Atari 2600 News
atariland2600 has updated his game GoSub2. It’s now at build 71a.
Release notes:
Well, after three hours of trial and error, I finally figured out how to make the sub move through the octopus and shark slowly. The shark sprite is a temporary one until I find a better one. As for one enemy being confined to the walls like the sub, how would the intro work? The intro being once the level starts (or it’s shot), it enters from the side.
http://www.atariage.com/forums/index.php?showtopic=111854&st=100
Fort Apocalypse has released a new A2600 homebrew game called Waterskier.
Release notes:
version 0.2 – fully functioning game where you try to pick up “cans” in the water (or air). Thought this would be less boring than slalom. 4 levels: freshwater, seawater, night, and blood. Open to suggestions. I want to add a minigame where you have to avoid snapping shark while getting back in the boat when you fall (but you can’t fall in current game).
http://www.atariage.com/forums/index.php?showtopic=117201
atariland2600 has updated his game GoSub2. It’s now at build 70.
Release notes:
Here’s two enemies, but this probably won’t work because
#1 – the enemies aren’t really enemies. You can touch them for a long period of time and nothing happens.
#2 – I drew a crappy shark sprite.
I need some help with #1 unless people would like it if you touch them, you’d lose a life automatically (i.e. no grace period.) And, I’d like some help with a decent-looking shark sprite as well.
http://www.atariage.com/forums/index.php?showtopic=111854&st=100
GoSub2, the successor of GoSub has been updated…
Release notes:
I cut off the sfx for the torpedoes and brought back scoring with this version. These were quick changes to make. I’ll add some quick speed thingy soon. Thanks for the comments and feedback so far. Does anyone have a suggestion as to how a possible bonus round would work?
EDIT: The scoring will work properly if you change this
if byte3=$A0 then byte3=$10
to this:
if byte3=$A0 then byte3=$00 : byte2=byte2+$01
This fix will be in the next version I release.
http://www.atariage.com/forums/index.php?showtopic=111854&st=100
Bee Ball is a volleyball type game, but the difference matters. You and your CPU player are bees and of course you don’t push around any ordinary volleyball, no it’s a honeyball!
Todays release is a SCEAM version of Bee Ball. This makes this game available for PAL, NTSC and SCEAM.
http://www.atariage.com/forums/index.php?showtopic=109531&st=100
GoSub2, the successor of GoSub has been updated…
Changes:
I put sfx back in (getting an extra life, shooting missile, and hitting octopus with missile), and the # of lines still stands at 262, so I don’t think the screen should jump when playing on a real 2600. I’m done with the “engine”, so all I have left to do is create 70 mazes. Help would be nice. The mazes are 15 pfblocks high and 32 pfblocks long.
http://www.atariage.com/forums/index.php?showtopic=111854&st=75
GoSub2, the successor of GoSub has been updated…
Changes:
I did a whole bunch of optimizing code and have changed the way GoSub 2 works. I took out the minigame (see post above for why). The only changes in the regular game is:
+ Sub is now white
+ no sfx except for crashing into walls and level clearing music.
I did this so the # of lines would remain at 262. It’s been working so far. I am also going to not have a mini-game (but there is an Easter egg.), so the # of mazes will be somewhere around 100.
http://www.atariage.com/forums/index.php?showtopic=111854&st=75
Bee Ball is a volleyball type game, but the difference matters. You and your CPU player are bees and of course you don’t push around any ordinary volleyball, no it’s a honeyball!
Notes from LS_Dracon:
I’m work a lot in AI, but the stupid opponent still losing balls. I’m tired to coding this AI, it’s frustrating…
This version still with AI holes, but there new codes to avoid this. Don’t forget the multiplayer game, play against one friend, this game will be more fun.
http://www.atariage.com/forums/index.php?showtopic=109531&st=100