Atari 2600 News
Jack and the Beanstalk (Build 15) (A2600 Game)

atariland2600 has posted an update of his Atari 2600 homebrew game “Jack and the Beanstalk” which is based upon a fairy tale with the same name.

Release notes:

They’re supposed to be clubs, but you can have them be whatever you want them to be.

Update:
+ Added Jack to the title screen.
+ Added three new screens to level 2.
To access the password screen, press up then down at the title screen and put in “28” and then press “fire” to get to these latest screens.

http://www.atariage.com/forums/index.php?showtopic=118991&st=50

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Jack and the Beanstalk (Build 10) (A2600 misc)

atariland2600 has posted an updated of his Atari 2600 homebrew game “Jack and the Beanstalk” which is based upon a fairy tale with the same name.

Release notes:

Here’s a new version.
+Added climbing animation for level 2
+Level 1 is finished, with 20 screens (878 bytes left, enough for a really cool title screen song, if anyone can make one, that is)
+New password: 66 – start at cutscene between levels 1 and 2.
+Did some minor changes to the cutscene between levels 1 and 2.

http://www.atariage.com/forums/index.php?showtopic=118991&st=25

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Roll Up (A2600 Game)

This is a simple game called “Roll Up.” Think Katamari Damacy, Bubbles, Feeding Frenzy, Flow, and any of those other “eat to get bigger” games. You play as a guy pushing a ball around, rolling it over things to make it bigger. You can only roll over things that are smaller than your ball. The fire button charges up a roll-attack, and when released, the player will dash in the direction held.

The purpose of the game is to get the highest score in the time limit.

http://www.atariage.com/forums/index.php?showtopic=135962

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Jack and the Beanstalk (Build 8) (A2600 misc)

atariland2600 has posted an updated of his Atari 2600 homebrew game “Jack and the Beanstalk” which is based upon a fairy tale with the same name.

Release notes:

Added a password system. At the title screen, press up then down. Passwords so far:
47 = infinite lives
28 = start on level 2

Level 4 will be level 2 reversed, you have to make your way down level 2 instead of making your way up it, but i haven’t got that far yet. First I have to program the level 3 “Adventure”-style castle in, but before I do that, I have to finish programming levels 1 and 2. I guess everything has an order for me.

http://www.atariage.com/forums/index.php?showtopic=118991&st=25

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Duel (16-12-2008) (A2600 Game)

“DUEL” (formerly called “Circus Galacticus”) is a futuristic gladiator tournament, where combatants duel each other to the death for the pleasure of the galactic empire. The game will comprise the player’s fighting career, with the difficulty and rewards ramping up with each new match. A match ends when one gladiator loses all of his shields, and is fried by his opponents laser beam. The player begins a match with three shields, while each new opponent gains more shields up to a maximum of five.

This is a playable demo. The difficulty ramps up as you progress through the game in several ways, and most of the A.I. is in place. The final game will also contain a two-player versus mode, although that is disabled in this build.

http://www.atariage.com/forums/index.php?showtopic=136119

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Spider Game v0.4 (A2600 Game)

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.

Please keep in mind this game is a work in progress and will improve over time.

Release notes:

Finally, finished the kernal, I don’t need to care about how the atari will display the game graphics. It’s done

Here’s what the kernal support :

10 Independent enemies, 2 per floor. Independent position, speed, direction, sprite and color.

5 Flying dot (item to be collected) 1 per floor, with independent position, direction and speed. They are ball object, so I can’t draw one sprite for them and they share playfield color. This object is one Fly (insect)
Probably I’ll use Frog Pond’s fly like.

1 Floating sprite, the spider, with missile (web) support.

4 Platforms, assimetrical, with possibility to set holes at any desired position (PF1-PF2-PF3-PF4) for now, holes with 3 and 4 pf-pixels size are possible.

5 Columns, simetrical, one per floor. Using PF2 only.
As it is simetrical, changing PF2 the same information goes to PF3. For create a sort of maze.

About the rom information necessary for one level :

10 Bytes, one per enemy. Using left nibble to select the enemy, up to 15, plus blank (no enemy)
And right nibble to select NUMSIZ1 (sprite wide, 2 or 3 copies etc…) Not added yet.

8 Bytes for the platform, 2 bytes per row, one nibble for each PF, I can add up to 16 possible combinations for the holes, including blank PF and full (no hole). 9 combinations already used, Blank, Full, 4 positions of holes with 3 PF-pixels wide and 3 positions with 4 pixels wide.
They can be set at any position of the platform, one hole per PF, maximum of 4 holes per row.
I still have 7 free combinations for future expansion (such 2 holes per PF).
It’s added and working.

5 Bytes for columns. 1 byte/column per floor, I can directly draw the wall. Using 1 pixel for example, I have two columns/walls, as it’s simetrical. And I’m using PF2 only, it’s enought.
Added and working.

10+8+5 = 23.

I can create about 90 unique levels (type of enemies, holes and walls places) using only 2 kb of rom data

And about the game itself (I don’t start to code it yet. It’s a to do list)

15 possible enemies types (Scorpion, bat etc…), maximun of 10 per screen, I can choose any of them in order of appearance.
Each enemy had own movement pattern. Scorpions just walk foward, turn and walk again. It’s most basic.
They don’t know where the spider is, and they are slow. Good for the first enemy of the game.
Bats fly fast crossing the screen, such bats from pitfall 2, mountain king etc…
There will be enemies that know where the spider is and attack.

About Fly, I don’t know if shoud be good display all five or only one per time… Anyway it’s possible display all 5 at same time.

The spider can fix and walk on the upper platform, also reach new floor using the web and crossing the platform’s holes.
But the spider can’t tru the walls, and not climb on it.
The enemies such scorpions can’t too, so I have plans to create enemies able to trough the walls.

Hiting the fly you collect it and earn points. Touching enemies, you loose one life.

I Don’t know the rules to go for next level, maybe collecting % of Fly, or by time, and if you not collect one amount of fly, you loose one life. I don’t care about this for now.

Around 10 levels per stage, each stage with own enemies and tricks, my objetive is about 6 or 7 stages (~70 levels).

It’s the game I have on mind. Things can be changed, removed or added.

http://www.atariage.com/forums/index.php?showtopic=135482

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Spider Game v0.3 (A2600 Game)

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.

Please keep in mind this game is a work in progress and will improve over time.

http://www.atariage.com/forums/index.php?showtopic=135482

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Circus Galacticus (04-12-2008) (A2600 Game)

The setting is a futuristic gladiator tournament, where combatants duel each other to the death for the pleasure of the galactic empire. The game will comprise the player’s fighting career, with the difficulty and rewards ramping up with each match.

Release notes from jrok:

Here’s my latest build:

Finally got scanline under control with a small kernel edit and some optimization of the player control scheme. The game runs at a smooth 262 except for overflows during the death animations, which I’ll have to investigate further.
Replaced left and right walls with a PF0=128 vertical frame in the vblank
Set a limits on laser beams to stop their progress at the left and right walls (still working on stopping vertical and diagonal beams)
Created a color phase animation for the combatants while waiting for a new match to begin.
Increased hittable area of both combatants
Revised AI routine
Expanded number and style of playfields
Expanded number of unique enemies

For me, the most exciting part was being able to finally get my core game routines to run at a reliable 262, since I was at the verge of giving up. I have lots of ideas where I want to take the game next, so its a big relief to know that, at the very least, I might still have a program that’s functional.

Next:
Now that I can have scores of unique “looking” enemies, I really want to work on getting unique “acting” ones. I’ve left placeholders in my enemy data set that I will try to use as pointers for different weapons, and maybe even alternate AI routines. I have plenty of ROM left in my AI bank, so I just have to figure out what I want them to do differently that varies the challenge as you proceed through the game.

I also would like to add in a few new player control options, which will be pretty easy since I’m already tracking the time that the player is holding down the fire button. But I could use some advice:

Quick button “taps”:
Which do you think would be more interesting and/or useful: a quick dodge manuever or a melee attack?

Overcharging the gun:
Should this produce a negative effect for the player, like the weapon becoming unavailable for a short period of time? Or should it be some sort of super-attack or manuever that can be stocked up like smartbombs?

Also, I’ve realized if I keep this a 32K game, I still have 2 completely empty banks to create completely alternate gameloops, to keep the player guessing about what’s coming in the next level. For instance, instead of facing a lone gladiator with a laser beam, I want to create the following alternate round-styles:

Fend off groups of alien wildlife that emerge from a pit.
Battle a snakelike creature that moves like a Tron light cycle.
Battle a killer robot that can teleport around the screen.

It’s probably biting off more than I or bB can chew, but if I can squeeze even one alternate play-style in there I think I’ll be happy with this project.

Cheers,
Jarod

http://www.atariage.com/forums/index.php?showtopic=134731&st=0

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SpongeBob SquarePants – Jellyfishing (06-12-2008) (A2600 Game)

atari2600land is continously improving his Jellyfishing game featuring SpongeBob SquarePants.

Release notes:

Multi=point idea added due to popular demand. What else should I add?

http://www.atariage.com/forums/index.php?showtopic=134817&st=25

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SpongeBob SquarePants – Jellyfishing (30-11-2008 r2) (A2600 Game)

atari2600land is continously improving his Jellyfishing game featuring SpongeBob SquarePants.

Release notes for yesterdays second version:

Here’s a little sound effect. The more jellyfish that are near you, the louder the buzzing is. Does anyone have a good idea about how to do collision detection for stinging (death?) Since I’m using flickering, i don’t really have a good idea on how to do it.

http://www.atariage.com/forums/index.php?showtopic=134817

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