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Carrot Kingdom - Work in Progress 16K! - New Demo 9-23-2017

Catgirls Maids Carrots Assembly Bread Cats Sidescroller 16K

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#276 WizardBone OFFLINE  

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Posted Wed Sep 27, 2017 8:42 AM

I decided to play it for a bit when I shouldn't be hehe I love it, it does feel much smoother! I am also impressed by how much stuff you manage to fit, I would have figured scrolling would eat everything up. Took me a few tries to learn the game, but I like that about games, keeps you going back. I will give it a better play later, just couldn't resist haha I only detected one bug that I never noticed mentioned, I;m assuming you are aware, but will point it out in case, when you jump and then press down, a missile appears above your head? but thats a super easy bug to fix, not even worth worrying about until later. But yeah will try to get past the damn ghost tonight, wants to see what waits lol 



#277 darryl1970 OFFLINE  

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Posted Thu Sep 28, 2017 9:45 AM

Sweet. Love the new levels. The game is really coming along. Squeezing a lot out of the VCS!



#278 Jinroh OFFLINE  

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Posted Mon Oct 16, 2017 8:01 PM

Thanks! TCP/IP Brotocol!

 

Good news.

 

Despite being TOTALLY DISTRACTED by the new MLP Movie. I fixed the ghosts thing.

 

Carrot Kingdom Demo .8a

--------------------------------------------------------------------------------

Changes:

Fixed Ghosts. (Nothing else cuz Ponies)

<See post below for fixed version.>

 

CK_DEMO_8a.png


Edited by Jinroh, Thu Nov 23, 2017 10:40 AM.


#279 chavert OFFLINE  

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Posted Tue Oct 17, 2017 10:38 AM

Thanks for the demo of the game. :)

The game is more difficult than before and ghosts are too speedy.



#280 kdgarris OFFLINE  

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Posted Tue Oct 17, 2017 11:03 AM

I gave it a shot, too.  It's very cute, and has nice graphics, but I got my butt kicked pretty thoroughly and consistently.  I think as game developers we get too good at our own games due to all of our testing, and don't always realize how difficult they are for everyone else.

 

I'm looking forward to seeing future versions!



#281 WizardBone OFFLINE  

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Posted Tue Oct 17, 2017 1:06 PM

Boy do I suck at your game :P 
I keep getting further each time I play the new update, but slowly. 
In my cases I know why, it's because my brain doesn't wanna accept firebutton as jump and down to fire, That's just learning the controls with a stubborn brain, my problem not yours hehe
Um, I wanna make a suggestion for you? perhaps offset the timing on one of the ghost when they come at you. It seems to me, the "hard game" problem is they are timed exactly the same, by the time you kill one , the other is on top of you or just about to kill you. Or maybe I just suck at the game and timing. (I hate leaving suggestions lol)



#282 kdgarris OFFLINE  

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Posted Tue Oct 17, 2017 1:56 PM

It's hard to get my brain to accept down as fire, too.  :)  Is "up" mapped to anything yet?  I'm wondering if it would be more intuitive to have up for jump, and fire for fire.



#283 AtariBrian OFFLINE  

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Posted Tue Oct 17, 2017 3:43 PM

It's hard to get my brain to accept down as fire, too.   :)  Is "up" mapped to anything yet?  I'm wondering if it would be more intuitive to have up for jump, and fire for fire.

I agree .



#284 Jinroh OFFLINE  

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Posted Wed Oct 25, 2017 9:18 AM

Thanks for all the feedback guys.

 

Hmm...I was actually following Random Terrain's guide for 'Fire' for jump.

 

Though I can see how it could be advantageous to do an 'Up' for jump and a 'Fire' for fire.

 

Work is sucking, but trying to get more progress done. :) I'll play around with some things. Probably I'll switch the controls for the next demo and we can see how we feel. :D



#285 WizardBone OFFLINE  

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Posted Tue Oct 31, 2017 12:35 PM

 

Work is sucking, but trying to get more progress done. :) I'll play around with some things. Probably I'll switch the controls for the next demo and we can see how we feel. :D

Awesome, something to try I guess. Can't wait to try.
Same, work is sucking life outta me lolll



#286 Jinroh OFFLINE  

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Posted Thu Nov 23, 2017 10:39 AM

Happy Thanksgiving.

 

I was going to work on this a bit more later, while I'm off for the Holiday.

 

I noticed though my last demo starts at the Haunted Forest.

 

So here's a quick fix that starts at the beginning of the game. ^_^;

Attached Files


Edited by Jinroh, Thu Nov 23, 2017 10:40 AM.


#287 JeremiahK OFFLINE  

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Posted Fri Nov 24, 2017 11:34 AM

Not sure if you have already considered this, but could it be possible to use fire as fire and up+fire as jump?  Or fire as jump as down+fire as fire?  Maybe it could even be user-selectable with the difficulty switches or tv type switch, if you aren't already using them for something else (I haven't played your demo in a while).


Edited by JeremiahK, Fri Nov 24, 2017 11:36 AM.


#288 kdgarris OFFLINE  

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Posted Mon Nov 27, 2017 3:02 PM

I did better in this demo until I got to the forest part again, and then I sucked just as badly as last time.  :)  It's cute, and it has a lot of potential.  I'm still interested to see a different variant on the controls, but I think the forest sequence would still be too hard for me even with the controls setup in a way that's more intuitive to me.  Getting attacked from both directions is immensely hard!  Great visuals, and fun gameplay up until that point for me.



#289 Jinroh OFFLINE  

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Posted Sat Dec 16, 2017 11:47 PM

Thanks guys! I appreciate your playing.

 

Things are settling down in my daily life so I'm back to work!

 

I'm re-writing the boss Bank to squeeze all three boss battles into one bank. (Hopefully)

 

To save a ton of space I'm going to approximate the Bread Cat with the level 'tiles'. Doesn't look too bad, but any suggestions I'm welcome to. The original graphics too way too much.

 

It'll give me enough for Chocolat and the last battle though with this system.

 

I'm also still going to try flipping the controls just normally then maybe with a switch like Jeremiah suggest. ^^ As for the ghost, yes, it is a pain. Thinking of replacing that as well. Maybe a ghost that shoots a ghost ball or something? IDK yet. ^^ Going to finish all these bosses first then the rest of the game will be cake for the most part.

 

Here's the new 'approximated' Bread Cat looks pretty good, but this is just in my quick mockup editor. Up for any tweaks you may suggest too. ^^

BreadCatNew.png



#290 Swami OFFLINE  

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Posted Sun Feb 4, 2018 3:57 PM

Thanks guys! I appreciate your playing.

 

Things are settling down in my daily life so I'm back to work!

 

I'm re-writing the boss Bank to squeeze all three boss battles into one bank. (Hopefully)

 

To save a ton of space I'm going to approximate the Bread Cat with the level 'tiles'. Doesn't look too bad, but any suggestions I'm welcome to. The original graphics too way too much.

 

It'll give me enough for Chocolat and the last battle though with this system.

 

I'm also still going to try flipping the controls just normally then maybe with a switch like Jeremiah suggest. ^^ As for the ghost, yes, it is a pain. Thinking of replacing that as well. Maybe a ghost that shoots a ghost ball or something? IDK yet. ^^ Going to finish all these bosses first then the rest of the game will be cake for the most part.

 

Here's the new 'approximated' Bread Cat looks pretty good, but this is just in my quick mockup editor. Up for any tweaks you may suggest too. ^^

attachicon.gifBreadCatNew.png

 

Anything new on the Carrot Kingdom front? I really like this game.



#291 Jinroh OFFLINE  

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Posted Mon Feb 5, 2018 7:45 AM

Glad you enjoy it. :) I uploaded a video of the last demo playthrough.

 

Being that I want to keep it to 16K I realize as-is the game would be about maybe 10-15 mins long if I completed it as-is. So I'm trying to think if I want to keep it that path or re-mix it in some way to make it longer but still not throw away all the work I've done.

 

One idea I had was to modify it to be more like the 'Jinny Run' game I made after Super Mario Run was released, that would make it more high score driven and arcadey to lend itself more to the Atari Style.

 

On the whole though not sure yet.

 


Edited by Jinroh, Mon Feb 5, 2018 7:56 AM.


#292 Swami OFFLINE  

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Posted Wed Feb 7, 2018 8:42 AM

Glad you enjoy it. :) I uploaded a video of the last demo playthrough.
 
Being that I want to keep it to 16K I realize as-is the game would be about maybe 10-15 mins long if I completed it as-is. So I'm trying to think if I want to keep it that path or re-mix it in some way to make it longer but still not throw away all the work I've done.
 
One idea I had was to modify it to be more like the 'Jinny Run' game I made after Super Mario Run was released, that would make it more high score driven and arcadey to lend itself more to the Atari Style.
 
On the whole though not sure yet.
 
https://www.youtube....h?v=hxWoFEJNySY


You could always make another 16k sequel. :) That might be easiest.

#293 StanJr OFFLINE  

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Posted Wed Feb 7, 2018 10:22 AM

I've never been close enough to have Bread Cat swipe at me!  That was cool!

 

Whatever you decide to do, this game is really cool.  It wants to be a full blown platformer, it really does.



#294 Gibstov ONLINE  

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Posted Thu Feb 8, 2018 2:10 PM

Just tried this game last night, pretty cool.  I got to the ghosts but they kicked my butt.



#295 Jinroh OFFLINE  

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Posted Thu Feb 15, 2018 10:21 AM

Thanks for the feedback guys. :)

 

Glad you enjoy it!

 

I decided, after listening to you guys, to complete the game as I was intending.

So I'll resume crunching the Bread Cat to a smaller state. I'll probably have to get rid of the Swipe Animation, but we'll see.

 

Still going to switch the controls as well.



#296 Kiwi OFFLINE  

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Posted Wed Feb 21, 2018 7:53 AM

Being that I want to keep it to 16K I realize as-is the game would be about maybe 10-15 mins long if I completed it as-is. So I'm trying to think if I want to keep it that path or re-mix it in some way to make it longer but still not throw away all the work I've done.

I would suggest make it 32KB instead of removing animation frames and features to fit into 16KB.  I really like the Bread Cat boss, and the way that the cat swipes at you was really cool.  I'm liking the creativity and the artwork that went into this game. If 16KB limitation is holding the vision of this game back, I would go bigger. 

It was challenging to fit a Colecovision platformer game with 5 stages with objective and boss with around 60-70 screens total into one 32KB cartridge.  I would have gone bigger if I knew how to make bankswitched Megacart back then. 



#297 Jinroh OFFLINE  

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Posted Wed Feb 21, 2018 1:04 PM

You know. ^^

 

I like your suggestion Kiwi.

 

As much as I'd like the keep it hardcore and smash everything down to 16K.

 

For the consideration of the little time I have to work on it, my sanity, etc. 

 

We'd all be best served if I bumped it up to 32K, so I could worry less about crunching down to fit ROM and more on making the game. ^^

 

That would be able to give me 200% more levels, in addition to fully fleshed out bosses. ^^

 

Thanks!



#298 Jinroh OFFLINE  

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Posted Mon Mar 19, 2018 8:43 PM

Casual teasing. :3

DYssIuxWAAA7bmS.jpg



#299 darryl1970 OFFLINE  

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Posted Wed Mar 21, 2018 12:18 PM

Casual teasing. :3

attachicon.gifDYssIuxWAAA7bmS.jpg

Sweet looking enemy.



#300 Swami OFFLINE  

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Posted Thu Mar 22, 2018 12:44 PM

Casual teasing. :3
DYssIuxWAAA7bmS.jpg

I do recall a possibly sexy blonde rabbit named Chocolat from a few pages back. Looks like she made it into the game. 😊





Also tagged with one or more of these keywords: Catgirls, Maids, Carrots, Assembly, Bread Cats, Sidescroller, 16K

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