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Ms. Galactopus - WIP


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#26 KaeruYojimbo OFFLINE  

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Posted Fri Sep 22, 2017 11:11 AM

Great game! I had said this about Galactopus the First in a recent review, but I think it would be awesome towards the end if one should have to face off against multiple galactopuses. Like either Ms. Galactopus and her sister or Mr and Mrs Galactopus, reunited.

 

"Towards the end?" This is 1980's-style arcade shooter. There is no "end." It just goes on forever and ever... :)

 

EDIT: In case you missed it since this is the first post on a new page, go back to page 1 for a new version of the game.


Edited by KaeruYojimbo, Fri Sep 22, 2017 11:13 AM.


#27 Swami OFFLINE  

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Posted Fri Sep 22, 2017 12:45 PM

 

"Towards the end?" This is 1980's-style arcade shooter. There is no "end." It just goes on forever and ever... :)

 

EDIT: In case you missed it since this is the first post on a new page, go back to page 1 for a new version of the game.

Still, "towards the end of the increase in complexity of the gameplay cycle" as opposed to the last stage before winning the game.



#28 KaeruYojimbo OFFLINE  

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Posted Sat Sep 23, 2017 7:13 PM

I think it would be awesome towards the end if one should have to face off against multiple galactopuses. Like either Ms. Galactopus and her sister or Mr and Mrs Galactopus, reunited.

 

I actually did consider having 2 Galactopuses in the first game (that's why there's an offhand reference to it in the manual) but it ended up being impossible to to it the way I thought I might be able to so I skipped it. Adding another Galactopus here would cause it to flicker constantly, which I don't want. I had wanted to do an ending with Galactopus and Ms. Galactopus side by side with a heart between them (think Mario and Pauline at the end of the rivet stage) but had to scrap it.

 

Worked some more on the bonus stage. Still trying to find the sweet spot between too easy and too hard.

Attached Thumbnails

  • galactopuslove.png

Attached Files


Edited by KaeruYojimbo, Sat Sep 23, 2017 7:22 PM.


#29 Arenafoot ONLINE  

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Posted Sat Sep 23, 2017 9:32 PM

Still out of alignment on the AFP..... will there be a portable ROM version in the future?



#30 Kosmic Stardust OFFLINE  

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Posted Sat Sep 23, 2017 9:46 PM

I actually did consider having 2 Galactopuses in the first game (that's why there's an offhand reference to it in the manual) but it ended up being impossible to to it the way I thought I might be able to so I skipped it. Adding another Galactopus here would cause it to flicker constantly, which I don't want. I had wanted to do an ending with Galactopus and Ms. Galactopus side by side with a heart between them (think Mario and Pauline at the end of the rivet stage) but had to scrap it.
 
Worked some more on the bonus stage. Still trying to find the sweet spot between too easy and too hard.

Too drunk to read the whole post but I saw the pictorial where galactopus and ms galactopus fell and love so I gave the thumbs up becausee it made my day. maybe thy have babieeees like ms pacman. oh wait they do! :lust:

#31 KaeruYojimbo OFFLINE  

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Posted Sat Sep 23, 2017 9:56 PM

Still out of alignment on the AFP..... will there be a portable ROM version in the future?


I'm guessing there's an issue between the AFP's emulator and the bB multisprite kernel causing the problem. I haven't tried the game on the portable and don't have any plans to do an alternate ROM if there isn't a way to make one ROM work on both the portable and actual 2600 hardware.

#32 Swami OFFLINE  

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Posted Sat Sep 23, 2017 10:18 PM

 

I actually did consider having 2 Galactopuses in the first game (that's why there's an offhand reference to it in the manual) but it ended up being impossible to to it the way I thought I might be able to so I skipped it. Adding another Galactopus here would cause it to flicker constantly, which I don't want. I had wanted to do an ending with Galactopus and Ms. Galactopus side by side with a heart between them (think Mario and Pauline at the end of the rivet stage) but had to scrap it.

 

Worked some more on the bonus stage. Still trying to find the sweet spot between too easy and too hard.

 

Love it!



#33 Swami OFFLINE  

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Posted Sat Sep 23, 2017 10:21 PM

Still out of alignment on the AFP..... will there be a portable ROM version in the future?

 

On Stella one of the baby octopuses was on the edge and I couldn't get my ship over far enough to shoot it. I'll have to try it on the heavy sixer with the Harmony.



#34 KaeruYojimbo OFFLINE  

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Posted Sun Sep 24, 2017 12:19 PM

 
On Stella one of the baby octopuses was on the edge and I couldn't get my ship over far enough to shoot it. I'll have to try it on the heavy sixer with the Harmony.


It's possible for a baby to be too far to the left to shoot. It's on my list of things that need to be tweaked. I think Arenafoot is referring to a problem with the missile on the portable when he says "out of alignment."

#35 Arenafoot ONLINE  

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Posted Sun Sep 24, 2017 3:06 PM

 I think Arenafoot is referring to a problem with the missile on the portable when he says "out of alignment."

There's a dot to the right of the player's ship at the bottom of the screen where if you line that up, the shot comes from the dot and not from the player's ship.



#36 KaeruYojimbo OFFLINE  

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Posted Sun Oct 1, 2017 10:46 AM

Updates:

 

Bonus Round - Each time you shoot a baby, the next one appears a little higher on the screen. Shoot a baby off the top of the screen before one reaches the bottom.

 

Ms. Galactopus - Starting with the 4th non-bonus level, if Ms. G touches the edge of the screen 3 times without being shot, she moves closer to the player.

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#37 Arenafoot ONLINE  

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Posted Sun Oct 1, 2017 10:51 PM

Updates:

 

Bonus Round - Each time you shoot a baby, the next one appears a little higher on the screen. Shoot a baby off the top of the screen before one reaches the bottom.

 

Ms. Galactopus - Starting with the 4th non-bonus level, if Ms. G touches the edge of the screen 3 times without being shot, she moves closer to the player.

portable fix????



#38 KaeruYojimbo OFFLINE  

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Posted Mon Oct 2, 2017 9:55 AM

portable fix????

Short answer: No.

Long answer: I tried it out on the portable and not only does the shot start in the wrong place, it jumps to the left as it moves up the screen, so it's not as simple a fix as changing the starting position of the missile. I'd have to compensate for those jumps by adjusting the y position at the appropriate points as it moves up the screen. There seems to be some incompatibility between the AFP emulator and the bB multisprite kernel, and altering the kernel is beyond my meager skills.

Edited by KaeruYojimbo, Mon Oct 2, 2017 9:56 AM.


#39 chavert OFFLINE  

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Posted Sat Oct 21, 2017 11:37 AM

my play score :

 

  mini_866904msgal.jpg



#40 KaeruYojimbo OFFLINE  

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Posted Sat Oct 21, 2017 7:16 PM

msgprge3.jpg

 

Random dude checking out Ms. Galactopus as the AtariAge booth. He and another guy were trading off while I was in line getting Draconian and Space Cactus Canyon.

 

I came through a little later and a teenager was playing. He kept mashing on the fire button, so each shot only went up an inch or so before resetting. He never figured out to let the shot travel up to Ms. G before shooting again.

 

Stupid kids...


Edited by KaeruYojimbo, Sat Oct 21, 2017 7:16 PM.


#41 DCent OFFLINE  

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Posted Thu Oct 26, 2017 9:35 PM

sweet! we're getting ms. galactopus now!

#42 chavert OFFLINE  

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Posted Mon Dec 17, 2018 4:46 AM

It's one of the best homebrew shoot 'em up with draconian. :thumbsup: 



#43 Kosmic Stardust OFFLINE  

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Posted Mon Dec 17, 2018 3:01 PM

sweet! we're getting ms. galactopus now!

Is it coming out still? This game is awesome. Albert should do a "double ender" with Galactapus and Ms Galatapus!!! :D



#44 KaeruYojimbo OFFLINE  

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Posted Tue Dec 18, 2018 11:26 AM

It's one of the best homebrew shoot 'em up with draconian. :thumbsup:

 

Wow! That's pretty good company. Thanks!

 

 

Is it coming out still? This game is awesome. Albert should do a "double ender" with Galactapus and Ms Galatapus!!! :D

 

I still want to finish it. Real life pulled me away from it and it's been hard to get back to it.



#45 Kosmic Stardust OFFLINE  

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Posted Tue Dec 18, 2018 11:29 PM

Yake your time. ;-)

#46 KaeruYojimbo OFFLINE  

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Posted Thu Dec 20, 2018 11:31 AM

A couple of small changes. The most noticeable is the game over animation. I'm working my way back into the groove.

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#47 KaeruYojimbo OFFLINE  

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Posted Wed Dec 26, 2018 11:09 AM

Update: Fleshed out the bonus stage.

 

I feel like at this point all of the game elements are in place. Now what's left is polishing, tweaking and bug fixing.

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Edited by KaeruYojimbo, Wed Dec 26, 2018 3:49 PM.


#48 cimmerian OFFLINE  

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Posted Thu Jan 10, 2019 11:28 PM

We'll be featuring Ms. Galactopus on the ZeroPage Homebrew stream this tomorrow (Friday) on Twitch at 12PM PT/3PM ET! Hope everyone can tune in to watch us play!

Twitch Stream: https://www.twitch.t...ropagehomebrew/

Games on Friday:
- Ms Galactopus (2018 WIP) by KaeruYojimbo
- Breakout 2000 (2019) by Mr SQL
- Dot (Minigames) (2013 WIP) by seemo

 

EDIT: Link to archive of livestream

 


Edited by cimmerian, Thu Jan 17, 2019 3:15 PM.


#49 KaeruYojimbo OFFLINE  

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Posted Fri Jan 11, 2019 10:29 AM

Cool!

 

Here's a new version with some small, mostly cosmetic updates. Hope I got it up in time for the show.

 

Still not happy with the bonus round. I'm trying to work out how quickly to increase the rate at which the babies fall. Right now it's too slow, so it's pretty easy. Trying to find a good balance so that it speeds up quickly enough to be challenging, but not so quickly it's impossible.

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Edited by KaeruYojimbo, Fri Jan 11, 2019 10:53 AM.


#50 cimmerian OFFLINE  

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Posted Fri Jan 11, 2019 11:48 AM

Just in time, thanks KaeruYojimbo. :-) See you on the livestream!

 

 

Cool!

 

Here's a new version with some small, mostly cosmetic updates. Hope I got it up in time for the show.

 

Still not happy with the bonus round. I'm trying to work out how quickly to increase the rate at which the babies fall. Right now it's too slow, so it's pretty easy. Trying to find a good balance so that it speeds up quickly enough to be challenging, but not so quickly it's impossible.






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