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Aardvark for Atari VCS/2600


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#101 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

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Posted Mon Nov 13, 2017 12:25 PM

I don't know about everyone else, but I would prefer savekey support.

Why that?



#102 RamrodHare OFFLINE  

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Posted Mon Nov 13, 2017 7:29 PM

Why that?

CPUWIZ made me a savekey and since I've had it, I've played the homebrews that supported it more than any of the others. I really wish more games supported it. I know everyone doesn't have a savekey, so it might be more practical to have the cart keep the high score. I just like the concept of the savekey. It's an interesting accessory. Maybe add high score support for the carts and release the binary later with savekey support for those with Harmony Carts.  :)



#103 Thomas Jentzsch OFFLINE  

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Posted Tue Nov 14, 2017 2:23 AM

Maybe add high score support for the carts and release the binary later with savekey support for those with Harmony Carts.  icon_smile.gif

Harmony is a great tool and I am using it regularly too for playing and development.

 

But since Harmony, homebrew sales have dropped very significantly. So saving on the cart instead of a SaveKey is one last benefit and incentive for people who are not collectors but still support homebrewing by buying carts.


Edited by Thomas Jentzsch, Tue Nov 14, 2017 2:25 AM.


#104 Kosmic Stardust OFFLINE  

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Posted Tue Nov 14, 2017 5:41 PM

Unless the cart utilizes speech, I would prefer the flash ROM saves option. Sometimes I forget to plug in the AtariVox or heaven forbid it gets lost in the game clutter. :P



#105 chavert OFFLINE  

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Posted Wed Nov 15, 2017 12:41 PM

Good job, on the other hand I've experienced some difficulties at times to go from one tunnel to another, lack of precision.



#106 NostAlgae37 OFFLINE  

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Posted Thu Jan 25, 2018 2:08 PM

Good job, on the other hand I've experienced some difficulties at times to go from one tunnel to another, lack of precision.

 

I have been playing this a lot on the AFP, and it is extremely addictive and has become one of my favorite go-to games.  But I do agree about the lack of precision in the control of the tongue (especially when retracting it with the button).  I don't know if this can be corrected easily, as it might sacrifice some speed which is needed to avoid the emerging insects and make the game playable.  The other 2 items that are missing and would make the game so much more enjoyable is if it retained and displayed your high score (not after you turn it off, just while you are playing it) and perhaps even more importantly, if the reset button actually worked so that you restart your game if you mess up early and want to try again from the beginning.

 

Thanks anyway nanochess for making this incredible game, it really is so much fun and any small improvements that you are able to make from here on are only icing on the cake.  :thumbsup:



#107 Thomas Jentzsch OFFLINE  

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Posted Thu Feb 1, 2018 3:06 AM

Any updates?



#108 nanochess OFFLINE  

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Posted Thu Feb 1, 2018 8:11 AM

Any updates?


I've been sidetracked by a lot of things, but as soon as I've time I intend to solve some collision bugs introduced when I changed the kernel and then continue with the arcade missing parts. :)

In fact I've 21 TODO points in Aardvark source code waiting ominously behind me while I'm doing other things :P

#109 Kosmic Stardust OFFLINE  

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Posted Sat Feb 3, 2018 12:09 AM

Nanochess replied. That is good enough for me to know the project isn't dead. I will patiently await future updates.

#110 nanochess OFFLINE  

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Posted Mon Mar 5, 2018 2:27 PM

Resumed working on this. So far solved these bugs from integration of new kernel:

* Couldn't advance level. (first egg eaten not counted)
* Crashing when tongue touched. (happened if tunnel type H appearing)
* Spider wouldn't appear. (was checking for tunnel 0 but reversed order, now tunnel 7 is topmost)
* Spider wouldn't move. (normal because changed completely the hole positioning and X-coords table)

* Corrected eating queen ant (would disappear the other queen ant)

* Corrected 1000 points sprite for queen ant (would circle weirdly between various sprites)

* Removed sound effect remaining after main melodies.

* Movement of whole game one row downward when aardvark died.



#111 nanochess OFFLINE  

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Posted Mon Mar 5, 2018 8:06 PM

I must be crazy.

 

I passed 3 hours drawing, writing a conversion utility and tuning an independent line color 48px kernel :) for doing this "amazing" title screen :grin:

 

Aard_003593ff.png



#112 nanochess OFFLINE  

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Posted Mon Mar 5, 2018 9:54 PM

Once you have the tools, everything is easier :grin:

 

Aard_0030d47e.png



#113 Kiwi OFFLINE  

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Posted Mon Mar 5, 2018 10:28 PM

Very cool!!

I do remember Spiceware inverting the image having the sprite be black and use 2 colors from PF BG to place the colors. He either turn on VBlank(will produce color invisible depending on TV brightness) to produce the blackcolor or load 0 to colubk(possibly colupf) after it finish drawing the sprites. I think you might enough cycle to load data to PF2 and PF0 before the beam hits the sprites.  So you could have white eyes with green outlines for the Aardvark or additional color to make the ant in his shirt a different color.  A lot more work, but that's I think how Spiceware does it.



#114 nanochess OFFLINE  

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Posted Mon Mar 5, 2018 10:55 PM

Very cool!!

I do remember Spiceware inverting the image having the sprite be black and use 2 colors from PF BG to place the colors. He either turn on VBlank(will produce color invisible depending on TV brightness) to produce the blackcolor or load 0 to colubk(possibly colupf) after it finish drawing the sprites. I think you might enough cycle to load data to PF2 and PF0 before the beam hits the sprites.  So you could have white eyes with green outlines for the Aardvark or additional color to make the ant in his shirt a different color.  A lot more work, but that's I think how Spiceware does it.


I've 3 cycles free in the loop. Maybe I could do something.

All these are pretty good ideas :thumbsup:

#115 nanochess OFFLINE  

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Posted Tue Mar 6, 2018 9:09 PM

Made a silent video of latest alpha



#116 sramirez2008 OFFLINE  

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Posted Tue Mar 6, 2018 9:30 PM

This looks so good. :thumbsup:   Can't wait for the CIB!  It will have a box, right?



#117 vcsrocks OFFLINE  

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Posted Mon Mar 26, 2018 2:06 AM

This is really good.  Really fun to play.  Good job!



#118 Kosmic Stardust OFFLINE  

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Posted Mon Mar 26, 2018 6:57 PM

Hope to see it in the aa store sometime! ;-)




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