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Sword of Surtr (bug test beta)

sword of iffrit bB viking atari games Sword of Surtr

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#51 ultima OFFLINE  

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Posted Thu Sep 15, 2016 7:51 PM

Hey, I think this is neat, but I hate the music. It sounds like a PC speaker and it has this weird very quiet "thup" right before notes are played. Plus, it loops constantly. Maybe the music should only play sparsely? Maybe when you discover something particularly interesting?

I thought about doing more music. Just haven't had much time lately. I was hoping for "darker" classical music. Also need to overhaul the sound effects



#52 ultima OFFLINE  

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Posted Sun Sep 18, 2016 7:55 PM

Update with some wip playfield color

 


Edited by ultima, Sat Dec 3, 2016 7:37 PM.


#53 InsertCoin25 OFFLINE  

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Posted Wed Oct 5, 2016 2:14 PM

Hey ultima, just wanted to say great work so far on this game. The only quirk I can see is that the enemies take your life down pretty quick. I hope that you continue to push forward and finish this game, because it is very promising. Anyway, best of luck and take care.

 

InsertCoin25 



#54 ultima OFFLINE  

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Posted Sun Oct 9, 2016 6:57 PM

Hey ultima, just wanted to say great work so far on this game. The only quirk I can see is that the enemies take your life down pretty quick. I hope that you continue to push forward and finish this game, because it is very promising. Anyway, best of luck and take care.

 

InsertCoin25 

Thanks InsertCoin25 for the feedback. Story mode is nearing completion and the new A.I. from 'Teh Legend of Fritz' is in the build I'm working with (it is harder to be killed instantly..with the one exception being the whirlpool). It may be a while till the next release but its coming along.



#55 InsertCoin25 OFFLINE  

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Posted Mon Oct 10, 2016 2:35 AM

Take your time ultima, no rush. Not going to lie, I can't wait to play the new build.  :)



#56 ultima OFFLINE  

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Posted Tue Nov 15, 2016 2:02 PM

It's been over a month since I posted any new demo. I completed a new map of the overworld and have been working out level challenges. See bottom of first post for .bin

#57 InsertCoin25 OFFLINE  

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Posted Tue Nov 15, 2016 10:13 PM

I seriously love playing this demo. I like how the player turns into a ship, it just adds a different element to the game design. Very well done.



#58 ultima OFFLINE  

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Posted Sun Nov 20, 2016 5:01 PM

I worked a bit more on enemy attacks that come late in the game and some little tweaks to game progression. Also cleaned up some of the unused code from teh legend of fritz. 

 

 

Sword_of_Iffrit_wip11-20-16.png

 

Items.png

 

I hope to get much further on the next update activate hidden switches, add boss battles, game variation, and finally correcting sound effects and music cues.


Edited by ultima, Sat Dec 3, 2016 7:36 PM.


#59 ultima OFFLINE  

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Posted Fri Nov 25, 2016 7:38 PM

 a little progress


Edited by ultima, Sat Dec 3, 2016 7:37 PM.


#60 ultima OFFLINE  

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Posted Sat Dec 3, 2016 7:02 PM

More work done this week including some boss battles and started the game selection. Just work in progress, has a few bugs here and there but pretty fun.
 
 
Sword_Iffrit_12-3-16.png
 
 
still fixing things like sound effects, enemy placement, game selection screen needs some work on the switch and add the secrets
 

Edited by ultima, Tue Jan 17, 2017 10:03 PM.


#61 ultima OFFLINE  

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Posted Mon Dec 12, 2016 12:19 PM

Fixed the fake sword in game 1 along with some code cleanup. But I now need to figure out how to free up bank 8 it seems alone in a new bank has about 2700 bytes but in the 32k it only has 140 bytes anyway here's an update

Edited by ultima, Tue Jan 17, 2017 10:03 PM.


#62 Propane13 OFFLINE  

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Posted Mon Dec 12, 2016 1:01 PM

Looks great!



#63 gambler172 OFFLINE  

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Posted Sun Dec 25, 2016 5:16 AM

Wow...plays really great.Al little map and a manual would be helpful.
greetings Walter

#64 ultima OFFLINE  

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Posted Sun Dec 25, 2016 11:20 PM

Heres another update includes a bugfix on gate and fixed game selection screen. Thanks Walter here is a map I will make and instruction sheet this week.
midgard.png

Edited by ultima, Tue Jan 17, 2017 10:04 PM.


#65 KevinMos3 OFFLINE  

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Posted Wed Dec 28, 2016 1:16 PM

I just wanted to say that I've been playing this throughout your development and I really like where you've gone with it.  I've also played the version before this recent one quite a bit on the Flashback Portable and it plays great.

Thanks for the update and map.  I look forward to trying the latest version.  :)

I need a little help with a part of the game and also have a little feedback (based on the previous version):

In the Haldor's Saga game mode, I have repeatedly gotten to the part where I have the gate unlocked and have collected various things up to that part of the game.  I go to the red area, kill the boss character outside the cave, go inside and kill the dragon boss... but I've not received anything after killing the dragon.  So, each time, I've exited the dragon's cave and am instantly killed because I land right where the outside boss is at.  I've tried quickly moving out of the way, but that doesn't work.  Perhaps you can change the coords that you land on when exiting the cave, and/or put a delay between the enemy attacks landing on you so it's not instant death and you have a chance to move out of the way.  This part (enemies able to land numerous hits within fractions of a second) has essentially ruined the playability of several bB games in the past and I can't remember any programmer who was willing to solve the issue.  I'm glad that you've stuck with this game, improving and adding features, so perhaps you won't mind improving this issue.  I say all that, but still, the instant death issue is generally not a problem with this game.  However, there are spots where this can happen and cheap deaths can end a game that a player has spent time on to get quite far.  I ask that you please put in some way to prevent cheap deaths, such as temporary invincibility after being hit, or enemy hits only registering once every second, etc.



#66 ultima OFFLINE  

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Posted Thu Dec 29, 2016 11:16 PM

Thanks for playing I want to ask does the current version work on the atari portable? If the titlescreen gets removed would that fix it?
As for the area your talking about the easy way is to run straight at his feet when exiting the dragons room which is just a cheap work around till I fix that as im still working on the endings and enemy placement along with item dispertion all being worked on plus secret switches and more possible game variations.

#67 KevinMos3 OFFLINE  

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Posted Fri Dec 30, 2016 12:42 AM

Thanks for playing I want to ask does the current version work on the atari portable? If the titlescreen gets removed would that fix it?
As for the area your talking about the easy way is to run straight at his feet when exiting the dragons room which is just a cheap work around till I fix that as im still working on the endings and enemy placement along with item dispertion all being worked on plus secret switches and more possible game variations.

 

Yes, the game works great on the Atari Portable.  I've completed the game (the most recent version) several times on it.  The title screen kernel used does not show correctly on the portable for any game that uses it, but all we have to do is press the button to go to the game selection screen.  I would not remove the title just for the portable, as it's a nice screen and doesn't affect gameplay in any way.

 

I've found that we do not have to go into the red area with the bosses at all in order to beat the game.  I've collected everything needed to beat the game and only gone south to the red area just for the heck of it.  I killed the big dude and the dragon and still gotten nothing from beating the dragon, so I exited and still died instantly.  I'm glad to hear that you're still working on placements, endings, switches, etc.  The bosses are pretty cool, so there should be a reason to fight them.  So far, I'm not finding any reason to go down there to beat the game.  It would be nice to get something from that area and/or the boss fight.

 

Anyway, awesome game.  Keep up the great work.



#68 sn8k OFFLINE  

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Posted Sun Jan 1, 2017 11:30 PM

This could be game of the year. Berzerk 3D, Street fighter, hopefully mortal kombatt. You guys are all killing it this year.

Can't wait to play and finish this. Definitly a cart buy.

#69 ultima OFFLINE  

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Posted Tue Jan 17, 2017 10:13 PM

The latest work in progress

Also I have been working on a sara chip version coming soon...


Edited by ultima, Mon Jul 3, 2017 4:15 PM.


#70 neotokeo2001 OFFLINE  

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Posted Wed Jan 18, 2017 3:10 PM

Looking good. Love the boss graphic.

Shared with the Facebook group Atari 2600 Homebrew.

https://www.facebook...ari2600homebrew



#71 AtariBrian OFFLINE  

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Posted Wed Jan 18, 2017 10:10 PM

I haven't tried it but it looks really good . Maybe Al will want to add it to his store one day .



#72 ultima OFFLINE  

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Posted Thu Jan 19, 2017 8:34 PM

INSTRUCTION SHEET.png

Here's the instructions on a card



#73 KevinMos3 OFFLINE  

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Posted Sat Jan 21, 2017 4:20 AM

Looking very good.  I completed both variations on my Flashback Portable.  :)



#74 ultima OFFLINE  

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Posted Mon Jan 23, 2017 11:50 AM

A quick update for lifebar recovery


Edited by ultima, Mon Jul 3, 2017 4:17 PM.


#75 ultima OFFLINE  

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Posted Sun Feb 12, 2017 8:16 PM

More work in progress


Edited by ultima, Mon Jul 3, 2017 4:18 PM.






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