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W.I.P Climb the tree


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#1 Coolcrab OFFLINE  

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Posted Wed Jan 17, 2018 2:56 PM

Update 30/1/2018: Polished the game up a bit, and raised the speed. (too fast now?) Still trying to let it be incremental in some stable way. Collision is fixed by removing all branches on one side. See it as a small bonus for losing a life. Still not game over screen though.

 

Todo: increase speed with score, fix lives, add power ups. Maybe I'll add an AI if I have space left. 

 

Controls: Use joystick 

 

 

 

Backstory:

I saw this shitty phone game being advertised somewhere and it inspired me to try to make an atari version. 

 

The general idea is that you are a monkey and want to climb to the top of a tree to get your banana. However the tree seems to be very tall. Will you reach the top and get the banana? Or bump your head on a branch and die? 

 

V0.1 has the general climbing mechanics in place but nothing else really. I randomly make branches with a simple logic check to make sure that it can always go up. (so no blocks on both sides) Next I'll try to make it multiplayer. 

 

Comments welcome!

 

 

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

Attached Thumbnails

  • climb2.png

Attached Files


Edited by Coolcrab, Tue Jan 30, 2018 11:15 AM.


#2 StanJr OFFLINE  

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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  

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Posted Thu Jan 18, 2018 12:48 AM

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

#4 Coolcrab OFFLINE  

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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  

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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  

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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  

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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  

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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  

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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  

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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  

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Posted Tue Jan 23, 2018 10:01 AM

Where did you upload your rom?



#12 Lewis2907 OFFLINE  

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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  

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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  

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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  

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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  

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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  

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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  

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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  

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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  

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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  

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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?






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