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Work In Progress: "Bentley Bear: Crystal Quest"

Bentley

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#1 PacManPlus OFFLINE  

PacManPlus

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Posted Tue Jun 26, 2012 4:19 PM

Hi Guys:

This is my most ambitious project yet. My first 144K game.

I've been working on this off and on since before Christmas, and tirelessly for about two or three months now. I got the idea when I wanted to work on a sort of 'Pitfall III', but that developed into this when I started reading the 'Wonderboy on the 7800' thread and saw the excellent work PAC-MAN-RED does with graphics. I've requested the great work jwierer does with his level editors (which have also helped me greatly in the past), and along with kenfused have has brainstorms with all involved.

My goal is to have it completed (or at least most of it) by the CGExpo so I can show it there running with the XM (which means I have to work on sound as well - at the moment there isn't any). The basic synopsis, is that the Witch Berthilda has stolen 5 jewels and it's up to Bentley to retrieve them. When all is said and done, there will be 40 levels - 8 Round for each Main Level. I currently have the first two Main Levels done (1-1 through 2-8 ). You battle with Berthilda herself at the end of each Main Level (i.e. 1-8, 2-8, etc.), and get one of the jewels back when you 'defeat' her.

This is what I need to work on:
  • Levels 3-1 through 5-8 (and possibly a 'secret' level as well) ;)
  • Sound
  • Main Screen (splash screen / attract mode) - I still need to make a cool title screen
  • Slowdown issues at certain points (I most likely need to make my code more efficient)
  • Playing with the idea of 'warp' zones
  • Possibly using the HSC in an unusual way - save games... This however is not set in stone.
  • Audio (and possibly visual) warning when the invincibility hat is wearing off
The enemies get more difficult as you encounter new ones.

Enemies (touching any of them is death) ranging from easiest to toughest:
  • Tree - Moves toward you slowly, doesn't do anything unexpected.
  • Worm - Runs toward you, periodically jumping.
  • Skeleton - Moves a little faster, drops from the sky and is able to jump up to higher ground.
  • Bee Swarm - Moves along the top of the screen (can be easily missed if not paying attention), drops down when directly over you.
  • Ghost - Floats toward you in a wave-like pattern. Vertically tracks, albeit slowly.
  • Zombie - Moves slowly, only jewel hits to the head will register. Can reverse direction if hitting a wall.
  • Floating Head - Like the flaming skulls in DOOM, will float slowly, randomly zipping toward the player. Vertically tracks as well.
  • Coyote - Runs quickly toward you, and if he is close enough will try to 'claw' you. The 'claw' will kill the player as well. He will also try to jump over your thrown jewels.
  • Knights - Red, Tan, and Green - Increase in speed, and frequency of attack. Will slash at you with their sword when close enough. This will also kill the player. They will back up quickly to avoid your thrown jewels.
  • Purple Blob - Accelerates as they approach the player. If passed, they will reverse direction and accelerate toward you from behind. Also vertically tracks the player
  • Witch - The 'Boss' and the most difficult. Will move in a wave like pattern in place, until she decides to attack the player. Then she will zip toward you. If she passes you without killing you, she will back up and start again. Vertically tracks the player. In later levels, she will become quicker and throw fireballs as well.... and may have another surprise as well. ;)
Help:
  • Honey Jar - Gives health and points.
  • White Jewel - Gives the player a weapon. Hit 'B' button to throw white jewels.
  • Green Jewel - Doubles the power of whatever weapon you have in your hand.
  • Red Jewel - Twice as powerful as the white jewel.
  • Magic Hat - Invincibility (for a time)
snapBentley_00.png

Please let me know about colors (especially PAL), degree of difficulty, etc. As I work on this, I will not post the entire game until after the show (I don't want to spoil anything). :)
I just hope I can finish it in time - the show is only 6 weeks away.

Thanks, Guys

Bob

P.S. - Those of you who have seen the demo, will note that the Parallax scrolling is not used in every level - only the ones that require it.

EDIT - The 'BINS' were the wrong size, due to the 'dd' command appending to the existing file instead of overwriting it :ponder:

Attached Files



#2 gorfcadet OFFLINE  

gorfcadet

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Posted Tue Jun 26, 2012 5:36 PM

Wow! As always put me down for one! You're going to make me run an emu now! Is there a 78 emu for Mac?

#3 Rex Dart OFFLINE  

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Posted Tue Jun 26, 2012 5:43 PM

Flippin' amazing. A new sidescroller for the 7800? I'm checking this out when I get home.

#4 DanBoris OFFLINE  

DanBoris

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Posted Tue Jun 26, 2012 7:02 PM

Wow, this looks great already! Wish you had been programming 7800 games back in the day, the system might have been more successful!

Edited by DanBoris, Tue Jun 26, 2012 7:03 PM.


#5 cmart604 OFFLINE  

cmart604

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Posted Tue Jun 26, 2012 7:39 PM

Good lord, the stuff you do is staggering Bob. :-o I just played a bunch of Scramble, Rip Off, and Moon Cresta on my new Yurkie-modded 7800 yesterday and just shook my head at the awesomeness. :thumbsup: Can't wait for this one. :love:

#6 bennybingo OFFLINE  

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Posted Tue Jun 26, 2012 7:53 PM

So awesome!!!! Count me in for this one whenever the pre-order occurs!!! :thumbsup: :thumbsup: :thumbsup:

#7 Jinks OFFLINE  

Jinks

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Posted Tue Jun 26, 2012 9:12 PM

Count me in as well!! Will have to try this out.

#8 ntavio OFFLINE  

ntavio

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Posted Tue Jun 26, 2012 9:12 PM

Looking good, Billy Ray! (sorry it's a Trading Places reference)

#9 Underball OFFLINE  

Underball

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Posted Tue Jun 26, 2012 9:38 PM

Looking good, Billy Ray! (sorry it's a Trading Places reference)

Feeling Good, Lewis!

#10 evg2000 OFFLINE  

evg2000

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Posted Tue Jun 26, 2012 11:02 PM

count me in for one also

#11 TrekMD OFFLINE  

TrekMD

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Posted Wed Jun 27, 2012 6:07 AM

Add me to the list for a cart! This looks awesome!

#12 JonnyBritish OFFLINE  

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Posted Wed Jun 27, 2012 6:09 AM

I will take one for NTSC

#13 Cafeman ONLINE  

Cafeman

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Posted Wed Jun 27, 2012 6:30 AM

Didn't get a chance to fire up the demo, but based on description and screenshot, BB:CQ is a fantastic, fresh, fun idea. Looking forward to it! Kudos PMP!

#14 Trebor OFFLINE  

Trebor

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Posted Wed Jun 27, 2012 8:04 AM

Phenomenal would be an understatement to describe this Bob. Absolutely awesome; good luck with making your deadline, but don't kill yourself over it. As always, thank you for the generosity of sharing this with the community. The electronic copy is always greatly appreciated, and of course I want to purchase a cart when the time comes for physical distribution :)

#15 Sauron OFFLINE  

Sauron

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Posted Wed Jun 27, 2012 8:29 AM

This looks fantastic! :thumbsup:

#16 Trebor OFFLINE  

Trebor

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Posted Wed Jun 27, 2012 8:33 AM

Gameplay quick note...Not sure if it is MESS or ProSystem which is reversed mapped regarding button layout (I do believe MESS has it wrong).

For me I believe:
Running/firing should be the 1st button (Left button)
Jumping the 2nd button (Right button)

Same as what you would find for example on the NES in Super Mario Bros.

As it works now, under MESS the default button layout follows the above for Bentley, but under Prosystem it is reversed (Again, I do believe MESS is incorrect and ProSystem is correct). In fact, I remapped MESS to use the leftmost button as button 2 and the rightmost button as button 1 for all my various controllers when using it for 7800 emulation to correct what I believe is its reversed mapping of buttons for that system.

Regardless, in emulation it is no big deal (As noted above, you can assign whatever button(s) you want to controller function), but on the real thing - especially any who use an Atari 7800 gamepad or hack/modified NES one (Or even the NES Advantage Joystick), the button layout will impact the gameplay considerably (IMHO).

Perhaps, if possible Bob, there can be an option to toggle buttons 1 & 2 regarding their respective function. If not, perhaps a consensus can be taken on what button should perfom what function(s). Sorry, if I'm making a big deal out of a perhaps minor thing, but I don't want you to end up shipping this out to many people, only for many to be accustomed or expecting a different button layout function.

Edited by Trebor, Wed Jun 27, 2012 8:34 AM.


#17 eddhead OFFLINE  

eddhead

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Posted Wed Jun 27, 2012 9:17 AM

awesome, AWESOME, AWESOME! Put me on the cart list please and thank you!!

#18 phattyboombatty OFFLINE  

phattyboombatty

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Posted Wed Jun 27, 2012 9:34 AM

Seriously awesome. No doubt this will be a huge success! Thanks for sharing your brilliance with us Bob!

#19 Rybags ONLINE  

Rybags

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Posted Wed Jun 27, 2012 9:47 AM

Looking good (insofar as how far I actually got).

The score zipping upwards is somewhat distracting though.

#20 Draugr OFFLINE  

Draugr

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Posted Wed Jun 27, 2012 9:49 AM

Put me down for one.

#21 GaryH917 OFFLINE  

GaryH917

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Posted Wed Jun 27, 2012 9:57 AM

Excellent job as always Bob! Put me down for a cart when it's ready...

#22 edweird13 OFFLINE  

edweird13

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Posted Wed Jun 27, 2012 10:00 AM

All I can say is WOW!!!!!

#23 ckirkman OFFLINE  

ckirkman

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Posted Wed Jun 27, 2012 2:35 PM

Bob, looks great! I can't wait to play it. Please put me down for one.

#24 Allan OFFLINE  

Allan

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Posted Wed Jun 27, 2012 3:06 PM

Will this work on the Cuttle cart? And if yes, what are the settings?

Allan

#25 Lord Helmet OFFLINE  

Lord Helmet

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Posted Wed Jun 27, 2012 3:06 PM

I had a feeling we'd be seeing a new game from you soon. Looks great so far! :thumbsup:





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