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Sword of Iffrit

sword of iffrit bB viking atari games

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#1 ultima OFFLINE  

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Posted Sun Mar 15, 2015 4:48 PM

Attached File  Sword of Iffrit 10-15-17.bin   32KB   4 downloadsAttached File  Sword of Iffrit (portable) 10-15-17.bin   32KB   3 downloads

Fire starts new game and fires weapon
Joystick - 8 way movement

Reset - resets game to the Titlescreen

How to win:
Find and deliver the Sword of Surtr to Odin in Valhalla. You will only start with the weapons in your longhouse

choose a sword or choose a bow.
*work in progress

backstory.png

 

People of the 9 worlds.png Flora & Fauna of Iceland.png

 

iceland map.png


Edited by ultima, Sun Oct 15, 2017 7:29 PM.


#2 Mountain King OFFLINE  

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Posted Mon Mar 16, 2015 9:29 AM

Only had a chance to play this game for a little. I enjoyed exploring the world and only found one piece. Good start. Still a little rough around the edges.

#3 Mountain King OFFLINE  

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Posted Mon Mar 16, 2015 9:29 AM

Only had a chance to play this game for a little. I enjoyed exploring the world and only found one piece. Good start. Still a little rough around the edges.

#4 Papa OFFLINE  

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Posted Mon Mar 16, 2015 11:33 AM

I like this game.  I collected all the pieces and almost made it back to the ol' A-frame, but got hit by a giant spider (I called it a spider!?)! I've played it few times now. I like the Zelda-like screens and the search and find aspects of the game.  Good stuff!



#5 KaeruYojimbo ONLINE  

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Posted Mon Mar 16, 2015 11:45 AM

Nice start. I think this could become a very cool game. Looking forward seeing it develop.

 

Victory!

Attached Thumbnails

  • sword of iffrit beta 1.png


#6 Random Terrain OFFLINE  

Random Terrain

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Posted Mon Mar 16, 2015 2:32 PM

If you want to get rid of the sticky walls, this might help:

 

randomterrain.com/atari-2600-memories-batari-basic-commands.html#sprite_collision_example



#7 ultima OFFLINE  

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Posted Wed Mar 18, 2015 9:56 AM

I like this game.  I collected all the pieces and almost made it back to the ol' A-frame, but got hit by a giant spider (I called it a spider!?)! I've played it few times now. I like the Zelda-like screens and the search and find aspects of the game.  Good stuff!

Thanks Papa in fact it is a giant spider! The other enemy is only known as "the thing from the forest"

 

If you want to get rid of the sticky walls, this might help:

 

randomterrain.com/atari-2600-memories-batari-basic-commands.html#sprite_collision_example

Wow that code is rather math heavy for collision I'll see if i can break it down into caveman code lol

 

** got this working thanks you can rub all over the walls now!! unfortunately a side effect was the size went -84 bytes of code left so I ripped out some screens and it worked great


Edited by ultima, Wed Mar 18, 2015 8:49 PM.


#8 ultima OFFLINE  

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Posted Mon Mar 30, 2015 11:19 PM

I made an update it has random terrain's collision fix and I added one difficulty switch (right side I think) to control enemy speed A difficult/B easy. Update is in the first post. Will add more later...



#9 Random Terrain OFFLINE  

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Posted Mon Mar 30, 2015 11:42 PM

I made an update it has random terrain's collision fix and I added one difficulty switch (right side I think) to control enemy speed A difficult/B easy. Update is in the first post. Will add more later...


I love smooth, non-sticky walls. :thumbsup:



#10 ultima OFFLINE  

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Posted Thu Apr 9, 2015 10:24 PM

Update**

 Latest version is in 1st post

 added back screens removed from the first version

 added another weapon option in the difficulty switches

 fixed a few small bugs like the death screech  ;)

 and rearranged the code layout

 oh and after re-reading the viking myths I renamed the game to fit closer to a real viking theme

 

 in the next update I'll be working on random placement of objects and enemies 


Edited by ultima, Thu Apr 9, 2015 10:26 PM.


#11 ultima OFFLINE  

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Posted Sun Apr 26, 2015 4:46 PM

 Ok build 7 is in the first post has random placement of objects it also gets more action as you complete the sword 

 

 next up I would like to work more on enemy locations, ai paths and make some tweaks to the world layout



#12 ultima OFFLINE  

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Posted Thu Apr 30, 2015 12:25 PM

hmm not sure if anyone on here could help but i've found a nasty bug in the game that I can't figure out. if you beat the game around 4 times in a row the players lifebar changes color then on beating the next game the lifebar starts cycling colors as the player moves eventually crashing the game after reaching the winning condition. Any help would be greatly appreciated! 

 

Here's the source (sorry the comments are not up to par)

Attached File  Haldor's Saga.bas   24.84KB   174 downloads



#13 Random Terrain OFFLINE  

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Posted Fri May 1, 2015 12:28 PM

I'll see if I can find any problems, but it will take me a while to go through all of that code. I'll also rearrange some things to help me understand the code.



#14 graywest OFFLINE  

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Posted Sat May 2, 2015 10:20 PM

Fun game!  I enjoy the exploration aspect and being able to go inside the caves and buildings is cool.  Nice work!



#15 Random Terrain OFFLINE  

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Posted Sun May 3, 2015 5:39 PM

I'm still working on this. It's just taking me longer than I hoped.



#16 ultima OFFLINE  

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Posted Sun May 3, 2015 6:44 PM

thanks RT if i can help in anyway just pm me



#17 Random Terrain OFFLINE  

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Posted Wed May 6, 2015 1:18 AM

The problem you had was caused by ending the game using a gosub instead of a goto.

 

I started adding comments, but once I added enough to help me figure out some things, I stopped.

 

I got rid of all of the gosubs except the one that knocks the enemy back.

 

I moved the rooms to bank 3, then split the main loop between bank 1 and bank 2 to give you more room for code.

 

I changed the flashing of the score and objects. See if you like it or hate it.

 

I fixed it so if you move between the room with the big red thing and the room with the spider-looking thing, their shapes won't be contaminated with the shape of the other enemy.

 

I fixed it so there is a 2 second freeze when the game is over, then the player can press reset or the fire button to start the game.

 

 

Attached File  haldors_saga_2015y_05m_06d_0301t.bin   16KB   205 downloads

 

Attached File  haldors_saga_2015y_05m_06d_0301t.bas   43.73KB   179 downloads



#18 ultima OFFLINE  

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Posted Wed May 6, 2015 10:36 AM

 

The problem you had was caused by ending the game using a gosub instead of a goto.

" if pfscore1 = %00000000 then room = 17 : gosub draw_room_shape_17 bank2 "

Thanks I had no idea that happened. So maybe trying to return from the gosub if figured it couldn't so it crashed?

 

 

I got rid of all of the gosubs except the one that knocks the enemy back.

I have a habit of adding new program sections as subs, first as a small solo example code then adding it to the main program as a sub. Is it better to remove the gosub call then add the subprogram inside the main loop once they work properly?

 

 

I moved the rooms to bank 3, then split the main loop between bank 1 and bank 2 to give you more room for code.

I didn't know that a mainloop could be stretched that far! Thanks

 

 

I changed the flashing of the score and objects.

Love it I had no idea that colors could use    dim _Color = u.v

 

 

I fixed it so if you move between the room with the big red thing and the room with the spider-looking thing, their shapes won't be contaminated with the shape of the other enemy.

I wasn't aware of this, thanks for pointing that out and I'll have a look at how you fixed it for future reference.

 

 

I fixed it so there is a 2 second freeze when the game is over, then the player can press reset or the fire button to start the game.

Yeah I thought about doing this but I wasn't sure if people with real hardware were sitting close enough to their console to play with the switches. I find having weapon options on a difficulty switch makes me want to do both in the same game. 

 

Thank you RT you are awesome!  :thumbsup:

 

 

 

 

Added Random Terrain's fixed version to the first post with the appropriate score graphics. It's bug free!!!!  ;-)

 

Ok back to working on enemy's, ai paths, some tweaks to the world layout, game variations, a titlescreen,  demo mode and hope to add support for a second player brawl mode too.


Edited by ultima, Wed May 6, 2015 10:51 AM.


#19 Random Terrain OFFLINE  

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Posted Wed May 6, 2015 11:37 AM

Thanks I had no idea that happened. So maybe trying to return from the gosub if figured it couldn't so it crashed?
I find having weapon options on a difficulty switch makes me want to do both in the same game.


If you were still using the gosubs, "if pfscore1 = %00000000 then room = 17 : pop : goto draw_room_shape_17 bank2" would have also fixed it.


 

I have a habit of adding new program sections as subs, first as a small solo example code then adding it to the main program as a sub. Is it better to remove the gosub call then add the subprogram inside the main loop once they work properly?


Unless a significantly large section of code is going to be used by multiple places in the program, I try to avoid gosubs from the start since gosubs in a bankswitched game use up too many cycles:

randomterrain.com/atari-2600-memories-batari-basic-commands.html#cycle_count_gosub

It's also too easy to create a tangled web of gosubs that can be hard to untangle later on, so trying to avoid the web from the beginning can make things easier.


 

I didn't know that a mainloop could be stretched that far! Thanks


Yeah, the main loop for Seaweed Assault is stretched across 5 banks, if I remember correctly. As long as the data you need for a certain section of code is kept in the same bank with it, you are free to spread your main loop out over multiple banks (if you have free banks to use).

 
 

Love it I had no idea that colors could use dim _Color = u.v


Yeah, that's a quick and easy way to slow down the speed of the color change.


 

I wasn't aware of this, thanks for pointing that out and I'll have a look at how you fixed it for future reference.


All I did was reset your enemy timer when the player moves to a new room. Since the image for the enemy only changes at certain times, there could be a fraction of a second when the wrong enemy is displayed. Resetting the timer seemed to fix it.

#20 ultima OFFLINE  

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Posted Sun May 31, 2015 6:02 PM

 A little update I added a simple titlescreen that shows when the game is booted on first time


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#21 ultima OFFLINE  

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Posted Sat Jun 20, 2015 9:45 AM

Added a simple fix to the arrows so your not firing dots



#22 ultima OFFLINE  

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Posted Wed Mar 9, 2016 3:43 PM

New version added to first post 

 -added the titlescreen kernel

 -updated collision prevention code to RT's latest version

 -added some color



#23 ultima OFFLINE  

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Posted Thu Mar 10, 2016 3:38 PM

Added 

 - Demo mode to explain gameplay

 - A little water area

 - new enemy

 I've been considering a 2-player viking duel for a game variation

 and of course need to work in the enemy AI 

 

 What do you guys think?



#24 Random Terrain OFFLINE  

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Posted Thu Mar 10, 2016 5:43 PM

Seems to be working fine with no problems so far.



#25 ZackAttack OFFLINE  

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Posted Thu Mar 10, 2016 10:09 PM

I'd like to suggest the movement speed for diagonal movement be decreased so it's the same as moving along a single axis.





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