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Doom Patrol

tank winkdot shooter

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#1 winkdot OFFLINE  

winkdot

    Chopper Commander

  • 190 posts

Posted Sat Jul 4, 2015 7:32 AM

Doom Patrol

 

As a member of the United Astrocorporation Unlimited (UAU) your mission is to infiltrate the Technotechnics base and destroy their super weapon.

 

Intel:
In order to penetrate the base, you must obtain both keys and then make a dash to destroy the super weapon.
 
The Technotechnics base walls are deadly, avoid them. The base also has automatic random wall defense that will appear in a random fashion. Avoid them.
 
The super weapon must be hit five times in order to be destroyed.
 
Know your tank:
 
Your tank is equiped with a slightly defective main weapon the UAU purchased on contract. Sometimes the missile explodes prior to making contact. It will destroy ground and air targets. It seems to work better at short ranges. The UAU programmers are working to improve it. 
 
You have two shields on each tank. A shield unit can be replinshed if you find an armor icon.
 
Your tank has improved speed, use this to your advantage. Staying in a room too long becomes very dangerous.
 
You have 3 tanks in which to complete the mission. If sucessful, you will attack again against a stronger enemy.
 
Control:
 
At the title screen press the fire button to start. The fire button also starts a new game at the game over screen.
 
Joystick controls the tank in four directions.
 
Joystick button fires a missile in the direction the tank is facing.
 
A Difficulty is a bit of an easier game. It removes the random wall defense and the gray background bars.
 
NOTE: Version 0.6 is a release made to reduce any harmony cart rolling/jittering. It might not be perfect. I can't test it.
  
Created using batari and the DCP+ kernel. 
Special thanks to iesposta for helping to optimize this one!
Hope you enjoy and as always comments are welcome. 
 
Doom Patrol-0.2.bas.png Doom Patrol-0.2.bas_1.png Doom Patrol-0.2.bas_2.png Doom Patrol-0.2.bas_3.png Doom Patrol-0.2.bas_4.png Doom Patrol-0.2.bas_5.png Doom Patrol-0.2.bas_7.png
 
Attached File  Doom Patrol-0.2.bin   32KB   259 downloads
Attached File  Doom Patrol-0.3.bin   32KB   208 downloads
Attached File  Doom Patrol-0.4.bin   32KB   223 downloads
Attached File  Doom Patrol-0.5.bin   32KB   235 downloads
Attached File  Doom Patrol-0.6.bin   32KB   201 downloads
Attached File  Doom Patrol-0.7.bin   32KB   276 downloads

Edited by winkdot, Fri May 3, 2019 8:17 PM.


#2 TrekMD OFFLINE  

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    River Patroller

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Posted Sat Jul 4, 2015 7:58 AM

This looks really good!  I just downloaded it to give it a spin!



#3 winkdot OFFLINE  

winkdot

    Chopper Commander

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Posted Sat Jul 4, 2015 8:54 AM

Hey, can the first person that gets to the super weapon take a screen shot of it? You will know it when you see it :)



#4 KaeruYojimbo ONLINE  

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Posted Sat Jul 4, 2015 9:32 AM

Where's Robotman?



#5 winkdot OFFLINE  

winkdot

    Chopper Commander

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Posted Sat Jul 4, 2015 9:37 AM

Where's Robotman?

Robotman?



#6 The Mr. Video OFFLINE  

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Posted Sat Jul 4, 2015 11:02 AM

The game is good, but can you please fix the enemy placement? When I enter the room with the green enemies, one of them keeps spawning on top of me.



#7 TrekMD OFFLINE  

TrekMD

    River Patroller

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Posted Sat Jul 4, 2015 12:51 PM

Played this and it is definitely fun.  I do agree with Mr. Video's recommendation.  That happened several times to me as well.



#8 winkdot OFFLINE  

winkdot

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Posted Sat Jul 4, 2015 2:02 PM

Thanks Mr. Video and TrekMD. I will be looking into that for the next release. I have already changed a few other items such as the random playfield not being generated in the yellow key room or past a point into the lair of the Super weapon.

First person that puts up a screen shot of the Super Weapon boss gets a genuine no-prize! (yes, like the classic Marvel comics no-prize).
Surely someone can make it to the boss... :) 



#9 Turbo-Torch OFFLINE  

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Posted Sat Jul 4, 2015 8:58 PM

Very fun game.   :thumbsup:

I figured out the green things blocking an exit can be dealt with by leaving and reentering a room but when it happens in the key room, it means inevitable death...any way of keeping them away from an doorway in that part of the game or allowing multiple shots to destroy it?

 

Also, the gray bars have extreme jitter on my real 2600.


Edited by Turbo-Torch, Sat Jul 4, 2015 8:59 PM.


#10 winkdot OFFLINE  

winkdot

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Posted Sun Jul 5, 2015 6:01 AM

Very fun game.   :thumbsup:

I figured out the green things blocking an exit can be dealt with by leaving and reentering a room but when it happens in the key room, it means inevitable death...any way of keeping them away from an doorway in that part of the game or allowing multiple shots to destroy it?

 

Also, the gray bars have extreme jitter on my real 2600.

 

Thanks Turbo-Torch! I have removed the random playfield from appearing in the key room and on the path to the super weapon in the next release. 

I'm at a loss on the jitter. Do you think the gray bar jitter is from the color or something else? Does it happen all the time? Worse sometimes?



#11 Turbo-Torch OFFLINE  

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Posted Sun Jul 5, 2015 6:28 AM

The green color and enemies are solid but the gray shaded areas bounce up and down quickly about a 1/4".  It happens throughout the entire game and in all rooms.

 

I'm using a Harmony Encore, 21" CRT TV and a 4 switch 2600.



#12 roryjr OFFLINE  

roryjr

    Chopper Commander

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Posted Sun Jul 5, 2015 6:40 AM

Robotman?

 

I got it.  DC comics team from way back.



#13 winkdot OFFLINE  

winkdot

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Posted Sun Jul 5, 2015 7:27 AM

Ha, thanks roryjr. I get it now. Doom Patrol DC comic. 



#14 winkdot OFFLINE  

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Posted Sun Jul 5, 2015 7:29 AM

The green color and enemies are solid but the gray shaded areas bounce up and down quickly about a 1/4".  It happens throughout the entire game and in all rooms.

 

I'm using a Harmony Encore, 21" CRT TV and a 4 switch 2600.

 

Thanks Turbo-Torch. That has to be annoying. The colors are just background. I have no idea why this would occur on a real 2600. Anyone have an idea?



#15 Dan Iacovelli OFFLINE  

Dan Iacovelli

    Quadrunner

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Posted Sun Jul 5, 2015 8:23 AM

Where's Robotman?

when I saw the title that was my first thought as well, or negative man, beast boy(before he joined the titians)

I caught the reference right away.



#16 Atarius Maximus OFFLINE  

Atarius Maximus

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Posted Sun Jul 5, 2015 11:54 AM

 

Thanks Turbo-Torch. That has to be annoying. The colors are just background. I have no idea why this would occur on a real 2600. Anyone have an idea?

 

Hit ALT+L while you're playing the game in Stella and it will show you your scanline count.  If you go over 262 at any point it will cause screen rolls on real hardware.  You're using too many CPU cycles in your main loop and some optimization would need to be done to correct it.  That's vague I know, but I can't look at the moment to give you any more specific suggestions.  The game looks great, it's a very good start!

 

Edit:  I just noticed that you didn't post your source code.  That'd be helpful if you'd like further suggestions.



#17 TrekMD OFFLINE  

TrekMD

    River Patroller

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  • Location:Coral Gables, FL

Posted Sun Jul 5, 2015 12:31 PM

I think many of us thought of the same thing...

 

 

Attached Thumbnails

  • Doom Patrol.jpg


#18 winkdot OFFLINE  

winkdot

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Posted Sun Jul 5, 2015 3:47 PM

 

Hit ALT+L while you're playing the game in Stella and it will show you your scanline count.  If you go over 262 at any point it will cause screen rolls on real hardware.  You're using too many CPU cycles in your main loop and some optimization would need to be done to correct it.  That's vague I know, but I can't look at the moment to give you any more specific suggestions.  The game looks great, it's a very good start!

 

Edit:  I just noticed that you didn't post your source code.  That'd be helpful if you'd like further suggestions.

 

Thanks Atarius Maximus. I have found a couple of places where it is over 262 which I will look at. For example where the four saucers are flying around, but it's sure not going over 262 in most places. The red key room should not roll at all. 

 



#19 Arenafoot OFFLINE  

Arenafoot

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Posted Sun Jul 5, 2015 9:58 PM

Hey, can the first person that gets to the super weapon take a screen shot of it? You will know it when you see it :)

I've only gotten to the gold key.....after picking that up do I go back the same way I entered??? I keep dying before I can leave that room.......and do know what to do next.......I'm lost.........



#20 winkdot OFFLINE  

winkdot

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Posted Mon Jul 6, 2015 5:47 AM

I've only gotten to the gold key.....after picking that up do I go back the same way I entered??? I keep dying before I can leave that room.......and do know what to do next.......I'm lost.........

 

I have just put up the 0.3 version. It does not contain all the changes I wished to make yet but the random playfields that keep blocking people in the yellow key room has been eliminated and the path to the super weapon is also clear.

Arenafoot, after you get the yellow key, go back and get the red key. 



#21 Arenafoot OFFLINE  

Arenafoot

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Posted Tue Jul 7, 2015 12:08 AM

I figured out the green things blocking an exit can be dealt with by leaving and reentering a room but when it happens in the key room, it means inevitable death...

The green things are still blocking the doorways and now entering a new room equals immediate death - way too often in this latest version. As-is the game is not beatable.



#22 winkdot OFFLINE  

winkdot

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Posted Tue Jul 7, 2015 7:22 AM

The green things are still blocking the doorways and now entering a new room equals immediate death - way too often in this latest version. As-is the game is not beatable.

Sorry Arenafoot but the game can be beat. I have done it. It's sure not a walk in the park though. 

As no one has posted a screen shot of the boss, I have modified the game to make it a bit easier (again). See if you can be the first to post a screen shot of the boss with the new version (0.4). 

 

#23 killad517 OFFLINE  

killad517

    Combat Commando

  • 2 posts

Posted Tue Jul 7, 2015 9:02 PM

 I got to the Boss Man, and took him out! Great game now since .4, thanks for the build Winkdot. You've done it again!

Attached Thumbnails

  • doom patrol 2.jpg


#24 winkdot OFFLINE  

winkdot

    Chopper Commander

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Posted Wed Jul 8, 2015 6:04 AM

 I got to the Boss Man, and took him out! Great game now since .4, thanks for the build Winkdot. You've done it again!

 

You did it Killad517!!!! You are the winner of the No-Prize!!! Gratz!!!!!

 

Thanks for the thumbs up on the game!!!!



#25 YANDMAN OFFLINE  

YANDMAN

    Dragonstomper

  • 520 posts
  • Location:London, England

Posted Wed Jul 8, 2015 6:52 AM

well done , this looks really cool, hope to try it out in the next few days







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