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- Path: sparky!uunet!sun-barr!ames!pacbell.com!well!moon!cyberden!phbill
- From: moon!cyberden!phbill@well.sf.ca.us
- Newsgroups: comp.sys.atari.8bit
- Subject: CrashMan!
- Message-ID: <maToPB2w165w@cyberden.uucp>
- Date: Mon, 17 Aug 92 22:33:33 PDT
- Organization: Indescribable Creations
- Lines: 58
-
- Hey all. Once again I've started on a new game, but this time (since
- I've had a TON of practice in this style of game, and I also have a
- better BASIC than I used back then..aka TBXL) I'll ACTUALLY finish it! :)
-
- Of course there's a catch. I need some music files. When I say music
- files, I'm being pretty general, but that's the point. All I require is
- that it plays in BASIC, in the background. Hell, I don't even need an
- actual playable song, just the note data and I'll program it into Sound
- Commander. (Remember that? I think it was from Compute! It would use
- machine language to play sound effects. The only thing I ever made in it
- was that old Russian song- used in most versions of (the official)
- Tetris.) Anyways, back to the game.
-
- The game is called CrashMan (remember the "Subject:" up there? ;) ).
- It's a Stupid Mario Bros. clone (I've gotten quite annoyed with the 8-bit
- Public Domain clone called "Bros." which TRIES to mimic the entire game
- but does a terrible job.) Just like Bros., this is being programmed in
- TurboBASIC XL and will be compiled... and just like Bros., it will use an
- IRG mode 5 (GRAPHICS 13, the 40 x 12 4-colored character mode) but with a
- MUCH niced character set. I'm not positive, but from what I've got
- planned, CrashMan will be a bit bigger than Bros. (app.16k of data per
- level. 20 screens by 440 bytes per screen. BUT, each screen has a ghost
- (which will contain the data on what the "?" boxes will give, where the
- enemies start out, and where all of the secret things are), so the data
- for each level takes up 17600 bytes). Also, in Crashman, when you get
- the growth item (in Bros. and Super Mario Bros. it's a mushroom, in this
- game it's a beaker), you'll actually get bigger. Not only that, but
- unlike Bros., the player is a player (confused? - player as in sprite,
- rather than redefined characters, like in Bros.).
-
- Well.. most of it is coming together rather nicely. I've got the
- character set defined, as well as an alternate Daisy Dot III Near Letter
- Quality font for printing out documents (I may make this a (the term has
- lost me).. like Valgus^2.. you get the PD demo and then pay a bit to get
- the registered version of the game along with documents, etc.) All I
- REALLY need to fit in there to be sure I have enough room in 48k! is a
- few music files. I'm not even sure how many level's I'll have (maybe
- I'll upload the Mapper program I made so people can make their own
- levels..?), but I'll probably only need about 4 or 5 different songs. (I
- don't want the thing to take TOO long loading! :) ).
-
- If anyone'd like to help me out at all (I still need a NICE title screen
- and some good Player/Missle animation done. I WAS going to get a friend
- of mine (who's an excellent artist) to draw a title on paper and then I'd
- digitize it and clean it up or do some other tricks to it, but he's in
- San Diego for a while :-( .), you're welcome to. Just E-mail me and
- we'll see what we can do.
-
-
- Thanx. I hope this'll end up being one of my best projects in quite a
- while.
- Phbill
-
- ___________________________ ||| __
- PhBill: Bill Kendrick / | \
- moon!cyberden!phbill@well.sf.ca.us
- __________________________________ PhBill @ Cyberden (415-472-5527)
- August 17, 1992
-