I added a boss to the final floor of the tower. And drew a new tileset to use up less GRAM and to be use for the boss's graphic. I slowed the fire animation speed to 15fps, so I can redefine the boss's graphic every 4 frames. So that leaves "define alternative" for the survivor's animation for future planning. Right now I am at 46KB/83KB maximum. So I want to get the other towers made before adding more animation to the survivor. And getting harder for me to tell which mapping is getting full.
And the funny thing when I was testing the multiplexing with the boss's sprite. I after I killed the Flame enemies, they were not able to be killed again after they been spawned. Earlier in production, I would turn off the interactive bit after they been killed. So the extinguish animation object wouldn't get picked up by the hardware collision detection as a hit. So I ported the spawn object routine from my previous project to this one. Guess I forgot to do. Yup, forgot to set the interactive bit to 1. I was going crazy and thinking I ran out of cpu cycles and missing the hardware collision thingy. Fortuanately, the game engine runs smoothly at 30fps.
Here's the youtube video with the disappearing sprites because the video is converted from 60 to 30 fps. And the helicopter routine with frozen chopper blade. I could not use GROM $CC, . Nostagia lets me use the GROM $CC as sprites, but Jzintv and the Intellivision Master Component unit denied my usage. So I made the blade to be loaded into GRAM and it works. 7 MOBs for that helicopter.
Latest ROM: FIv33.rom 46.06KB 67 downloads
I added sound effects, 13 sounds so far. And added another level since an idea just struck my head.
Here's version 0.31: FIv31.rom 38.56KB 53 downloads
There's a low quality sound test menu accessible from the title screen. So you can point out what sound effects doesn't work well and can give suggest what needed to be changed. I'm using sound 1 for tone/volume, and sound 2 noise only volume. I also added selection to start level 1. So you can jump in immediately and forfeit the points you could have earned in the Tutorial level.
Here's a youtube video of the game since Gifeo can't do sounds:
I haven't tried the latest ROM on the Intellivision but it works fine in Nostagia and Jzintv.
Here's version 0.3 of Towering Inferno code name, Fiery Inferno. I added lots of animation frames to the main character's death animation, 18 frames, with side, front and back graphic. I also added smoother waterbar. Define alternate really helps with this, so I don't have to use a wait statement and freed up 1 GRAM card to be the fourth ground tile. I have 1 just regular define statement in reserved for the first wait. 2nd wait loop define the MOB animation for the sprites, and define alternate to redefine the fire tile. The fire tiles, and the fire mob now animates in 6 frames rather the old 1980s way 2 or 3 animation frames. The water meter cards and the death animation cards been filled up the $4800-4fff segment. I don't this game will work with ECS if this segment is mapped.
I added 4F and 5F.
New Gifeo runs at 30fps to show off the animation and level 4 and 5:
Level 5 have 4 random place where the key will be at.
New ROM 0.3: FIv3.rom 31.56KB 45 downloads
The tutorial area, the text can be advance quicker by pushing any button, or left alone and it'll flip to the next message in 4.14 seconds.
I was making a top down type game, Venture, for the Intellivision. Then saw the clip of Tower Inferno for the Atari 2600 on Facebook. Hey, I could make that type of game instead of trying to recreate Venture. So I converted the engine over to make this game.
click to animate
Just recent I added 2 more flame sprites on to the scene of 4 sprites. It cause a slow down, yay!! They are bounded by the software collision detection like your player sprite is. Killing them should speed up the game.
Pretty much put out all the flame to get the 100 points bonus. Don't run out of water. A T tank will restore your water by 25%.
old version 0.1: FI.rom 14.06KB 64 downloads
There's no game over and only has 1 level. I do plan to add more level once I get some sleep.
You can also use the keypad to spray water in specific direction like in AD&D Cloudy Mountain(you could use that overlay with this game as well). Just can't pick up item, count arrow or climb down a ladder. Keypad 0 just randomize the enemies' movement as a debug.
You can try the new version, 0.2: FIv02.rom 17.06KB 45 downloads
I added a training room level at the fire station to try to explain the mechanic by the limited amount of GRAM cards.
I added 2 levels after the 1st one from the first demo.
The character can now face in 4 directions, but still fires in 8 direction.
And you can still play this game while your kids are sleeping, unless the clicking sound from the controller wakes them up. I really need to figure out how to make good noise sound effect using the noise channel. Sounds are still on my TODO's li- wait this is nanochess's list opps um.. here it is, yup still on my todo's list.
Next version would be more focused on the enemies and boss types.
Edited by Kiwi, Mon Oct 3, 2016 8:56 PM.