kinda reminds me of a much loved C64 game called Eagle Empire.

Phoenix Atari 2600 conversion remake MMF2 problems with eagle events and movements!
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Continue my little work, but there is always some concern. For example, in a game similar, the shot must be fast, but I had to set the speed of the shot to y-4 maximum, or launches an object at maximum speed 40. This is due to the fact that MMF2 gives problems with collisions objects if they occur too quickly. (This small work can only be appreciated by those who remember the limitations of the Atari 2600 a long time ago, but could serve as a basic example for some similar game develop! There are two different examples for enemy instances).
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daryuss, I think the PHOENIX example is really good and plays and feels like the original. I think it needs to shot faster and the number of shot per press needs to be increased also, but other than that, it's a great game. Love it...! Nice job.
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Thank you for your appreciation. I share my little jobs so that someone can identifies what needs to be improved. Just to increase the speed of the shot putting [set y ('Fire') -5], you will notice that collisions do not occur few times, and do not add the score, for example [y 'object' < 110 add 20 to score | y 'object'> 110 add 50 to score ...] especially in frame 6 (boss level). I tried several ways.
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I'm sure you know that it will do that because you're moving the projectile 5 pixels at a time and if the enemy isn't exactly at the same Y as the projectile it won't collide and will skip over it. I'm not sure if this will work but maybe increase the -y of the projectile by -1 every 0.25 (or whatever) secs when you fire it or try the built in movement bouncing ball.
EDIT: I just changed all the projectiles to the Built-in Bouncing Ball movement and it seemed to me it cured the issue with collisions.
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Thanks for the tip! The small problem is especially in the boss screen, which also does not allow me to increase the score based on the Y <> coordinates. Next, I will think about the demostration, leaving the same number of frames (activate the "control group events" and deactivate them when the match is over (move the ship itself).
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Sounds good. Keep me posted with new examples of the game! Curious to see you get this complete and totally playable. It's worth getting it done IMO.
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KLiK-iT: Posted progress with fire bouncing ball mov. as you prompted, and I added demostration leaving the same number of frame. But demo movement of the ship isn't good yet (I'm trying fix it without adding new movement). The link is the same.
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A little example of Phoenix arcade space ship movement base with explosion, fire and shield for those who like to build classic games like this (press "D" for destroy spaceship (all explosion frames was captured by original game).
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Atari retro t its best, hats off to you. Great game.
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Hello Dario and friends! Here is a webpage I made explaining the Atari 2600! You can also download the Atari 2600 MFA which features that flickering limitation when there are more than 2 sprites on the same scanline! Have fun creating Atari 2600-like games!
Btw, Yes! I had also been using Ultimate full screen! it is a blessing! but as of the time of this posting, it seems that it is not needed anymore with Fusion 2.5+ as they have a proportional resize with black side-bars, which is exactly how retro games were displayed on a wider screen, by Mame (for example), so the pixels are not distorted! BUT for Atari 2600 games, the screen does need a "double-wide" stretch, because its pixels were "2x1" unless you stacked 2 pixels on top of each other! see my page for more on this!
So for an Atari 2600 mfa, you can go 2 ways:
1- have a 160x192 canvas which needs stretching (but your graphics will be original in size), or
2- have a 320x192 canvas (no stretching needed and you will need to draw sprites double-wide on your paint program for later export)Please login to see this link.
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Hi Aloan (and friends also!) Please login to see this link. I shared my Atari VCS 2600 Phoenix remake again!
(My dropbox is blocked for too much traffic, and I hope it doesn't even happen to my Onedrive!). You can download it, and since you know many more tricks to simulate the Atari 2600 system, if you can (but above all if you want), you could improve it. in that period I created it at 320x200 resolution because I didn't know the tricks to take snapshots at real size (the Stella emulator doesn't give snapshots exactly @160x192, so I have to fix the sprites with effort).
But I thought it is better that I continue to dedicate myself objectively to my Capcom Play 1 simulation project, otherwise I will never finish it!Please login to see this link.
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