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Sword of Surtr

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#101 WizardBone OFFLINE  

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Posted Sat Sep 16, 2017 4:06 PM

 

 

Thanks I can't wait to play the new T.R.A.S.H.!!! It's made me think of making a survival horror game next.

you should! did you come up with a concept? i wanna seeee
 



#102 StanJr OFFLINE  

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Posted Sun Sep 17, 2017 9:16 PM

Have you dramatically increased the difficulty?  Birds are killing me almost instantly here lately.  They are really hard to hit and once they are on you, it's death. Having a much harder time beating the game due to the birds of death.

 

Not at all upset about the new map layout or screens.

 

Got some weirdness with the health bar.  Upon replenishing, it sometimes appears on the right side of the screen and then depletes in an odd fashion.  (see picture)

 

Did you shrink the size of the world?  Seems like there are fewer overall screens.  I miss the drawbridge, but I understand losing it if the mechanism wasn't working properly.

 

Greatly enjoying the game, can't wait to see the End screen!

Attached Thumbnails

  • Sword of Iffrit 9-16-17.png

Edited by StanJr, Sun Sep 17, 2017 9:17 PM.


#103 ultima OFFLINE  

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Posted Mon Sep 18, 2017 12:43 PM

Have you dramatically increased the difficulty?  Birds are killing me almost instantly here lately.  They are really hard to hit and once they are on you, it's death. Having a much harder time beating the game due to the birds of death.

I changed the dragons attack and I did speed the birds up. Are you using the sword or bow?
The bow is easier but I might slow them down a tad more if it helps.

Got some weirdness with the health bar.  Upon replenishing, it sometimes appears on the right side of the screen and then depletes in an odd fashion.  (see picture)

The drinking horn does not refill your health only mushrooms do that now. The drinking horn fills the right meter and if you hit an enemy it does extra damage until the right meter runs out.

Did you shrink the size of the world?  Seems like there are fewer overall screens.  I miss the drawbridge, but I understand losing it if the mechanism wasn't working properly.

Actually the world is larger, I did remove 2 screens but added 4 and almost have the new area of Hel finished. If I have enough room there may be some special portal areas in the next build too. The drawbridge had to go because of the path layout it made more sense to not have a one way bridge there. It will be moved to another location where it is needed.

#104 ultima OFFLINE  

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Posted Mon Sep 18, 2017 12:55 PM

you should! did you come up with a concept? i wanna seeee

So far I'm thinking of the mobile game HOME and that it will be in DPC +. The tough part will be the text while searching but if I use micro fonts it might be just enough. Also want some guns with limited ammo, lots of dark locations using haunted house style light with a few jump scares, and whatever I can whip up for disturbing situations. Lol

#105 StanJr OFFLINE  

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Posted Mon Sep 18, 2017 4:08 PM

Ok!  Gave it more time today.  I think the difficulty is pretty spot on, although full health restore after each boss might make things a little too easy.  Maybe just have the boss drop a mushroom?

 

Is that cave right off the boat on the western shore going to be active in the future?

 

The Dragon boss is much more challenging now that he moves around the room rather than just staying on the right!

 

The Demon boss is still WAY too easy as long as you get in the room with him and stay in the upper left corner (see pic).  Since he holds the sword, I would expect a real challenge from him.  As it stands he's the easiest of the bosses.  

 

The birds are a menace, but that just maintains an eternal truth about video games:  the birds/bats are always the most annoying threat in the game.  No worries.

 

I like the additional ending FMV!

 

I totally get and appreciate the power of the horn.  I try to save it for the birds!

 

I beat the entire game with the bow.  Is there a way to incentivize the use of the sword or is it just for personal preference and a means of choosing a difficulty level?

 

I am loving this game and the theme! Keep up the great work!

Attached Thumbnails

  • Sword of Iffrit 9-16-17.png


#106 WizardBone OFFLINE  

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Posted Mon Sep 18, 2017 4:49 PM

So far I'm thinking of the mobile game HOME and that it will be in DPC +. The tough part will be the text while searching but if I use micro fonts it might be just enough. Also want some guns with limited ammo, lots of dark locations using haunted house style light with a few jump scares, and whatever I can whip up for disturbing situations. Lol

I have an idea for you actually. I been tossing around the idea myself, I been thinkin about doing of an rpg type game after i'm done with trash. But I like sharing ideas.
I was wondering "how the heck will you get text for speech" such as talking to a towns folk for info and missions.
My idea was, use the score bar numbers!  I'll briefly explain lol
Say you walked up to a dude standing around or an item, when you collide with him or it, the score bar will change to a number. Let say when you go to him the score bar will say 000080
Now the thing is, the game would come with a book of text and convos. Those text are labeled with a number in the book. So then you would look to see what the number 80 meant, or what someone is saying. Then continue your adventure.
SO ANYWAYS, my point is, say you are searching in a game, a number can still pop up on the score bar, then the player has to refer to their book of convos and details. lollll random idea, but I like it for a slow paced game. 



#107 ultima OFFLINE  

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Posted Sun Oct 15, 2017 7:38 PM

Attached File  Sword of Iffrit 10-15-17.bin   32KB   45 downloadsAttached File  Sword of Iffrit (portable) 10-15-17.bin   32KB   36 downloads

-Tried to fix the last boss fight

-added a little isometric 3d (maybe it works, or maybe not)

-still working out new dungeons coming soon

- new sound effect on gate

 



#108 KaeruYojimbo OFFLINE  

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Posted Mon Oct 16, 2017 7:53 PM

I have an idea for you actually. I been tossing around the idea myself, I been thinkin about doing of an rpg type game after i'm done with trash. But I like sharing ideas.
I was wondering "how the heck will you get text for speech" such as talking to a towns folk for info and missions.
My idea was, use the score bar numbers!  I'll briefly explain lol
Say you walked up to a dude standing around or an item, when you collide with him or it, the score bar will change to a number. Let say when you go to him the score bar will say 000080
Now the thing is, the game would come with a book of text and convos. Those text are labeled with a number in the book. So then you would look to see what the number 80 meant, or what someone is saying. Then continue your adventure.
SO ANYWAYS, my point is, say you are searching in a game, a number can still pop up on the score bar, then the player has to refer to their book of convos and details. lollll random idea, but I like it for a slow paced game. 

 

What you could do is use the calculator font and use only words from this list. And tell the player to stand on their head to read, of course.  :)



#109 WizardBone OFFLINE  

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Posted Thu Oct 19, 2017 1:14 PM

 

What you could do is use the calculator font and use only words from this list. And tell the player to stand on their head to read, of course.  :)

4517734 5508 5318008



#110 ultima OFFLINE  

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Posted Sat Oct 28, 2017 2:16 PM

Change log

Added new dungeon

Added new boss

Added new title screen

Added back elf

Switched order of last two bosses

Blah,blah ..ect



#111 StanJr OFFLINE  

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Posted Sat Oct 28, 2017 4:09 PM

Well, crap.  There goes the rest of my weekend!  :spidey:



#112 KevinMos3 OFFLINE  

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Posted Sun Oct 29, 2017 1:09 AM

I've enjoyed many a playthrough of an older version of the game.  I'll have to give this latest version some time, but the changes to the playfield don't look as good in my opinion.  Maybe if the height of the playfield blocks were much smaller... but as they are, the attempt to give them a 3 dimensional look just doesn't look right.  It looks like messy fences everywhere.

 

Anyway, I'm glad you're still working on this.  It's been quite a bit of fun since early on.  :)



#113 Kiwi OFFLINE  

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Posted Sun Oct 29, 2017 12:43 PM

I played it and completed it last night.  It's really well made IntyBASIC game.  I really do like that you took advantage of the PF blocks and the color to make it a more 3D look.  I do had to look around to see where to go next when I got a quest item.  I always do that in game if I completed a objective.  And also good ending cut scene too. 



#114 chavert OFFLINE  

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Posted Sun Oct 29, 2017 12:51 PM

Congratulations for the realization of your game.

I like the addition of music at the beginning

 

The hero has trouble passing the little doors when he wears his bow.

Sometimes the tv screen jumps.



#115 kdgarris OFFLINE  

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Posted Sun Oct 29, 2017 4:37 PM

It looks good. Going with a higher resolution playfield via superchip RAM would probably improve it, but I think that it also works as is.

My hopes that the whirlpool would whisk me away to a far away land were sadly dashed. :)

After playing a few times, I seem to be stuck, and can't figure out where I can go next. I'll have to play more carefully and see what I must be missing.

#116 StanJr OFFLINE  

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Posted Mon Oct 30, 2017 12:09 PM

I love the new bolder graphics and colors!  I LOVE what is going on in the crypt and the new boss is crazy looking.  I love it!  Everything just keeps getting better and better!

 

You may want to reconsider having the health mushrooms respawn in the rooms.  This makes it a little to easy to totally refill your health at any given time.  

Does the priest do anything?  I went in with full health (see above) so maybe I missed his effect.

Is the extra axe-knight in the cave supposed to give you anything or is he just for fighting?

 

Nice to see the elf again!

 

Thank you for letting us be a part of this process.  The game is great and it's a lot of fun watching it come along.  I had the earlier versions memorized so it's kind of like a new game each time you update and change stuff around!

 

:spidey:



#117 ultima OFFLINE  

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Posted Mon Oct 30, 2017 11:00 PM

I've enjoyed many a playthrough of an older version of the game.  I'll have to give this latest version some time, but the changes to the playfield don't look as good in my opinion.  Maybe if the height of the playfield blocks were much smaller... but as they are, the attempt to give them a 3 dimensional look just doesn't look right.  It looks like messy fences everywhere.

 

Anyway, I'm glad you're still working on this.  It's been quite a bit of fun since early on.  :)

To be fair I only used the isometric view on a few of what I felt were messy areas and not the whole game. Yeah this game has been a weekend work forever hasn't it? lol

 

I played it and completed it last night.  It's really well made IntyBASIC game.  I really do like that you took advantage of the PF blocks and the color to make it a more 3D look.  I do had to look around to see where to go next when I got a quest item.  I always do that in game if I completed a objective.  And also good ending cut scene too. 

Thanks for playing. :)

 

Congratulations for the realization of your game.

I like the addition of music at the beginning
 

The hero has trouble passing the little doors when he wears his bow.

Sometimes the tv screen jumps.

Thanks! I do need to optimize the code again if the screen is jumping. Glad you enjoyed the music

 

It looks good. Going with a higher resolution playfield via superchip RAM would probably improve it, but I think that it also works as is.

My hopes that the whirlpool would whisk me away to a far away land were sadly dashed. :)

After playing a few times, I seem to be stuck, and can't figure out where I can go next. I'll have to play more carefully and see what I must be missing.

I programmed a superchip version with the resolution at 22 lines but couldn't fit all the screens, maybe on the next RPG. The whirlpool isn't going to Ambrosia lol (but don't think I wasn't trying to work that in)

 

I love the new bolder graphics and colors!  I LOVE what is going on in the crypt and the new boss is crazy looking.  I love it!  Everything just keeps getting better and better!

 

You may want to reconsider having the health mushrooms respawn in the rooms.  This makes it a little to easy to totally refill your health at any given time.  

Does the priest do anything?  I went in with full health (see above) so maybe I missed his effect.

Is the extra axe-knight in the cave supposed to give you anything or is he just for fighting?

 

Nice to see the elf again!

 

Thank you for letting us be a part of this process.  The game is great and it's a lot of fun watching it come along.  I had the earlier versions memorized so it's kind of like a new game each time you update and change stuff around!

 

:spidey:

I can maybe fix that with the mushrooms. The priest restores all health so yeah if you had full health then you wouldn't notice anything. And the axe-knight just has drop items after the initial battle.



#118 TheCravenBarley OFFLINE  

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    Space Invader

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Posted Sat Dec 23, 2017 6:41 AM

I just downloaded the latest portable version from October, and my first impression is that this is the best looking and playing RPG/Adventure game on the unit. This game is very well done, and I am glad that you are still developing it. It is awesome to still have not only great new games releasing for the Atari 2600, but new hardware to play them on as well.


Edited by TheCravenBarley, Sat Dec 23, 2017 6:51 AM.


#119 ultima OFFLINE  

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Posted Sun Dec 24, 2017 6:12 PM

Thank You TheCravenBarley and welcome to Atariage! Sorry I haven't updated in a while (blame star wars the last jedi, what a movie!!) . 

 

Anywho here's an attempt to:

-flesh out the 3D to not look like fences

-expand the openings of doors and caves

-a more open world from the start

 

Iceland Map.png


Edited by ultima, Mon Jan 15, 2018 5:50 PM.


#120 sramirez2008 ONLINE  

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Posted Sun Dec 24, 2017 6:17 PM

Woo-hoo...thank you!

#121 WizardBone OFFLINE  

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Posted Wed Dec 27, 2017 12:39 PM

Following this topic because I never know when you update. THANKS! for the new posting. Will play tonight! :)



#122 ultima OFFLINE  

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Posted Thu Dec 28, 2017 2:04 PM

I just wanted to throw an idea out and see what you guys think. I have a superchip version of the engine and have thought of remastering the playfields at the cost of losing about half of them. I could just save it for a new game also. Anyway what do you think?

#123 StanJr OFFLINE  

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Posted Mon Jan 1, 2018 12:40 PM

I like the current size of the world.  I don't think scrapping half for the sake of better graphics best serves the quality of the game play.



#124 ultima OFFLINE  

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Posted Sun Jan 7, 2018 9:16 PM

I just picked up the newer flashback portable and found it still runs the same as last year's model. I also noticed some flickering demos I've worked on look terrible and the system boots slower than the old one. So much for @games fixing the emulator (on the bright side lots of Activision games)

 

I have no new demo ready just working on optimization of what's here it may be awhile before it's ready. I freed up 1 variable and 6 bits already and suspect I may be able to rewrite large portions of code to work better.


Edited by ultima, Sun Jan 7, 2018 9:28 PM.


#125 ultima OFFLINE  

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Posted Mon Jan 15, 2018 6:05 PM

new changelog:

 

did more optimizing

added new area

removed 2 items (valorknot,speedboots)

added 2 new items(runes)

eye of odin now functions a little different

changed a couple playfields

 

at this point if there are no new bugs I would like to add:

-more sound effects

-a little more music

-polish it up a little

 

.bin in first post, happy adventuring 


Edited by ultima, Mon Jan 15, 2018 6:06 PM.





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