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Tower of Rubble (2600, DionoiD)


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#26 Nathan Strum OFFLINE  

Nathan Strum

    Quadrunner

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Posted Mon Apr 1, 2019 6:58 PM

Just a little too slow jumping off that last platform...

 

tor2600-NTSC-v0.3.png



#27 ZeroPage Homebrew OFFLINE  

ZeroPage Homebrew

    Dragonstomper

  • 666 posts
  • Location:Vancouver Canada

Posted Tue Apr 2, 2019 5:10 PM

We'll be featuring Tower of Rubble LIVE on tomorrow's (Wednesday) ZeroPage Homebrew stream on Twitch at 11AM PT | 2PM ET | 7PM GMT! Hope everyone can watch!

Twitch Stream: http://twitch.tv/zeropagehomebrew/

Games:

- Tower of Rubble (2019 WIP Update) by Dion Olsthoorn aka Dionoid
- Penult (2019 WIP) by Karl Garrison aka Karl G
- One on One (2019 WIP) by Edward Smith aka easmith
- A Roach In Space (2019 WIP) by John Von Neumann aka Vhzc

 

[EDIT] UPDATED WITH ARCHIVED SHOW:

 


Edited by ZeroPage Homebrew, Thu Apr 4, 2019 1:29 PM.


#28 Silvio Mogno OFFLINE  

Silvio Mogno

    Star Raider

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  • Location:Italy, how long for?

Posted Thu Apr 4, 2019 5:14 AM

Great game but it's harrrrd :-D

 

I suggest to add 3 bonus jumps, triggered by fire button, useful to make a big jump when necessary (for example to jump 2 or 3 blocks aside)



#29 Dionoid ONLINE  

Dionoid

    Chopper Commander

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Posted Thu Apr 4, 2019 11:06 AM

Great game but it's harrrrd :-D

 

I suggest to add 3 bonus jumps, triggered by fire button, useful to make a big jump when necessary (for example to jump 2 or 3 blocks aside)

 

Thanks! I'm planning to make some changes so that the difficulty slowly ramps up. I got some helpful feedback at yesterday's Zeropage Homebrew stream.



#30 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

    Thrust, Jammed, SWOOPS!, Boulder Dash, THREE·S, Star Castle

  • 24,079 posts
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  • Location:Düsseldorf, Germany, Europe, Earth

Posted Thu Apr 4, 2019 11:15 AM

I will enhance my suggestion:

 

Based on the adjacent block height delta, the chances for a column should vary. E.g. a column which sticks out two blocks left and right has a lower chance than a column which doesn't stick out. The larger the height differences down left and right, the lower the chances. And if the adjacent columns are higher, this will increase the chances of a column. The chances should never be zero, because then there might be situations where the player can stay on top of a high column for a very long time without any risk.

 

Alternatively you could calculate the average column height and increase the change for columns below average and decrease above average.

 

That way the columns will grow more evenly and there will be less unfair situations. And you by changing the chances, you can ramp up the difficulty.


Edited by Thomas Jentzsch, Thu Apr 4, 2019 11:28 AM.


#31 Nathan Strum OFFLINE  

Nathan Strum

    Quadrunner

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Posted Thu Apr 4, 2019 7:35 PM

Accidentally stepped off facing the wrong direction, instead of leaping across.

 

tor2600-NTSC-v0.3_1.png


Edited by Nathan Strum, Thu Apr 4, 2019 7:35 PM.


#32 devwebcl OFFLINE  

devwebcl

    Stargunner

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  • Location:Chile

Posted Sat Apr 6, 2019 7:08 PM

Cool casual game !

 

I wonder if this is a feature or bug: if I fell down, by a cracked wall, he didn't grab any ledge when falling down. (although there was a ledge below).

Cheers,

 

Devwebcl



#33 fluxit OFFLINE  

fluxit

    Chopper Commander

  • 243 posts

Posted Sat Apr 6, 2019 8:22 PM

Your character will only grab ledges while falling if you leapt in the direction of the ledge.


Edited by fluxit, Sat Apr 6, 2019 8:24 PM.


#34 Dionoid ONLINE  

Dionoid

    Chopper Commander

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  • 165 posts
  • Location:Leiden, Netherlands

Posted Sun Apr 7, 2019 4:38 AM

Cool casual game !

 

I wonder if this is a feature or bug: if I fell down, by a cracked wall, he didn't grab any ledge when falling down. (although there was a ledge below).

Cheers,

 

Devwebcl

 

 

Your character will only grab ledges while falling if you leapt in the direction of the ledge.

 

Indeed, ledges will only be grabbed when you face the direction of the ledge. So when you're standing on a sinking wall, make sure to face the blocks next you to, as these will become a ledge as soon as the wall sinks into the sea.

 

If this doesn't work in your case, then there's a bug somewhere. Please describe exactly what happens, so I can track down the bug :-)


Edited by Dionoid, Sun Apr 21, 2019 6:17 PM.


#35 Dionoid ONLINE  

Dionoid

    Chopper Commander

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  • 165 posts
  • Location:Leiden, Netherlands

Posted Sun Apr 21, 2019 5:16 PM

...

A simultaneous two-player option might be something to consider? with two different colored players.

...

 

Tower of Rubble multiplayer teaser video :-)

 



#36 Albert OFFLINE  

Albert

    Quadrunner

  • 35,355 posts

Posted Sun Apr 21, 2019 5:25 PM

Tower of Rubble multiplayer teaser video :-)

 

Oooo that looks great!  :D 



#37 mksmith OFFLINE  

mksmith

    Chopper Commander

  • 134 posts
  • Location:Melbourne, Australia

Posted Sun Apr 21, 2019 9:06 PM

Teriffic!!

#38 sramirez2008 OFFLINE  

sramirez2008

    River Patroller

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Posted Sun Apr 21, 2019 9:09 PM

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