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The Goons


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#1 winkdot OFFLINE  

winkdot

    Chopper Commander

  • 185 posts

Posted Sun Jan 27, 2019 12:03 PM

The Goons

 

You are a Goon on Goon Island and your tribe needs gold.

 

Use joystick to move up and down and left and right.

 

Collect gold for points. Also the number of gold chest you collect will take you too the next level.

 

Avoid everything else as they will cause your death.

 

You have three lives.

 

There are 8 levels.

 

Feedback is welcome!

Version .02 - Minor graphics updates,
tighter platform code
increased up/down controls
Faster movement left/right


Version .03
Did some level balance changes.
Added a castle to each level - Avoid them.

Version .04
Changes to some enemies.
A bit of code cleanup.
Special thanks for info from 
Muddyfunster

  Version .05
Changed goon death so he shows what hit him
Once again increased the debounce for the up and down movement.

  

 

Attached Thumbnails

  • the-goons.01.bas_4.png
  • the-goons.01.bas_2.png
  • the-goons.01.bas_3.png

Attached Files


Edited by winkdot, Today, 12:01 PM.


#2 bhall408 ONLINE  

bhall408

    Space Invader

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Posted Sun Jan 27, 2019 4:11 PM

Off to a great start!

 

Here is my quick/off the cuff feedback after playing for 5-10 minutes...

 

Love the title screen... Could use some sound...

 

The font used for the score reminds me of Atari 800 game fonts like you'd find in Preppie, etc (which is nice)

 

The up/down controls feel way too sensitive to me... I far too often pop 2 levels when I meant to only do one.

 

(for what it is worth, I am playing using OpenEmu on a Mac)

 

Left/right controls on the other hand feel too slow...

 

Game over animation is quite nice... Would be great to add a sound effect or tune here too...



#3 winkdot OFFLINE  

winkdot

    Chopper Commander

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  • 185 posts

Posted Sun Jan 27, 2019 5:49 PM

Thanks for the feedback

 

Off to a great start!

 

Here is my quick/off the cuff feedback after playing for 5-10 minutes...

 

Love the title screen... Could use some sound...

 

The font used for the score reminds me of Atari 800 game fonts like you'd find in Preppie, etc (which is nice)

 

The up/down controls feel way too sensitive to me... I far too often pop 2 levels when I meant to only do one.

 

(for what it is worth, I am playing using OpenEmu on a Mac)

 

Left/right controls on the other hand feel too slow...

 

Game over animation is quite nice... Would be great to add a sound effect or tune here too...


Are you using a keyboard for control? I struggled to find the right lag for the controls. On my keyboard I learned to hit it just right (just a tap) but I don't think all keyboards respond the same. I need to try it with a joystick where it could be too slow.

Love the people that make good tunes on the Atari, I'm just not one of them. Think some of it is the Atari is out of tune which sorta grates on my head. Some do amazing songs on the Atari and I respect their hard work though.

I can fix the slow left and right though. Need to test that out.

 

I had to remove some stuff because of scan line issues. There are routines that try and calculate placement of sprites so they are not placed into the same lane (they work most of the time), but it takes a various numbers of cycles to pick the right placement.

Thanks for the feedback



#4 fluxit OFFLINE  

fluxit

    Chopper Commander

  • 159 posts

Posted Sun Jan 27, 2019 5:59 PM

Playing with a nes pad, I have to agree with bhall408.  We need some debounce.  About half the time I'm moving two levels unintentionally, and I'm only tapping.

 

I like the concept and graphics.



#5 Greenfuzz OFFLINE  

Greenfuzz

    Star Raider

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Posted Sun Jan 27, 2019 6:02 PM

Looks fantastic.

#6 TrekMD ONLINE  

TrekMD

    River Patroller

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Posted Sun Jan 27, 2019 6:04 PM

Cool, will be checking this out.



#7 winkdot OFFLINE  

winkdot

    Chopper Commander

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  • 185 posts

Posted Sun Jan 27, 2019 6:56 PM

Playing with a nes pad, I have to agree with bhall408.  We need some debounce.  About half the time I'm moving two levels unintentionally, and I'm only tapping.

 

I like the concept and graphics.

Thanks for the feedback. There is debounce there. I backed some of it off. Will look at it again.



#8 bhall408 ONLINE  

bhall408

    Space Invader

  • 36 posts
  • Location:California

Posted Sun Jan 27, 2019 10:03 PM

Thanks for the feedback. There is debounce there. I backed some of it off. Will look at it again.

 

What I would try is this...

 

If you detect an up/down, wait for another 500ms of that direction before deciding to do the 2nd (or more) movement, and perhaps consider it a "repeat" each 250ms that the stick stays in that position after the first 500ms.

 

If you detect an up/down, then center, then up/down again, you could process them as fast as the player can do those inputs.



#9 StanJr OFFLINE  

StanJr

    Web-slinger

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Posted Mon Jan 28, 2019 7:37 AM

Yeah, I'm with everyone else on the slippery controls.  I'm using a game pad with Stella and I'm almost always going up or down two levels.  Love the theming!



#10 winkdot OFFLINE  

winkdot

    Chopper Commander

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  • 185 posts

Posted Mon Jan 28, 2019 7:44 PM

Version .02
Minor graphics updates,
tighter platform code
increased up/down controls
Faster movement left/right

Give it a run and see if it works better.
Thanks


 



#11 winkdot OFFLINE  

winkdot

    Chopper Commander

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Posted Tue Jan 29, 2019 6:06 PM

Version .03
Did some level balance changes.
Added a castle to each level - Avoid them.



#12 cimmerian ONLINE  

cimmerian

    Dragonstomper

  • 535 posts
  • Location:Vancouver Canada

Posted Tue Jan 29, 2019 7:31 PM

Some observations on the new build:

 

- The up/down movement is getting better but I'm still finding myself moving two spaces when I only meant to move one.

- I've found that I only need to move horizontally once there's a castle above or below me, other than that I can always get out of the way of things by just moving up and down.

- You could put the clouds with the lightning above other enemies so that there are two obstacles on the "same" horizontal space and then strike the lightning down if it passes over you.

 

Looking forward to playing it on the livestream in a few weeks!

 

Version .03
Did some level balance changes.
Added a castle to each level - Avoid them.

 



#13 winkdot OFFLINE  

winkdot

    Chopper Commander

  • Topic Starter
  • 185 posts

Posted Wed Feb 6, 2019 12:21 PM

Version .04
Changes to some enemies.
A bit of code cleanup.
Special thanks for info from 
Muddyfunster



#14 TrekMD ONLINE  

TrekMD

    River Patroller

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  • Location:Coral Gables, FL

Posted Wed Feb 6, 2019 5:34 PM

Excellent!  Thank you!



#15 cimmerian ONLINE  

cimmerian

    Dragonstomper

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  • Location:Vancouver Canada

Posted Thu Feb 7, 2019 11:51 PM

We'll be featuring The Goons LIVE on tomorrow's (Friday) ZeroPage Homebrew stream on Twitch at 12PM PT|3PM ET|8PM GMT! Hope everyone can watch!

Twitch Stream: https://www.twitch.t...ropagehomebrew/

Games:

- Adventures of the 50-foot-tall Stalk of Celery (WIP) by Chris Read aka atari2600land
- The Goons (WIP) by Ed Riley aka winkdot
- Tron (Arcade Port) by orange808
- Astronomer (Patch Challenge) by Alex Pietrow aka Coolcrab

 

20190208-Let's Play.jpg



#16 StanJr OFFLINE  

StanJr

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  • Location:Louisville KY

Posted Mon Feb 11, 2019 9:54 AM

Hate to broken record here, but I'm still moving 2 tiers at a time in version 4.  Otherwise, I'm liking everything else.



#17 winkdot OFFLINE  

winkdot

    Chopper Commander

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  • 185 posts

Posted Today, 12:01 PM

Version .05
Changed goon death so he shows what hit him
Once again increased the debounce for the up and down movement.
Let me know if it's better for you.






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