Here's the Engine/Example for you to create your own Atari 2600-esque games: Atari 2600 Engine (by Aloan Moreira)
Note: The engine is still a work in progress to conform 100% to the Atari 2600 limitations.
There are more sprites and colors than possible and some other wrong things I need to update.
Att: it´s possible to use the 2 missiles and the ball to make up fake player sprites, bringing the total of player sprites to 5!
This example needs an important object: the Layer object. Download
Note: do not use the Walrus full screen object as it defeats the purpose of the famous horizontal stretching of the Atari 2600 and the positioning of objects (chars).
If you find necessary to set a snapping grid for working with the playfield in the Frame Editor, click View, Grid Setup, Show grid and snap to, and put these values in:
Grid Setup
Origin: no change
size: width: 8
height: 1
hit ok
Engine/Example controls: arrows to move, Shift to jump
level 1: platform
level 2: eight directions
level 3: sample Playfield 1
level 4: sample Playfield 2
level 5: sample Playfield 3
See some of my old stuff (wip): Here
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AUDIO: Almost all Atari 2600 games can only have 2 track audio! but some games had a third just for noise! (effects)
I use my music keyboard to record into its track. I use the square wave intrument to create music for it.
You can also record sounds from your stella emulator using the free audacity digital recorder. Remember to save your audio to the .ogg file format.
Here is a great Atari 2600 sound effects library (+8mb) made by Sebastian Tomczak: Download!
Use the sounds in the sound library to make the sounds of your faithful Atari 260 game.
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Atari 2600 graphics simplified: Drawing your Atari 2600 graphics on Paint.net (free paint program)
And here is that drawing template, but in paint.net format (with layers)
Atari 2600 Graphics template (by Aloan Moreira)
How to convert a real image to an Atari 2600 Playfield:
1- Use MtPaint to convert the colors of your image to the Atari 2600 color palette.
(link and download below)
Note 2: always use nearest neighbor when resizing and save as .png!
If image is wider than taller: ex: 340 x 120
1- resize with a horizontal of 320 with aspect ratio ticked
2- untick aspect ratio, resize (horizontally only) to 80
3- resize again (horizontally only) to 320
if image is higher than wider: ex: 340 x 500
1- resize to vertical 192
2- resize canvas to 320
3- squish horizontal only to 80
resize horizontal only to 320
Now you have a real Atari 2600 Playfield. (remember to abide to the color rules)
Imagine all the trouble one had to go, to make this in pure assembly language.
Downloads: MTPaint
Atari 2600 palette gpl
Color Quantizer program
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