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NanoWing, PotHole, Fishy, and Bit Quest

homebrews

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#1 metalbabble OFFLINE  

metalbabble

    Space Invader

  • 24 posts
  • Location:Rhode Island, USA

Posted Thu Nov 2, 2017 3:12 PM

Hi AtariAge, I just was recently introduced to Atari 2600 development and wanted to share a few things I came up with...

 

BitQuest

An adventure-type game with a fairly large over-world along with some randomly placed dungeons to explore.

 

Fishy

A simple two-player competition to collect points and power-ups

 

NanoWing

A random "don't crash into things" space type game.

 

PotHole

Basically, driving in New England.

 

In any case, the games are attached and ready to go, along with some "labels" I made up. I'd also be happy to share any source code with anyone who's interested!

 

Have fun and let me know what you think. Thanks for letting me join in the fun on AtariAge. :)

 

 

Attached Thumbnails

  • bitq_cart_sample.png
  • fishy_sample_cart.png
  • pothole_cart.png
  • cover_nanowing.png

Attached Files



#2 1980gamer OFFLINE  

1980gamer

    Dragonstomper

  • 794 posts
  • Location:Charlton, MA

Posted Fri Nov 3, 2017 12:16 AM

Welcome aboard.

 

New games, not direct ports of existing games.  Good to see.

Now we just need to introduce you to INTELLIVISION programming!



#3 chavert OFFLINE  

chavert

    Moonsweeper

  • 357 posts
  • Location:将棋の土地

Posted Fri Nov 3, 2017 2:27 AM

Welcome and thank you  :-D



#4 pedgarcia OFFLINE  

pedgarcia

    Space Invader

  • 19 posts

Posted Fri Nov 3, 2017 6:32 AM

Hey, nice games. Could you share what Batari kernels did you use to create them? DPC+ ?

 

Thanks

 

Paulo



#5 metalbabble OFFLINE  

metalbabble

    Space Invader

  • Topic Starter
  • 24 posts
  • Location:Rhode Island, USA

Posted Fri Nov 3, 2017 8:05 AM

Hey, thanks!!!

 

Regarding the kernels - sure thing. NanoWing, Fishy, and PotHole all just use the standard batari kernel. Bit Quest uses the multisprite_bankswitch kernel. I think next time around I will probably use the DPC+ kernel, now that I see what it's capable of.

 

I'm going to try and put together some kind of manual for Bit Quest since there's a little more to it. In a nutshell, it's a "rescue the princess" type game, there's a sword and a few dungeons hidden throughout the world map. The locations of these are randomized based on the left difficulty switch. I'd love to get this one on a physical cartridge, with a manual and world map, etc.

 

Anyhow, thanks again, everyone :)



#6 Sprybug OFFLINE  

Sprybug

    Dragonstomper

  • 556 posts

Posted Fri Nov 3, 2017 8:11 PM

Love the BS in the cat number. XD



#7 JeffIrok OFFLINE  

JeffIrok

    Space Invader

  • 24 posts
  • Location:Connecticut, USA

Posted Sat Nov 4, 2017 6:12 AM

Awesome!  Thank you!



#8 chavert OFFLINE  

chavert

    Moonsweeper

  • 357 posts
  • Location:将棋の土地

Posted Sat Nov 4, 2017 8:51 AM

Good game (bit-quets), I found the sword but not yet found the dungeons

 

Edit :  I found a dungeon but misses the key

 

edit(2) : I found the key and finished the game



#9 1980gamer OFFLINE  

1980gamer

    Dragonstomper

  • 794 posts
  • Location:Charlton, MA

Posted Sun Nov 5, 2017 3:19 PM

Chavert,  Good job finishing.

 

What difficulty did you complete the game on?  A or B?

I believe difficulty A gives random layout of the "WORLD"?  That should give us good replay, 

 

Just wondering..



#10 metalbabble OFFLINE  

metalbabble

    Space Invader

  • Topic Starter
  • 24 posts
  • Location:Rhode Island, USA

Posted Sun Nov 5, 2017 3:33 PM

Yup, "A" should randomize the locations of the sword and dungeons on the map. "B" will use pre-determined fixed locations.



#11 chavert OFFLINE  

chavert

    Moonsweeper

  • 357 posts
  • Location:将棋の土地

Posted Mon Nov 6, 2017 2:56 AM

I finished the game in difficulty mode b.

I will try mode A. thanks.



#12 StanJr OFFLINE  

StanJr

    Web-slinger

  • 15,135 posts
  • fun or bust
  • Location:Louisville KY

Posted Mon Nov 6, 2017 11:41 AM

BitQuest is where it is at.  Nothing wrong with the other games, but BitQuest is the one that would be in my collection if it were released on a cart.  Definitely wants a manual though.  Sometimes I kill enemies and they drop a dot, sometimes this dot restores a heart (love the health meter) sometimes it does not.  Can snowmen be killed?  I was unsuccessful.  Occasionally while killing an enemy I get an extra long SFX but am not sure why or what it means.  Sometimes while wandering the world, just slashing my sword for the fun of it, the game makes a sound like I've vanquished an enemy when no enemy is present.  Wherefore?  I wish some of the gaps were a little bit bigger to make it less frustrating to fit through.

 

Love all the sprites.  Love the dungeons.  Love the landscapes!  Love the ending!

 

BitQuest is for real.  Well done!



#13 metalbabble OFFLINE  

metalbabble

    Space Invader

  • Topic Starter
  • 24 posts
  • Location:Rhode Island, USA

Posted Mon Nov 6, 2017 2:48 PM

Cool, thanks so much for the feedback. I think for sure a good manual (and maybe a map) is the way to go. That snowman thing is annoying, I think it has to do with their height. As far as the health power-ups that get dropped - I haven't seen anything weird with those, I'll have to investigate.



#14 Gorfy OFFLINE  

Gorfy

    River Patroller

  • 3,152 posts
  • Location:Cleveland, OH

Posted Sat Nov 11, 2017 3:05 PM

Bitquest is very fun!  Finished it on difficulty B.

 

 

Attached Thumbnails

  • bitquest.png


#15 KevinMos3 OFFLINE  

KevinMos3

    Stargunner

  • 1,519 posts
  • Founder of the Timothy Dalton as Bond fan club
  • Location:Behind YOU!

Posted Tue Dec 5, 2017 5:59 PM

I was loving the idea of Bit Quest, so I made an overworld map.  However, in doing this, I realized how short the game can be. 

 

The sword is very close to the beginning.

The dungeon is very close to the sword.

The end castle/fortress is very close to the dungeon.

 

Synopsis:

Spoiler

 

Again, I love the idea.  You have some cool region variety with interesting landmarks, but there is nothing really leading the player to experience any of them.  You don't have to see the Sphinx, the giant snowman, the igloo, the volcano, or anything.  Not that I want to see you distracted from any other projects (Sand Castles is amazing), but it would be nice to see this expanded on and developed a little further.

 

Overworld Map:

Spoiler



#16 metalbabble OFFLINE  

metalbabble

    Space Invader

  • Topic Starter
  • 24 posts
  • Location:Rhode Island, USA

Posted Tue Dec 5, 2017 7:14 PM

I was loving the idea of Bit Quest, so I made an overworld map.  However, in doing this, I realized how short the game can be. 

 

The sword is very close to the beginning.

The dungeon is very close to the sword.

The end castle/fortress is very close to the dungeon.

 

Synopsis:

Spoiler

 

Again, I love the idea.  You have some cool region variety with interesting landmarks, but there is nothing really leading the player to experience any of them.  You don't have to see the Sphinx, the giant snowman, the igloo, the volcano, or anything.  Not that I want to see you distracted from any other projects (Sand Castles is amazing), but it would be nice to see this expanded on and developed a little further.

 

Overworld Map:

Hey, thanks for giving it a spin! So you might be interested in knowing that the placement of the sword and dungeons is randomized (or not) based on the difficulty switch. The way you played it intentionally makes it easier/closer for players staring out. Try the game out on "A"/advanced... it should randomize everything (sword, dungeons) making the game a little more complex. The sword isn't required at all... I figure that gives more ways of playing (evade the monsters, do a pacifist run, whatever) Anyhow, that map is great! I've been meaning to put something like that together and make a proper manual. Thanks again for checking it out!



#17 KevinMos3 OFFLINE  

KevinMos3

    Stargunner

  • 1,519 posts
  • Founder of the Timothy Dalton as Bond fan club
  • Location:Behind YOU!

Posted Wed Dec 6, 2017 11:19 AM

...Try the game out on "A"/advanced... it should randomize everything (sword, dungeons) making the game a little more complex...

 

Good to know.  Thanks!  I'll definitely have to try that out.

 

 

Anyhow, that map is great! I've been meaning to put something like that together and make a proper manual. Thanks again for checking it out!

 

Glad you like it.  I didn't do the dungeons, since they don't branch off anywhere -- figured they didn't need a map.







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