around on the platforms that were on the screen. But it didn't take me too long.

My high score after 5 min. of playing is 1068

#5  

    Dragonstomper

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Posted Thu Oct 30, 2003 2:09 PM

Good work!
Gfx is even better than the C64 version and the game is a bit easier (that's good).
Will it be possible to move to the right in the final version?
Hm, maybe i'll make a A8 port.

Matthias

#6  

    (Fabrizio Zavagli)

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Posted Thu Oct 30, 2003 2:18 PM

A d d i c t i v e ! :thumbsup:

Regards!
Rasty.-

#7  

    Moonsweeper

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Posted Thu Oct 30, 2003 2:37 PM

This thing doesn't work in stella on the mac, any suggestions?

Thanks

#8  

    River Patroller

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Posted Thu Oct 30, 2003 3:15 PM

monster angriff said:

This thing doesn't work in stella on the mac, any suggestions?

Thanks

Get a PC J/K :wink:

#9  

    River Patroller

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Posted Thu Oct 30, 2003 3:20 PM

monster angriff said:

This thing doesn't work in stella on the mac, any suggestions?

Thanks

Yep, that's true, I had to run it through Virtual PC and Z26. One of these days someone will update Stella for the Mac or port a better emulator over :sad:

#10  

    (Fabrizio Zavagli)

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Posted Thu Oct 30, 2003 3:39 PM

Just scored like Columbus: 1492 :D
(at level 3)

The game's also great during phone calls thanks to its 1-handed controls.. woo!

Regards,
Rasty.-

#11  

    Moonsweeper

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Posted Thu Oct 30, 2003 3:42 PM

Well, that sucks. I really wanted to play this game. Thomas, it's time you built a better emulator for the Mac. :)

#12  

    Thrust, Jammed, SWOOPS!

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Posted Thu Oct 30, 2003 3:49 PM

Schmutzpuppe said:

Good work!
Gfx is even better than the C64 version and the game is a bit easier (that's good).
Wait until you get to the higher levels. :evil:

I think I have to adjust/limit the increasing difficulty (less platforms) somewhat (around level 8 it becomes almost impossible now)

Quote

Will it be possible to move to the right in the final version.
Unfortunately that won't work. Unlike the C64 original, who could keep the whole level in RAM I am having to generate the platforms on the fly and the algorithm doesn't allow to go back (to many parameters involved).

Quote

Hm, maybe i'll make a A8 port.
Good idea, see you in next years minigame competition. :)

#13  

    Moonsweeper

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Posted Thu Oct 30, 2003 3:50 PM

This game is unbelievable. Lot's of fun, thanks for making another 1k gem. I would agree with an email on the stella list that it would be cool to have a paddle controller version of this game.

-mike

#14  

    Thrust, Jammed, SWOOPS!

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Posted Thu Oct 30, 2003 3:54 PM

monster angriff said:

This thing doesn't work in stella on the mac, any suggestions?
Sorry, but I am using illegal opcodes (not supported by older Stellas :sad:) inside the kernel now and I don't think I can change that.

You better find a talented Mac programmer who recompiles MacStella with the newer CPU emulation core. It should be as simple as that.

#15  

    Thrust, Jammed, SWOOPS!

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Posted Thu Oct 30, 2003 4:00 PM

killersquirel said:

This game is unbelievable.  Lot's of fun, thanks for making another 1k gem.  I would agree with an email on the stella list that it would be cool to have a paddle controller version of this game.
Hm, I am not sure about that, paddle control might make the whole thing too easy.

And I don't think it will fit into my kernel/code anyway. :)

Well, I'll think about that...

#16  

    Stargunner

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Posted Thu Oct 30, 2003 4:02 PM

Thomas Jentzsch said:

Quote

Will it be possible to move to the right in the final version.
Unfortunately that won't work. Unlike the C64 original, who could keep the whole level in RAM I am having to generate the platforms on the fly and the algorithm doesn't allow to go back (to many parameters involved).
Could you use a polynomial counter like in Pitfall! so it's reversable?

#17  

    Thrust, Jammed, SWOOPS!

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Posted Thu Oct 30, 2003 4:12 PM

DEBRO said:

Could you use a polynomial counter like in Pitfall! so it's reversable?
I wish it would be as simple as that.

New platforms are generated based on a factor which is determined by the number of platforms (and their size) currently on screen. This factor is then compared with a random number.

For each column (40) 19 new random numbers are generated. So I would have to go back 19*40 = 760 iterations. Since the random generator repeats after 255 iterations, that would be only 5 iterations forward. So this is no problem.

BUT, since the new left column would depend on the previous 40 columns I would have to reconstruct those too etc. until the start of the level. Therefore the level generation is not reversible.

#18  

    Thrust, Jammed, SWOOPS!

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Posted Thu Oct 30, 2003 4:17 PM

bjk7382 said:

This looks like it could get very addictive. Is there a way you can make it so you can reset by pushing fire after the 4 lives are gone? Other than getting up after every game, it is a winner to me so far.
Currently pressing the fire button also starts a new level. Using that one for a new game might cause you to accidently start a new game.

And a little physical exercise isn't that bad, is it? :D

#19  

    Dragonstomper

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Posted Thu Oct 30, 2003 4:52 PM

Nice Game! You should put this on a cart when you are done. Fun fun fun. Maybe a label contest too. (For coming up with the Idea, I should get a free copy :ponder: :roll: ;) )

#20  

    River Patroller

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Posted Thu Oct 30, 2003 5:12 PM

Thomas Jentzch said:

And a little physical exercise isn't that bad, is it?

That fire button setup is what you used on Cave 1k, and it is also how Yar's Revenge is set up too. I have never been a big fan of exercise. :)

vanman said:

You should put this on a cart when you are done.

I highly doubt that any of the minigames will ever make it to cartrige. I am willing to bet that the demand isnt enough to make the carts

#21  

    River Patroller

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Posted Thu Oct 30, 2003 7:55 PM

bjk7382 said:


I highly doubt that any of the minigames will ever make it to cartrige. I am willing to bet that the demand isnt enough to make the carts


I'll say the same thing I did about the Lynx game contest, if you put four or six mini-games on one megacart then people will buy it :D

#22  

    River Patroller

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Posted Thu Oct 30, 2003 8:26 PM

oesii said:

bjk7382 said:


I highly doubt that any of the minigames will ever make it to cartrige. I am willing to bet that the demand isnt enough to make the carts


I'll say the same thing I did about the Lynx game contest, if you put four or six mini-games on one megacart then people will buy it :D

Yeah, that would be a good idea, put all the mini-games that Thomas does and put them on one cart. Hell even Cave 1k and this one would be a sellable cart I think. But you never know. Go thru all the trouble to make boxes and manuals for them and then they don't sell :|

#23  

    River Patroller

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Posted Thu Oct 30, 2003 10:02 PM

Well here is my high score for right now. I am not sure how well it will hold up. I think I was on level 3.

Attached Thumbnails

  • Attached Image: oct30_13.jpg


#24  

    Dragonstomper

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Posted Fri Oct 31, 2003 12:46 AM

bjk7382 said:

I highly doubt that any of the minigames will ever make it to cartrige. I am willing to bet that the demand isnt enough to make the carts

How about a multi-cartridge with a few mini games?

You could call it:

Thomas Jentzsch Anthology
Thomas Jentzsch Hot Action Pak
or maybe
Xype Hot Action Pak

Onscreen game select would be nice ;)

Sandy

#25  

    Quadrunner

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Posted Fri Oct 31, 2003 7:23 AM

Pretty cool - I managed to get 1016 using z26 - this would be much better with a joystick ;)





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