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Icon   LS_Dracon This is out of our range and it's crude

  1. Spider Game [Atari 2600]

    Posted 4 Dec 2008

    Here I am with my third project for the Atari2600.
    It's an original game, actually my first game concept (My previous project is an unfinished Pong clone and Bee•Ball, original concept created by one friend, not by me).

    Spider game (prototype name) is a platform game, you play as spider and must walk around and climb platforms to collect goodies, while dodge all cast of dangerous enemies such scoprions, bats and others.

    You can climb on upper platform, fix on it and walk in upside-down view, this is the novelty.
    Another good think, this game will have tons of different stages with different themes and each stage with own selection of enemies.

    At first, my idea was not another insect themed game (spider is an arachnid, thoug), but one game that have a option to play in inverse way, walking in upsidedown view.
    This make sence if the player is an insect. The original idea was playing with an ant, but ant doesn't jump so I figure one jumping spider. The interesting from spider is the hability to make web, so instead jump, do the web.

    Probably you think about vcs spiderman, there's nothing from spiderman in this game, exept the web, but unlike spiderman, the web is not the real gameplay, here its fast to do and you don't need a high precision. The web is a complement.

    To create a huge numbers of levels, this must to be an 8kb game. I gonna use the first 4kb bank for main code, and the extra 4kb for store level data.
    In theory my code need about 28 bytes per level, so in a 4kb I can store about 142 levels.
    Too much, my goal is around 60-70 levels, enought and no doubt I gonna find a good usage for the rest of the rom.
    This demo is 4kb and probably keep this until the final adjusts.

    My biggest task was create a flexible code enought, for easily build new stages and send new enemies information. I'm still working on it and soon as possible everyone here can create levels for this game. :)

    Don't worry about sprites, I'm patiently drawing them, the current sprites is a placeholder.
    I wont show the real sprites for keep them as surprise, I'm trying to do something new for the vcs.

    The game is almost done in my mind, now I have the hard job to convert idea into binary.
    Feedbacks are welcome, and let me know your first considerations :)

    How to play : move the spider to left or right, and hold fire button to make web.
    If web touches the upper platform, keep holding the button and push up to get up (or down, if needed)
    Touching any platform you fix and can walk on it. If you walk tru an hole, you will fall.
    Relase button to cancel web at anytime.
    The objective is collect the "fliyng dots" (not added yet) and avoid enemies (there's no collisions detection for now).
    Alot of things do not work for now or work with bugs, soon as possible I will fix them all.
    The real game history and objective I'll post soon.

    Edit : Every new version, I'll delete the previous one, the latest version is atached on my late posts.
  2. Hyper Sprite

    Posted 17 Oct 2008

    I have an idea, to use playfield for compose one elaborated sprite.
    The resolution is low, anyway I like the result.
    Set both players to match playfield pixels size, then use assimetrical mirowed playfield (PF2-PF2).
    Set the background as white, PF as black and put the sprite in the middle, you can draw black borders with playfield (16 pixels wide) and the colors come from sprite, 8 pixels wide, in this demo I use both missiles, give-me plus 2 pixels, so 16 pixels wide for black and 10 pixels wide for colors, 4 colors per line.
    I forgot to convert sprite to binnary in upsidedown view and I have problems to optimise the kernal, anyway with sprite data in upsidedown view, I have more free cicles to add Ball (plus 1 black pixel) or PF1 Data (not assimetrical).
    I think this coud be useful for title screen, or some cutscene.

    This is the image and binnary :
  3. FM Towns Marty Emulator

    Posted 4 Apr 2008

    XE is a multi plataform emulator, suport common systems like genesis, snes, sms and others, many in partial or bios emulation only.
    The interesting is obscure systems emulated such PC-FX and now FM town Marty.
    It's an obscure japanese console, launched in 91, had a powerfull hardware for their time, a 386 DX processor at 16 mhz, 2 Mb of RAM and cd-rom. Probably was very expensive too.

    http://www.xe-emulator.com/
  4. SuperPong 2600

    Posted 15 Feb 2008

    This is an update of one project I did in 2006 (Another Pong), now I rewrote entire game.
    My intention is see how far vcs can, graphically, for display a simple Pong.
    Now this objective is complete, both players with scanline color changing, the middle line, and ball with small flicker effect, in one scanline resolution.
    Is possible draw a ball with sphere looking without flickering, but this code took much time so I remove this code for keep the players in "high resolution".
    And the sound is way better than I did in Another Pong.

    - Score 10 points and the game is over.
    - Press controler button for reset

    Next update I'll add the artificial inteligence.

    Have fun :)
  5. Sega Genesis hack - Sonic Harder

    Posted 3 Feb 2008

    Hi people.
    My fellow Eduardo Knuckles is working in a sonic hack (sonic 1 with harder levels), but his game is very interesting.
    It's not only a tile graphic change, sonic harder have some features coming from prototipe version, unlocked for this hack, such new animations, unused sprites, alternative enemy graphics and more.
    Also, he added spindash, that come at first in sonic 2, and the music comming from other sonic games, such 3d blast.
    There other guys working in this projetc too.
    The current version is 0.05.

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Member Title:
Moonsweeper
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29 years old
Birthday:
December 29, 1980
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  1. Photo

    StanJr Icon

    05 Mar 2010 - 5:27
    You sir, rock. Well done.
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