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Robot City revisited


Thomas Jentzsch

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After "some" time, I recently decided to have another look at Robot City. Since the Minigame Compo deadline for 1K is coming soon, I decided to try again to squeeze the gameplay into 1K. Last time I failed, but now I have some more experiences in compact coding. Still I had to strip down the game massively, but finally I managed to keep the important gameplay elements intact.Attached you find the current version. It is almost complete, except for missing sound and some polishing (especially between level transitions and at game over). I also attached the source code and instructions (maybe someone can check my English). 69 bytes free :)Are the controls ok? Does the game start at a good speed and is the speed progression ok? Do you like the two maps? ... Any feedback is appreciated.

Robot_City.png

Robot_City__v1.0_.zip

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How did you like my approach to sound for SDI? Did I go too crazy in trying to squoosh things?

I am pretty much a visual person, so I must admit, sound is and was always pretty low on my priority list (and is always the last thing I do when programming myself).

 

Honestly, I can't remember the SFX. But the graphics where pretty impressive. :)

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Please, could some native English speaker also have a look at the manual and correct my errors? Thanks!
The manual looks good. I found only a couple things that should be changed:
even after they have been being killed.
very addicting addictive Odyssey 2 prototype game
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The manual looks good. I found only a couple things that should be changed: ...

Thanks a lot!

 

Now I only need some feedback regarding the changed difficulty progress.

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Neat game. Tried it with my Krok Cart and there's a slight roll when it switches to the long corridor map, but not when it switches to the short corridor map.

 

In Stella, it stops on the following break when switching to the long corridors. It does not stop when switching to the short ones.

 

breakif {_scan == #263}

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Tried it with my Krok Cart and there's a slight roll when it switches to the long corridor map, but not when it switches to the short corridor map.

 

In Stella, it stops on the following break when switching to the long corridors. It does not stop when switching to the short ones.

I can't repeat this with the latest version (v0.95) The z26 logs show no problems too. Does it always happen?

 

BTW: How to you enter '{' and '}' inside the debugger with a German keyboard? :)

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Just played a some more. On the first few games it happened when switching to the short corridor map instead. Powered off/on and it didn't occur at all on the next few games. Weird.

 

 

might this help?

german apple keyboard layout brackets were located at ALT-5 and ALT-6 and the braces at ALT-8 and ALT-9.

 

german windows keyboard, there we have brackets at ALT-8 and ALT-9 and braces at ALT-7 and ALT-0.

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Just played a some more. On the first few games it happened when switching to the short corridor map instead. Powered off/on and it didn't occur at all on the next few games. Weird.

My problem is, it always happens when there is only the conditional breakpoint. But when I add another one when jumping to NextMaze it doesn't happen again. Very weird, indeed.

 

german windows keyboard, there we have brackets at ALT-8 and ALT-9 and braces at ALT-7 and ALT-0.

Usually they are at ALT_GR (== STRG+ALT) + 7..0. But it seems that neither ALT, ALT_GR nor STRG+ALT allow any input. :)

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I suppose I found the problem. It probably has to do with the random number generation.

 

Now I just need a few bytes to fix it. :)

 

EDIT: Sorry, won't be able to completely fix that in time. I'll just try to avoid it happening too often.

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Regarding the difficulty level of v. 0.95: The best I've done so far is level 4. :)

 

EDIT: Level 7. ;)

Try the submission. It is increasing difficulty slightly more.

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A minor note, but IMO the explosion sound should take priority over the sound of your shot firing.

 

EDIT: Level 6 on 1.0. :)

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A minor note, but IMO the explosion sound should take priority over the sound of your shot firing.

You are right, but now it's too late.

 

Maybe I'll release a 1.1 version after the competition with all bugs fixed and improvements like this one.

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Maybe I'll release a 1.1 version after the competition with all bugs fixed and improvements like this one.

 

Wowzers. How do you manage to produce 1K games for the stock 2600 that would've been considered awesome back in the day? Yeah, the robots flicker at 30Hz, but with seven objects on screen what do you want. Nice use of colors on the player ship and robot shots.

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Wowzers. How do you manage to produce 1K games for the stock 2600 that would've been considered awesome back in the day? Yeah, the robots flicker at 30Hz, but with seven objects on screen what do you want. Nice use of colors on the player ship and robot shots.

Thanks for the compliment. I hope the flicker isn't too annoying, on my TV it is hardly noticable. And at least it is constant.

 

Mixing the robot's colors automatically lead to the colors for the ship and and robot shots. So it all just came together nicely. :)

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BTW: How to you enter '{' and '}' inside the debugger with a German keyboard? :)

 

You don't actually *have* to use the { } braces at all. They just allow you to put spaces in your expression for readability.

 

breakif _scan==#263
breakif { _scan == #263 }

 

Those two are the same thing.

 

They're more useful with really long expressions...

 

breakif _scan==#262&&(!a||!c||(*someLabel==#20))

 

That just looks like line noise to me... but it's a valid expression.

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You don't actually *have* to use the { } braces at all. They just allow you to put spaces in your expression for readability.

I know. And Stephen is already working on fixing the problem anyway. :)

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The stages speed up quite quickly in 1.0. ;) :)

 

Any chance you'll make a 4k version of the game with more animation (as in the older binaries) and more stage layouts?

 

Cheers!

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The stages speed up quite quickly in 1.0. ;) :)

Good! :D

 

Any chance you'll make a 4k version of the game with more animation (as in the older binaries) and more stage layouts?

That's the plan. Though I won't promise anything.

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The results are out now and Robot City scored a very remarkable 2nd place. :)

 

Thank you for your support.

It's only remarkable if you didn't play all the games. :)

 

Congrats. :lol:

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