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Legend

Member Since 14 Feb 2007
OFFLINE Last Active Jul 16 2013 11:03 PM

#2542556 Favorite 2600 Adventure / RPG Type Game?

Posted by Legend on Sat Jun 16, 2012 4:15 PM

I think the homebrews like Dungeon, Cave-in, and Pirate are also worth mentioning. Especially Dungeon.


#2499886 Atari Pinball games?

Posted by Legend on Wed Apr 11, 2012 5:09 PM

Not nearly enough in my opinion.


#2439048 Venture remake

Posted by Legend on Sat Jan 7, 2012 1:10 AM

Was wondering if anyone else had seen this

http://www.scorpion....hp?page=venture


It's a really cool remake of Venture. I've been hooked on it since I found.

I've only ever played the 2600 version and the hacks of it.

From what I can tell, it's based on the colecovision version. Never played the arcade version so I don't know how close it is.

Anyways, anyone else try it? I highly recommend it for any other Venture fans. Some of the new traps are devious.

edit* I tried to embed the vid, but it didn't want to work. :(


#2364096 Anyone else play the ravenloft games?

Posted by Legend on Sat Sep 3, 2011 11:18 AM

I've never played the Ravenloft games. They look interesting. Are they turn-based combat like the Goldbox games, or real-time, like the EoB series?

Speaking of Goldbox games and mapping, I just finished playing Treasures of the Savage Frontier. I didn't think I had the patience to map games like that anymore, but there were no decent maps for TotSF online, so I had to bite the bullet and make my own. It actually ended up being kind of fun to draw them though.


The combat is real-time like in EOB, but it' a little trickier. Movement and levels are not "grid-based". Movement is smooth in all directions. This can make it a little difficult to maneuver when enemies come at you then circle around you to the side.


#2347381 Charge!

Posted by Legend on Thu Aug 11, 2011 10:05 PM

Only shrink the world if you need to in order to add something truly compelling... given how fast you can gallop, emptiness is not a concern to me. I'd frankly be concerned if the world felt too small.


I agree with this statement mostly. The game only occasionally seems like you are just traveling though empty space. I suppose it could be shortened a little, but not much. Would it have to be to 6 instead of 9? or could it be like 7 or 8 instead of 9?

a little smaller might make it feel a bit more frantic and make the game play faster. I think it might be a good thing. It does seem to slow down and drag slightly towards the ends of the levels when there are only a couple enemies left. I wouldn't mind this too much personally. Still wouldn't want it too small though.


#2347378 Charge!

Posted by Legend on Thu Aug 11, 2011 9:52 PM

I do think it could be pretty easily explained through text though, and that maybe explanation isn't really that necessary in the first place (in real life, when you are closer to a sound's source, it sounds louder, right?) But these are definitely interesting things to think about. Maybe I could add a visual clue that shows which direction the sound is coming from, similar to the lance icon for road enemies?


I thought I heard different types of sounds. That is mostly what I was referring to when I said it may be difficult to explain what the different sounds mean. As in trying to say a "whoop-whoop" means this and a "whaaa-whee" means that.

A visual clue would be nice. I liked the way the visual clues looked in the old version of the game too. They were obvious and helpful. Took me a little bit to figure out what the line (lance I guess) on the side of the screen meant in the new version. I didn't even really notice it at first and wrote it off as a graphics glitch.

That said, it's interesting how many aspects of the older version people seem to like that I was never very happy with. For instance, I was never very happy with the radar display. I mostly did it because the limitations of that kernel left me with not very many options for using the ball and missiles (at least, not in terms of the gameplay I imagined.) I guess if players though it was really critical, I could think of ways to bring it back. For example, if I sacrifice the bat and the soldier, I could probably cobble together an HUD radar from their sprites. Or if batari is able to include a pfheights option with the DPC kernel, I could probably create a radar from the playfield. I guess it's all about sacrifices.


You weren't happy with the way it looked or weren't happy with it all together? I think it looked fine and was simple enough to serve it's purpose. I would definitely like to see it come back and don't mind the loss of the bats, but I do think the soldiers should try to be kept. Btw, I haven't really noticed, can they hurt you?

In some ways, this DPC version is a completely different game, which is why I started a new thread for it. I don't think of myself as some great game designer or anything like that. I'm just a hobbyist, like a lot of other guys here. But I think the main idea behind the original game and this one was to create a Williams-like "protection" game that split the player's focus between action in the sky and the ground, with a good risk-bonus mechanic to award brave risk-takers and scoring strategists. My main hope was to preserve and expand that with this version, while reducing some of the flicker that plagued the original version.


I think you are doing a good job so far in trying to create that type of game that splits the players focus. The addition of the princess would probably add to it even more. I think both versions do a good job. I don't think the original flickered that bad. It didn't bother me anyways.

Btw, on a related note, do you happen to have another build of the old version newer than rev1? I like bothe versions and will probably play both, but rev1 of the old version unfortunately has a bug that seems to make the game bug out sometimes when dying and just showing the dragon fire sprite scrolling up and down the screen. :(

Maybe you could even make two versions of it? One to build on the old version and one that keeps going in the direction you are now? Kinda like a part one and part and part two.

Either way, at the end of the day, it's your game and creation to make turn out how you would be satisfied with it.


#2347134 Charge!

Posted by Legend on Thu Aug 11, 2011 2:37 PM

Thanks for all the feedback, Legend. :)

One thing that I really miss from the older version is the little radar type thing at the bottom that let me know where I was. I feel it added a sense of direction and destination. Without it, I feel like I'm just wandering a little aimlessly from side to side and hard to keep track of which castles have been cleared.


Well, I guess the short answer is that "radar" has been replaced with "sonar." I thought it was a bit of overkill to have radar to track one aerial enemy in a world with only three castles that was only 9 screens wide. I also think it made the display a little busy and drew the eye away from the action too much. Instead of a flickery radar, the player can now listen to the sounds of Dragon fire and the ringing sound of the Soldier's sword to track their positions. The closer you are to the enemy, the louder its sound becomes. There are different sounds to indicate different attacks, and even a sound to indicate when dragonfire hits a castle. I haven't seen those sorts of audio clues in many Atari games, so I think it's sort of unique.

The longer answer is that certain RAM and ROM tradeoffs I made to create the radar display in the old version aren't as viable in the DPC+ kernel. I would probably have to sacrifice a chunk of gameplay to do it, and with a smaller world and a lone enemy to track, it seems like overkill.

Personally I don't think the bats are very interesting or needed. If something had to be taken out in order to make room for something else, I would pick the bats.


I agree that they are a little undercooked right now. I added them in almost as an afterthought before posting the build, since the world sometimes felt a little empty. But they don't really change or increase the challenge over the course of the game in their current form. I'm using almost 2 bytes of RAM for them right now (a full byte to track their world location and four bits to track alive/dead, hit location, flight direction, and bats remaining), so I could always scrap them and beef up one of the other characters. Maybe I could alternate between bats and soldiers, with only one or the other appearing at a time, and just use one bit to determine which enemy type is spawned after death? If that was the case, I could potentially make bats more interesting, and more of a threat without spending more valuable RAM.

I haven't run into the Grendel or wizard yet.


I believe in the build I posted, you meet your first Grendel in wave 5, and your first Wizard in wave 10. The highest I've been able to make it in this version is wave 18.

You mentioned "falling princess". Does that mean you would have to occasionally catch a princess that is falling from a castle or tower or from the dragon's grip in the sky? If so, that sounds like a very fun and interesting addition to gameplay. Maybe the player would get a visual or audio warning that she is about to fall and and react quickly by positioning themselves under her and hitting the fire button at the right moment to catch her?


My idea was this: Castles start the game with 20 hit points. After each stage, they regain 8 hit points, to a maximum of 40. If you are able to protect a Castle well enough for it to reach it's max 40 HP, the little flag on top will be replaced by a Princess, who will function similar to the humans in "Defender." When on a screen with a Princess, instead of attacking with fire the Dragon will attempt to kidnap the Princess and take it to the top of the screen. If successful, the Castle loses 10 HP and reverts to its Flag state. If you shoot the Dragon before it reaches the top, the Princess falls. If you catch her you before she hits the road get a bonus, and if you return her to her Castle you get a second bonus, and the Castle is once again protected from dragonfire.

To make this happen, I think I'll minimally need to find persistent RAM to track the following:

Princess in Castle (1-3): 3 bits
Active Princess (1-3): 3 bits
Princess Falling on/off: 1 bit
Princess Dies / Princess Caught by Knight: 1 bit
Princess returned to Castle: l bit
Princess world location: 1 byte

I might be able to swap the Bat for this element. I think I might try this in my next build to see how well it works.


Thanks again!
J


Although I think the audio clues are a cool idea, there are some definite drawbacks to using "sonar" as opposed to the radar.
They are a little hard to figure out what sound means what.
Can't easily be explained through text.
Sometimes you have to play with the sound/ volume down or even off.
Deaf players.

Alternating the bat and soldiers sounds like a good idea if the bat gets beefed up somehow. Otherwise, I would leave it out all together personally. It doesn't really add much to the game as is.

I only got to wave 4. Explains no Grendel/Wizard :P

The princess mechanic sounds cool. I would definitely prefer it to the bats if I had to choose.


#2346772 Charge!

Posted by Legend on Thu Aug 11, 2011 4:13 AM

I finally had the chance to try this newer version of Charge you've been working on. One thing that I really miss from the older version is the little radar type thing at the bottom that let me know where I was. I feel it added a sense of direction and destination. Without it, I feel like I'm just wandering a little aimlessly from side to side and hard to keep track of which castles have been cleared. I also miss the galloping sound fx.

Personally I don't think the bats are very interesting or needed. If something had to be taken out in order to make room for something else, I would pick the bats.

I haven't run into the Grendel or wizard yet.

You mentioned "falling princess". Does that mean you would have to occasionally catch a princess that is falling from a castle or tower or from the dragon's grip in the sky? If so, that sounds like a very fun and interesting addition to gameplay. Maybe the player would get a visual or audio warning that she is about to fall and and react quickly by positioning themselves under her and hitting the fire button at the right moment to catch her?

I don't really think being able to fire two arrows on screen at once is needed.

The graphics look awesome. But I kinda like how the old version looked better. I liked the hills in the back. The fire that the dragon shot looked cooler. The paladin was more simplistic but still looked good. Even the arrow that the player shot looked better. Talking about Charge! Rev1 in this thread: Charge! (A2600 WIP)

Speaking of the arrow, it's kinda a pain to aim now since it curves. Especially when switching directions.


#2338564 Smash 2600

Posted by Legend on Mon Aug 1, 2011 1:03 AM

I'd like to see only (or at least "primarily") characters from Atari games.


No for the "only" bit

and here's my reason:

Look at "Pit" from brawl.

was he on the wii?

until that game, he hasn't been in a game since the gameboy era.

look at rob.
he had no appearance on the wii i knew of, until brawl.


it's a clash of different video-game characters, but it's never exclusive to characters from one certain platform.



as for the "or primarily" bit.

once again, sorry, but it's not gonna happen.

i've already pretty much run out of room for characters.

out of all of them, i have 2 atari characters.

the hero from berserk, and pacman.



anyways, i can't continue until i can get someone to do some music for me.

i'm not good with music.

so until then, i'm sorry, but i will make no more progress.


Respectfully,

The characters in Brawl are not about being on the Wii. The smash bros series didn't even start on wii. It started on n64. The characters are about being Nintendo franchises that were on Nintendo consoles in general. Even Sonic ended up on gamecube and wii before making his way into brawl despite originally being a Sega console exclusive.

Personally, this project would interest me and probably most of the community much more if it was primarily characters that were on the 2600 like mentioned before. Which would include some nintendo characters like Mario, DK, and even possibly mega man since there was a demo of mega man made for 2600. Even Master Chief for the same reason. As it is with the current character selection, it holds little interest for me personally.

Characters like the knight from joust, bently bear, a yar, the adventure hero, adventure dragon, and definitely pitfall harry would interest people far more and even possibly make it's way to cart form because enough people would be interested. Even if E.T. was in there to give him a little redemption. Just my opinion and I think a lot of others feel the same.

Characters like Captain Falcon, Samus, Kain, Marth, Kirby, and Tails hold no interest for me personally on a 2600 game. Link maybe, but that's it really. Now if it was a nes homebrew, that would be a very different story. People would be and have been clamoring for an 8-bit version of smash bros and I think it would be very successful with those classic nes characters. Same case if it was being done for the Genesis, people would want and expect characters from Sega franchises.

In the end though, it's your game and creation, so it's entirely up to you and I respect that.

Btw, do you need someone to program the music or just write it?


#2336804 Game Idea - Railz

Posted by Legend on Fri Jul 29, 2011 1:40 PM

Would be nice if the Fuel Canisters and gauge had their own more unique feel instead of river raid.

I like the car sprite you did on page 3 the best.


#2336617 Charge!

Posted by Legend on Fri Jul 29, 2011 6:20 AM

Awesome! Hope I can make some time next week to try it out.

Although the new player graphic looks really cool and impressive, I kinda liked the original one like in your avatar. I think it has a little more character and kinda amusing when the horse runs.

The damsel idea sounds really cool.

You can never have enough games with dragons and Wizards! :P

Very glad this is still going.


#2333739 Worthy of the title Adventure III?

Posted by Legend on Mon Jul 25, 2011 10:43 AM

What about "The Evil Magician's Revenge?" Since it seems to be a bit of a sequel the Evil Magician's Return. Kinda like Yar's return/Revenge.


#2326093 Army of Darkness (Atari 2600) Release

Posted by Legend on Sat Jul 16, 2011 2:07 PM

While wrapping up the release details the game is undergoing some improvement. Someone has made a very cool title screen :ponder: .



Title Screen designed and programed by RevEng


Personally, I think the best idea is to use the tittle screen for all versions of the game. Seems like Seems like the added price for the higher editions should be for the extra packaging and feelies. Just my thoughts.


#2283352 What are the must-have hacks?

Posted by Legend on Thu May 19, 2011 12:13 AM

I second the Haunted Adventure Trilogy. I have only played the first two though since part 3 bin is not available at the moment. I'm dying to try it though.

I also second Wolfenstein the next mission.

Venture II and Venture III are also pretty good hacks that I really enjoy. Not as extensive of a venture hack as Wolfenstein, but still very good.


#2051558 Pinball games with control scheme like bumper bash?

Posted by Legend on Thu Jul 15, 2010 12:29 PM

I was wondering if anyone ever tried to hack any of the other 2600 pinball games like midnight magic to use the same control scheme as bumper bash using the two paddle triggers as the flipper controls? I personally find this the most fun way to play even though it kinda eliminates any kind of nudge control. Or even if anyone has made a new table for bumper bash?

I wonder if Midnight magic was originally meant to use the same or similar control scheme since the artwork for the game shows someone holding two paddles.

Btw, I don't know assembly and am not a hacker so I know the easy answer people might say is "do it yourself." I understand that, but I am asking if someone has already done it. Not to do it for me or anything like that. Just want to make it clear.