Jump to content

Photo

LOST CAT


35 replies to this topic

#26 Arenafoot OFFLINE  

Arenafoot

    Stargunner

  • 1,203 posts
  • videogamestores.net
  • Location:Watson, LA

Posted Fri Apr 17, 2015 10:39 PM

Is it too hard?  I want to make it challenging, but not frustrating.

might just be me........see what the others say..............



#27 graywest OFFLINE  

graywest

    Moonsweeper

  • Topic Starter
  • 332 posts
  • Location:Indianapolis, IN

Posted Mon Apr 20, 2015 12:35 PM

I started working on an instruction manual.  It isn't finished yet, but it gives you a basic idea of what all the items do.

Attached Files



#28 Arenafoot OFFLINE  

Arenafoot

    Stargunner

  • 1,203 posts
  • videogamestores.net
  • Location:Watson, LA

Posted Mon Apr 20, 2015 2:05 PM

I started working on an instruction manual.  It isn't finished yet, but it gives you a basic idea of what all the items do.

Cool...I love the first 4 steps!!!!!

Question, since you designed the game............ if I'm at full health and I come accross the "Medical Emergency Kit" should I pick it up? or is it better to leave in the room for later use????



#29 Mountain King OFFLINE  

Mountain King

    Dragonstomper

  • 684 posts
  • Location:Philadelphia, PA

Posted Mon Apr 20, 2015 7:27 PM

I really enjoy the sound and the visuals. I will say that I find myself using the same strategies over and over. 

Search for stuff, avoid monsters when I'm weak. Attack when I'm strong.

The turret I sneak up on until i'm next to him in a spot where he can't hit me.

The blob, still has the cheese fort issue. I can hang out in a door way and he can't touch me.

The C.H.U.D. (i love the name by the way.) He seems to be the smartest monster.  So I avoid him.

I find if I use those strategies, I can win almost every time.  I do wind up cursing the cat when he runs away.

In all honesty the game lacks surprises on easy.  I enjoy it more on hard.

 

I do want to ask you about your tune in the beginning. Is your data in a separate bank than your loop?


Edited by Mountain King, Mon Apr 20, 2015 7:32 PM.


#30 graywest OFFLINE  

graywest

    Moonsweeper

  • Topic Starter
  • 332 posts
  • Location:Indianapolis, IN

Posted Mon Apr 20, 2015 10:47 PM

Cool...I love the first 4 steps!!!!!

Question, since you designed the game............ if I'm at full health and I come accross the "Medical Emergency Kit" should I pick it up? or is it better to leave in the room for later use????

Thanks!  I usually leave the med kit if I'm at full health.  You don't get any points for it, so it won't do any good anyway.  If you get injured by a monster in the next room, you can always come back and pick it up then.  Just keep in mind that the game only saves the item information from the LAST room that you left.  For example, if you go east once and then west once, the room will be the same as you left it.  However, if you go east twice, and then west twice, the room will be different.



#31 graywest OFFLINE  

graywest

    Moonsweeper

  • Topic Starter
  • 332 posts
  • Location:Indianapolis, IN

Posted Mon Apr 20, 2015 10:55 PM

I really enjoy the sound and the visuals. I will say that I find myself using the same strategies over and over. 

Search for stuff, avoid monsters when I'm weak. Attack when I'm strong.

The turret I sneak up on until i'm next to him in a spot where he can't hit me.

The blob, still has the cheese fort issue. I can hang out in a door way and he can't touch me.

The C.H.U.D. (i love the name by the way.) He seems to be the smartest monster.  So I avoid him.

I find if I use those strategies, I can win almost every time.  I do wind up cursing the cat when he runs away.

In all honesty the game lacks surprises on easy.  I enjoy it more on hard.

 

I do want to ask you about your tune in the beginning. Is your data in a separate bank than your loop?

I agree - the AI and monster patterns need some tweaking.  I haven't done any programming on the game in a few days, but I'm hoping to get around to it this week.  I think I have a plan to fix the turret's "blind spots" and the blob's movement issues.

 

I can't take credit for the C.H.U.D. name - it's a cheesy movie from the eighties, but I think it fits.  :-)  I am having fun writing the manual.

 

As far as the tune goes, the data and the loop are in the same bank.  Actually, they're not part of the main loop, but the title screen with the music and data are in a secondary loop with a separate drawscreen command.



#32 Mountain King OFFLINE  

Mountain King

    Dragonstomper

  • 684 posts
  • Location:Philadelphia, PA

Posted Tue Apr 21, 2015 4:53 AM

I agree - the AI and monster patterns need some tweaking.  I haven't done any programming on the game in a few days, but I'm hoping to get around to it this week.  I think I have a plan to fix the turret's "blind spots" and the blob's movement issues.

 

I can't take credit for the C.H.U.D. name - it's a cheesy movie from the eighties, but I think it fits.  :-)  I am having fun writing the manual.

 

As far as the tune goes, the data and the loop are in the same bank.  Actually, they're not part of the main loop, but the title screen with the music and data are in a secondary loop with a separate drawscreen command.

I figured the music out last night.  I had to put my music in a separate bank and it was stumping me.  I finally looked at the code for Princess Rescue and that helped.



#33 graywest OFFLINE  

graywest

    Moonsweeper

  • Topic Starter
  • 332 posts
  • Location:Indianapolis, IN

Posted Wed Apr 29, 2015 10:33 PM

I finally found some time tonight to work on my game.  This new version has some fixes that affect enemy AI and movement.  I'm also uploading an updated instruction manual.

Attached Files



#34 graywest OFFLINE  

graywest

    Moonsweeper

  • Topic Starter
  • 332 posts
  • Location:Indianapolis, IN

Posted Tue May 5, 2015 9:26 PM

Here's a new version - I tweaked the difficulty some more.  Now the enemies have different amounts of hit points - the turret has 5, the slime has 4 and the C.H.U.D. has 3.  Makes the difficulty a little more even, in my opinion.

 

I also added some new fixed room positions for items.  Enemies and traps may now appear in places that you are not used to, so watch out!

 

I did verify that it is indeed possible to save the cat with both difficulty switches in the 'A' position.  My personal high score on "expert" mode is 24900 for one play-through (I stopped after I saved the cat once.)  I think my high score is somewhere in the 40k range on "novice" mode for continuous play.

 

I think this game is getting pretty close to being done - let me know if you find any other bugs or have suggestions.  Thanks!!

 

 

Attached Files



#35 graywest OFFLINE  

graywest

    Moonsweeper

  • Topic Starter
  • 332 posts
  • Location:Indianapolis, IN

Posted Sat May 23, 2015 9:06 PM

I made cartridge labels just for fun.  :-)

 

I'm still working on this game sporadically, but I have another game in the works that I will post one of these days...

 

LostCat_front_300dpi.jpg

 

LostCat_end_300dpi.jpg



#36 cimmerian OFFLINE  

cimmerian

    Moonsweeper

  • 280 posts
  • Location:Vancouver Canada

Posted Fri Oct 5, 2018 12:33 PM

Heya Jared! We'll be featuring Lost Cat LIVE on today's ZeroPage Homebrew stream on Twitch at 2PM PT/5PM ET! Who doesn't love a game that involves rescuing a cat, can't wait to play it. :-)
Twitch Stream: https://www.twitch.t...ropagehomebrew/

Other Games Today:

- Kuru Kuru Tsuchinoko (WIP) by mojofltr
- Simple Horizontal Shooter (WIP) by Random Terrain
- Castle of Doom (WIP) by Chris Read

 


Edited by cimmerian, Mon Oct 8, 2018 7:00 PM.





0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users