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Juno Integration


cd-w

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I've now integrated the Juno title screen and main game together into a 32K ROM (see attached). There isn't anything really new here, but I have sorted some long-standing issues in the code. In particular, the scanline count should now be stable at 262 in the main game - let me know if you see any screen jumps (except between the title screen and game).

 

blogentry-6563-1204302552_thumb.png

 

The main things left to do now are:

  1. Add a lot of levels.
  2. In-game sound effects.
  3. SaveKey support.
  4. Tune the gameplay and add more polish.

Chris

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There are some jumps when you die.

 

Does this happen when you die during the game, or just when you have lost all your lives (and it goes back to the menu)?

I haven't seen any jumps during the game, but I know about the jump when returning to the menu.

 

Chris

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For some reason I was expecting to see a picture of a pregnant teenager in the game. :D

 

lol - it was a good movie though :lolblue:

 

Chris

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Does this happen when you die during the game, or just when you have lost all your lives (and it goes back to the menu)?

Not when returning to the menu. But it happens when you die and the score resets.

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...the only jump I noticed is after losing your last life. I guess you will add some game over message before returning to the title screen, later in the development?

 

In view of your obvious drive for perfection, I'm sure this has already been looked at before, but just in case, this might be the right time to drop a small wishlist of polish features. None of these are essential, nor very original, but would be nice to see (if implementable):

 

- score amount displays after an alien has been shot, like in the arcade game.

(btw, I stand corrected, I finally realized the arcade indeed has changing level colors :lolblue: )

 

- the attract mode could be pushed to 150% perfection if it also included a (gameplay) demo screen: the sequence then going: title/demo/title/highscores/...repeat

 

 

Since I havn't done it before - a big thumbs up, great to see another spectacular arcade conversion gracing the 2600 soon! :D

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...the only jump I noticed is after losing your last life. I guess you will add some game over message before returning to the title screen, later in the development?

In view of your obvious drive for perfection, I'm sure this has already been looked at before, but just in case, this might be the right time to drop a small wishlist of polish features. None of these are essential, nor very original, but would be nice to see (if implementable):

- score amount displays after an alien has been shot, like in the arcade game.

(btw, I stand corrected, I finally realized the arcade indeed has changing level colors :lolblue: )

- the attract mode could be pushed to 150% perfection if it also included a (gameplay) demo screen: the sequence then going: title/demo/title/highscores/...repeat

Since I havn't done it before - a big thumbs up, great to see another spectacular arcade conversion gracing the 2600 soon! :D

 

Thanks for your comments. The latest version now displays a "game over" message at the end (using the score display). Unfortunately, displaying the score when shooting the aliens isn't going to be possible. One problem is that the score display requires more than the 8-pixel width of the aliens - I could use two sprites but then the game would flicker even more! I am planning to include a actual gameplay attract mode at the end, if there is space.

 

Chris

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