Jump to content

Photo

[Semi Final] Monkey King (Formerly Climb the tree)


90 replies to this topic

#1 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • 361 posts
  • Location:Stockholm

Posted Wed Jan 17, 2018 2:56 PM

29/9/2018: Found more bugs! (And fixed them) AI is a bit smarter and can get to about 2-3k on its own.  ALso added reset delay for firebutton when player dies. 

16/9/2018: Fixed all bugs that I am aware of! Now I just want to tweak the speed, power up frequencies, etc and then I would say that its done!

15/9/2018: Major AI overhaul (it now chases the stones) and US change. Made possible with smart space hack by Isposta

13/9/2018: Fixed scrolling of tree to make it more realistic after getting a great tip from Karl G 

11/9/2018: Added box and cart label. Art by Steve Hammond

9/9/2018: I think that all errors are gone now. Still have ~50 bytes of ROM so could add some small things. 

6/9/2018: Higher max speed, fire button starts game, flipped game modes to emphasise its a multiplayer game. 

 

Monkey King is an endless runner with a strategic twist. Made for one or two players, played with the joystick controllers. 

 

---Backstory---

You are a monkey prince, one of two children of the Monkey King. Your father is old and wants to retire, but not before a suitable successor is chosen for the throne. The king, like his father before him, obtained the crown by participating in an ancient monkey ritual, the climbing one of the two sacred trees. No-one knows how tall these identical trees are and if there is a top at all, but the top of the tree is not the goal. The goal is getting higher than your competitor. 

During the ritual two royal candidates run up one of the trees while avoiding its many branches, running faster and faster until one of the two bumps their head once too many. On the tree the monkeys can find magical stones that can be used in their advantage, or their competitors disadvantage. 

Only one monkey can be the Monkey King, will it be you?

 

---Manual--

Before starting chose game options. If you change them later you will have to restart the game.

 

LeftDifficultyA: Play against AI. (Single Player)

LeftDifficultyB: Play against friend (Multiplayer)

 

RightDifficultyA: Keep Going! Game does not stop when one of two players die. Ideal for those who want to get a high score!

RightDifficultyB: Deathmatch/Co-op. Game ends when one of the two dies. Destroy your enemy or work together to get as far as possible!

 

Start game by pressing the reset button and control your monkey with the joystick controller. You can go up, down, left and right to avoid the branches and falling coconuts. Press fire button to use your magic stones.

 

You can use he magic stones to help yourself or thwart the other monkey. A single stone is powerful and when combined amazing things happen. Make sure to get them first though, as both stones disappear if one is taken.

 

There are five magical stone effects, each having its own icon. 

 

qOz3SDj.png

One stone slows down time for both monkeys. (Scrolling slows down)

Two stones remove all branches above and below you.

Three stones give you back a life.

Four stones can be used to briefly make the opponent invisible.

Five stones give you the power to add a branch to enemies tree at height of player on the left for Player 0 and on the right for player 1. 

 

 

Comments welcome!

 

Thanks to: RevEng, Random Terrain, Karl G, Lillapojkenpaon, Arenafoot, StanJr.

Uses minikernel by CurtisP edited by Karl G, score graphics kernel by RevEng and music example by RandomTerrain. 

Attached Thumbnails

  • monkeyking_front.png
  • labelmkfront.jpg
  • mkss.png
  • mkss2.png

Attached Files


Edited by Coolcrab, Sat Sep 29, 2018 9:02 AM.


#2 StanJr OFFLINE  

StanJr

    Web-slinger

  • 15,370 posts
  • fun or bust
  • Location:Louisville KY

Posted Wed Jan 17, 2018 5:27 PM

Hitting the branches increases my score.  I cannot imagine that is on purpose. 

 

Is there intention to flesh this out with other features or is this it?



#3 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Thu Jan 18, 2018 12:48 AM

This still needs work. It's a proof of concept now mostly :P

#4 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Fri Jan 19, 2018 2:48 PM

I updated the game to be 2 player and rewrote the scroll mechanics. Each block now has a 50% chance of having a branch. If there is a branch diagonally below it (making dodging the new branch impossible) then it will not draw it. 

 

I was wondering how people deal with player vs PF coordinates. I'd like to remove the branch that hits the player, but IDK how to map that. 



#5 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Mon Jan 22, 2018 3:09 AM

I gave it some updates to make it 2 player and even added some power-ups. But I can't seem to figure out how to fix the collision in such a way that a branch 'falls off' when touched.

 
Collision with PFpixels can be sort of replicated but for some reason this only works when the player moves into the block, not if the block scrolls into the player..
 
Also any suggestions for power-ups? I got one that removes all branches one one side and one that gives a life. I was thinking of one that switches P1 and P2 and maybe one that mirrors the branches?


#6 Lewis2907 OFFLINE  

Lewis2907

    Moonsweeper

  • 276 posts
  • Location:Senatobia, MS

Posted Mon Jan 22, 2018 2:01 PM

Do think you can do the option of one player. That way I can play it on my cell phone or AFP, thanks.

#7 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Mon Jan 22, 2018 2:46 PM

If there is space left I might do some AI. Otherwise I'll probably allow to turn the second player off.

I'm glad you like it at any rate :)

#8 Lolkiu64 OFFLINE  

Lolkiu64

    Space Invader

  • 24 posts

Posted Tue Jan 23, 2018 12:47 AM

Simple but Fun!  :thumbsup:  also quick question, how do you add your own games to javatari.org?
 

Example: http://javatari.org/...s/climbV0.1.bin



#9 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Tue Jan 23, 2018 12:56 AM

Upload it somewhere ( I put it on my site) and then just say javatari.org?ROM=url

#10 Lewis2907 OFFLINE  

Lewis2907

    Moonsweeper

  • 276 posts
  • Location:Senatobia, MS

Posted Tue Jan 23, 2018 1:45 AM

When I contacted Javatari the email I got back was ppeccin/javatari.js not sure if that is even a true email. Basically I submitted a help ticket and they respond.

Also try virtualatari@gmail.com which is another website that will publish games at http://www.virtualatari.org/

Hope this helps, thanks.

#11 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Tue Jan 23, 2018 10:01 AM

Where did you upload your rom?



#12 Lewis2907 OFFLINE  

Lewis2907

    Moonsweeper

  • 276 posts
  • Location:Senatobia, MS

Posted Tue Jan 23, 2018 7:48 PM

They have trouble with DPC+. The only 2 games I have worth playing. From talks with both Standard and Multisprite Kernels work. The same outcome as the AFP. I really like DPC+, but not working on their sites and AFP has deterred me from making stuff in DPC. Thus I am trying to tackle Multisprite (which is cumbersome with the mirror playfield). 

 

***edit

 

I attached some screen shots where I settled to go Standard Kernel and Multisprite. I still have a ways to go. Making some progress on City Combat. It uses Bogax Code and RT Sprite and other stuff, but off my topic. I hope you or someone can get something published on there. It would be an easy way to send a link to friends and they can access and play your game.

Attached Thumbnails

  • Multisprite - PacMan Eat N Run.png
  • Standard Kernel - 4 Way (Bogax Code) City Combat.png

Edited by Lewis2907, Tue Jan 23, 2018 8:03 PM.


#13 StanJr OFFLINE  

StanJr

    Web-slinger

  • 15,370 posts
  • fun or bust
  • Location:Louisville KY

Posted Thu Jan 25, 2018 12:43 AM

Right now, for me, the game is too slow and there isn't much challenge.  If the game moved faster you could add power-ups to slow the action down a bit, or become invisible for a brief period.  Not sure how to implement, but a power-up that could hinder the other player?  Also, since the score is also slow, bonus point power-ups would be great.

 

Currently when you lose all of your lives, the game just keeps going.  I think the final branch should take the monkey off the tree and the remaining monkey declared the winner.



#14 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Thu Jan 25, 2018 2:39 AM

I plan on making it speed up with time. Some potential power-ups would be to slow it down again. but then it slows down for both players, but that might add strategy. 

 

However, right now I'm still stuck on the branch collision and like you said that is quite important to get working. Does anybody have experience with this? 

The problem being that if I say something like this. (don't have the code on this PC, so the coordinate transformations might be wrong)

if collision(player1, playfield) then px = (player0x - 16 ) /4 : py = (player0y -16)/4 : pfpixel px py off

Then it works when I collide with the PFpixel but it doesn't if the PF pixel collides with me. Is there a fix for this? Could it be some misalignment? 



#15 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Fri Jan 26, 2018 4:15 PM

I added the newest version to the main thread. As can be seen there are some weird bugs. 

 

1) the collision works poorly. Even if I delete the wall upon contact,somehow it still takes away more than 1 life. 

2) the speedup is not very natural yet. 

3) The room sometimes 'shakes' and I have no idea why. 

 

Bas file is included in main thread, if anyone can look at it that would be great!



#16 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Tue Jan 30, 2018 11:18 AM

New version added that should be playable. The speed is a bit higher and the power-ups work. Collisions also work now, as it removes all branches on one side when one is hit. 

I wont have much time to work on this the rest of the week, but should upload more next week. 



#17 StanJr OFFLINE  

StanJr

    Web-slinger

  • 15,370 posts
  • fun or bust
  • Location:Louisville KY

Posted Thu Feb 1, 2018 9:39 PM

I like the speed.  Much more challenging.

 

What do the power-ups do?  I cannot determine through play.  

 

The screen shakes when you hit a branch, yes?



#18 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Fri Feb 2, 2018 3:03 PM

At the moment:
1 removes all branches on your side
2 gives you a life
3 slows down the level
4 (not in yet) might switch the players around

I'd also like one that flips the tree left to right, but not sure how to code that.

And of anyone has a suggestions on how to stack the bonuses better (currently it's player Color and both healthbars are used) (maybe healthbar Color) I feel like it should be displayed better.
Is there some assembly code that ads more ticks?

And the asking started as a bug but I decided it's a feature now :P it basically does too much in one draw screen and lags for a moment.

#19 StanJr OFFLINE  

StanJr

    Web-slinger

  • 15,370 posts
  • fun or bust
  • Location:Louisville KY

Posted Mon Feb 5, 2018 12:59 PM

I'm not sure what the score does.  Since there are two players, but one score, who is the score for?  What if this is one of those rare cooperative games where you and another monkey try to work together to reach the banana horde at top of the tree?

 

Definitely need a GAME OVER of some kind.



#20 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Mon Feb 5, 2018 1:49 PM

The plan was to count how many steps they did and save the score once a monkey died. Then it can blink after the game between monkey 1 and 2.

I figured that 1 score was enough as they both climb the at the same pace.

#21 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Wed Feb 14, 2018 6:09 AM

Does anybody know of a good way to display the power-ups? I am using player color now, but I want something else because I want to make the monkeys blue and red. 

Is there some mini kernel that could add ticks above the lives or something similar?



#22 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Wed Aug 15, 2018 5:24 AM

Now that astronomer is out I plan to return to this soon. 

 

I'm still looking for a good way to display the powerups. One of the ideas that I had is to use the score bar like 0 0000 0.

Where the first and last zero is the # powerups and the middle 4 are for score. Is it possible to put a space in between the zero's like that?

 

The powerups currently are:

1 removes all branches on your side

2 gives you a life
3 slows down the level 
4 (not in yet) might switch the players around

 

But I was thinking of maybe doing something more competitive. Like make the opposing player invisible like StanJr suggested. 

 

Maybe like:

1) slows down level

2) removes all branches on your side

3) gives a life

4) makes opponent invisible 

5) switches with opponent

6) ads a branch to enemies tree at hight of player

 

How does that sound? Is the order good?


Edited by Coolcrab, Wed Aug 15, 2018 6:20 AM.


#23 Arenafoot ONLINE  

Arenafoot

    Stargunner

  • 1,204 posts
  • videogamestores.net
  • Location:Watson, LA

Posted Wed Aug 15, 2018 4:15 PM

Does anybody know of a good way to display the power-ups? I am using player color now, but I want something else because I want to make the monkeys blue and red. 

Is there some mini kernel that could add ticks above the lives or something similar?

I like the idea of blue vs red.... though I have no programming skills so I'm no help.

 

Now that astronomer is out I plan to return to this soon. 

 

I'm still looking for a good way to display the powerups. One of the ideas that I had is to use the score bar like 0 0000 0.

Where the first and last zero is the # powerups and the middle 4 are for score. Is it possible to put a space in between the zero's like that?

 

The powerups currently are:

1 removes all branches on your side

2 gives you a life
3 slows down the level 
4 (not in yet) might switch the players around

 

But I was thinking of maybe doing something more competitive. Like make the opposing player invisible like StanJr suggested. 

 

Maybe like:

1) slows down level

2) removes all branches on your side

3) gives a life

4) makes opponent invisible 

5) switches with opponent

6) ads a branch to enemies tree at hight of player

 

How does that sound? Is the order good?

Glad, you returned to it. Yeah those ideas sound good.



#24 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Wed Aug 15, 2018 11:50 PM

Thanks, I'll probably have a new version going up soon. I like making this things but I had too many things going on at once so I told myself not to touch this until astronomer was out.



#25 Coolcrab OFFLINE  

Coolcrab

    Moonsweeper

  • Topic Starter
  • 361 posts
  • Location:Stockholm

Posted Thu Aug 16, 2018 11:17 AM

Update V0.5: Updated the game with player score minikernel by CurtisP edited by Karl G. The power ups are now displayed as numbers instead of monkey colors. I also changes the monkey colors to red and blue.

The power ups have been changed to: (Only for player 0, player 1 still needs implementation)

 

1) slows down level

2) removes all branches on your side

3) gives a life

4) makes opponent invisible 

5) ads a branch to enemies tree at height of player on the left for Player 0 and on the right for player 1. 

6) switches with opponent

 

All work apart from (6),that needs more work to implement correctly. Need to think on how to do that without wasting a million variables. 

I'd say that its all skill based but with (5) you can kill the opponent by blocking the way up. 

 

The tree also slows down by 1 when either monkey bumps into a branch. 

 

Feedback welcome :)






0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users