RKGames Posted October 31, 2013 Author Share Posted October 31, 2013 Since I didn't remember the arcade game I just watched a video of the game, about 6 minutes or so and I tend to think the one screen does get repetitive. So I like your idea of different screens with different layouts and landing places. I think that would add more to the game myself. I wonder how you plan to implement this though, so many succesful landings and you go to another screen, or by points, or at random? In your arcade mode will it be in black and white, or color? I am just asking is all. I don't know how much memory all the options you mentioned will take up, but I guess I would vote for as many as possible. But I don't want to make things so complex that it becomes a pain for you to program. Just my two cents worth, it is your game and however you do it is not as big of a deal to me since I really look forward to playing it when it is released! Keep up the great work! Cool, I'm planning on about 20 to 30 levels in the new mode, as pixelboy said, mainly new landing positions, however i'm looking into adding a new enemy type or two for the higher levels to keep the players interest! I'm going to play it safe and code the core of the game (Arcade and coleco versions) and what space is left i'll devote to the new levels mode so i dont fall into the monster bash trap again! Take care, Russ 3 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted October 31, 2013 Share Posted October 31, 2013 Cool, I'm planning on about 20 to 30 levels in the new mode, as pixelboy said, mainly new landing positions, however i'm looking into adding a new enemy type or two for the higher levels to keep the players interest! I'm going to play it safe and code the core of the game (Arcade and coleco versions) and what space is left i'll devote to the new levels mode so i dont fall into the monster bash trap again!Take care,Russ Kewl Quote Link to comment Share on other sites More sharing options...
65Gamerguy Posted October 31, 2013 Share Posted October 31, 2013 Cool, I'm planning on about 20 to 30 levels in the new mode, as pixelboy said, mainly new landing positions, however i'm looking into adding a new enemy type or two for the higher levels to keep the players interest! I'm going to play it safe and code the core of the game (Arcade and coleco versions) and what space is left i'll devote to the new levels mode so i dont fall into the monster bash trap again! Take care, Russ Russ, WOW! Sounds very impressive! You are the man! Quote Link to comment Share on other sites More sharing options...
coleco_master Posted November 3, 2013 Share Posted November 3, 2013 Cool, I'm planning on about 20 to 30 levels in the new mode, as pixelboy said, mainly new landing positions, however i'm looking into adding a new enemy type or two for the higher levels to keep the players interest! I'm going to play it safe and code the core of the game (Arcade and coleco versions) and what space is left i'll devote to the new levels mode so i dont fall into the monster bash trap again! Take care, Russ Can't wait to see final result, Quote Link to comment Share on other sites More sharing options...
ColecoDan Posted November 3, 2013 Share Posted November 3, 2013 Can't wait to see final result, You get to wait less than all of us 2 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 3, 2013 Share Posted November 3, 2013 You get to wait less than all of us Quote Link to comment Share on other sites More sharing options...
newcoleco Posted November 6, 2013 Share Posted November 6, 2013 Sent a very tiny piece of data to RK, not something elaborate but gives an idea of a possible music. 4 Quote Link to comment Share on other sites More sharing options...
RKGames Posted November 7, 2013 Author Share Posted November 7, 2013 Sent a very tiny piece of data to RK, not something elaborate but gives an idea of a possible music.Thanks again Dan for the short tune! I'll get it in the game and hopefully post a video for everyone to see and hear over the the weekend (I cant wait to hear it myself)! I really appreciate the music, what a great surprise to see it in my mail box!!!! Take care, Russ 1 Quote Link to comment Share on other sites More sharing options...
RKGames Posted November 9, 2013 Author Share Posted November 9, 2013 Title Screen Music by Dan (NewColeco), and Play Tester announcement! More to come next week! 5 Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted November 9, 2013 Share Posted November 9, 2013 Jump!! Go ahead jump! Nice work, Dan! Keep up the good work, Russ! 1 Quote Link to comment Share on other sites More sharing options...
phattyboombatty Posted November 9, 2013 Share Posted November 9, 2013 Outstanding! I am a huge VH fan, saw them this summer at their only California gig, and I approve!!! Quote Link to comment Share on other sites More sharing options...
65Gamerguy Posted November 9, 2013 Share Posted November 9, 2013 (edited) Outstanding! I am a huge VH fan, saw them this summer at their only California gig, and I approve!!! I am a big fan of VH as well. Never got to see them live though. Back in about 1982 or 83 I spent almost three hours on the phone dialing over and over trying to get tickets to see them in Kansas City, but all I ever got was a busy signal. Who would have thought back then a VH song would be in a ColecoVision game, granted 30 years later, but better late than never right? Pretty awesome if you ask me. Dan has, once again, done another great job with his amazing CV musical ability! Bravo! Edited November 9, 2013 by 65Gamerguy 1 Quote Link to comment Share on other sites More sharing options...
+Darrin9999 Posted November 9, 2013 Share Posted November 9, 2013 Nice Job! Both RKGames and NewColeco.. Quote Link to comment Share on other sites More sharing options...
RKGames Posted November 9, 2013 Author Share Posted November 9, 2013 Nice Job! Both RKGames and NewColeco..Thanks! Dan did an awesome job on the music as always, it's mind blowing how talented he is with both his coding and music! to make everyone a little more excited, Dan just sent an even better version of the song! I'll see if i can post another video tonight / tomorrow! Or if dan wants to post a full version of the song on his youtube channel like he usually does that would be cool! Russ Quote Link to comment Share on other sites More sharing options...
65Gamerguy Posted November 9, 2013 Share Posted November 9, 2013 Thanks! Dan did an awesome job on the music as always, it's mind blowing how talented he is with both his coding and music! to make everyone a little more excited, Dan just sent an even better version of the song! I'll see if i can post another video tonight / tomorrow! Or if dan wants to post a full version of the song on his youtube channel like he usually does that would be cool! Russ Wow this just keeps getting better and better! Quote Link to comment Share on other sites More sharing options...
newcoleco Posted November 9, 2013 Share Posted November 9, 2013 Thanks! Dan did an awesome job on the music as always, it's mind blowing how talented he is with both his coding and music! to make everyone a little more excited, Dan just sent an even better version of the song! I'll see if i can post another video tonight / tomorrow! Or if dan wants to post a full version of the song on his youtube channel like he usually does that would be cool! Russ When music done, sure, I will post a video 2 Quote Link to comment Share on other sites More sharing options...
RKGames Posted November 9, 2013 Author Share Posted November 9, 2013 When music done, sure, I will post a videoCoool! Thanks again for the latest version of the song. amazing work!!!!!! Russ Quote Link to comment Share on other sites More sharing options...
RKGames Posted November 10, 2013 Author Share Posted November 10, 2013 Update with the latest music revision from Dan, and Now the player can jump out of the plane 3 Quote Link to comment Share on other sites More sharing options...
+Darrin9999 Posted November 10, 2013 Share Posted November 10, 2013 Update with the latest music revision from Dan, and Now the player can jump out of the plane Looking Great! Quote Link to comment Share on other sites More sharing options...
digress Posted November 10, 2013 Share Posted November 10, 2013 Need woman in a bikini waiting for him on the island though. 1 Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted November 10, 2013 Share Posted November 10, 2013 Dan's tune is superb! I do hope you intend of fix the "glitch" (if you can call it that at this point of development) where the front of the cargo plane disappears when it touches the left edge of the screen. Perhaps you could do the cargo plane as a horizontal tile animation, which would free up a couple of slots in the sprite attribute table, and you could use those sprites for something else. Just my two cents. Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted November 10, 2013 Share Posted November 10, 2013 Very cool! Looks and sounds great! Quote Link to comment Share on other sites More sharing options...
+nanochess Posted November 11, 2013 Share Posted November 11, 2013 Dan's tune is superb! I do hope you intend of fix the "glitch" (if you can call it that at this point of development) where the front of the cargo plane disappears when it touches the left edge of the screen. Perhaps you could do the cargo plane as a horizontal tile animation, which would free up a couple of slots in the sprite attribute table, and you could use those sprites for something else. Just my two cents. He can use the Early Clock (bit 7) in sprite color, so the sprite can disappear smoothly in the left, of course, he should add 32 to X coordinate. 1 Quote Link to comment Share on other sites More sharing options...
Kiwi Posted November 11, 2013 Share Posted November 11, 2013 He can use the Early Clock (bit 7) in sprite color, so the sprite can disappear smoothly in the left, of course, he should add 32 to X coordinate. I test this just now. He can use sprites[0].colour =0xF4; in C to do the early clock. First Hex is F, which will trigger the Early Clock, and second Hex for the color he want to use, which is blue. I was thinking earlier of another solution is to do the plane in char. I think 4 copies of the plane would work. I think either put_frame or series of put_char would work. Put_frame will not wrap around, and will go off screen. Quote Link to comment Share on other sites More sharing options...
RKGames Posted November 11, 2013 Author Share Posted November 11, 2013 I test this just now. He can use sprites[0].colour =0xF4; in C to do the early clock. First Hex is F, which will trigger the Early Clock, and second Hex for the color he want to use, which is blue. I was thinking earlier of another solution is to do the plane in char. I think 4 copies of the plane would work. I think either put_frame or series of put_char would work. Put_frame will not wrap around, and will go off screen. Nanochess, Kiwi, thanks for the info. i had no idea that smooth scrolling a sprite off the left of the screen was going to be so tricky! Thanks for the info about the Early Clock! I now have the plane smoothly flying off the left of the screen, only to have the issue on the other side now. but with this info, i'm working on a function that will know when to flip back and forth the right color to toggle the mode as needed and reposition the sprite to make it look like nothing tricky is happening under the hood! Thanks again! Hopefully i'll be able to pull that off! Too funny how little things like that can almost be show stoppers on the coleco hardware! good to know! Take care, Russ Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.