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Mountain King

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Everything posted by Mountain King

  1. I figured the music out last night. I had to put my music in a separate bank and it was stumping me. I finally looked at the code for Princess Rescue and that helped.
  2. I really enjoy the sound and the visuals. I will say that I find myself using the same strategies over and over. Search for stuff, avoid monsters when I'm weak. Attack when I'm strong. The turret I sneak up on until i'm next to him in a spot where he can't hit me. The blob, still has the cheese fort issue. I can hang out in a door way and he can't touch me. The C.H.U.D. (i love the name by the way.) He seems to be the smartest monster. So I avoid him. I find if I use those strategies, I can win almost every time. I do wind up cursing the cat when he runs away. In all honesty the game lacks surprises on easy. I enjoy it more on hard. I do want to ask you about your tune in the beginning. Is your data in a separate bank than your loop?
  3. A game play update. 1. You can now eat the fruit you collect during a fight and it will heal you completely. This is very helpful later on in the game. Pull down on the joystick when you are NOT firing and your fruit count will go down if you have any fruit and your life bar will go up. 2. You collect the fruit when you touch it not when you defeat the monsters. So you can use it to heal yourself if you want to. 3. The Blue Humming Duck now heals you without taking your fruit. He also increases your speed until the end of the level. (I'm not sure i'm going to keep the increased speed in the game. still testing) you can shoot him if you want another fruit. 4. Fixed a bug that skips the death animation 5. Fixed a bug (hopefully) that locks you on the screen after you defeat a monster. 6. Changed all the "lifting" animations so the moths and the butterflies look more natural when they pick something up. 7. Added the beginnings of the Finale animation after you defeat the Final Boss Invicta Prime. 8. The bosses require more hits to kill. 9. Level 1 was too boring, level 1 now starts as if it were level 2 Working on music. GIZZLEWAPdpc51.bas.bin
  4. Fighting the ant and anything that's low to the ground may require you to use the moth as a shield. The trick with the ant is to time your jump so you are above him, you jump higher than he does, then hold the button in and pull down. This will place the moth below you. Doing this correctly will kill the ant. I am going to type up instructions for the game hopefully today. There is a bug I have to fix that keeps you on the screen after a fight. If you fire the moth it should release you. Thanks for trying the game PFL.
  5. Nice Job so far. Is the gun supposed to move to the left on it's own? I really would like to shoot more targets. This game feels like a "fire away" type game.
  6. Another update 1. Had to change the title screen. It was way over the scan line count. 2. Fixed a bug that kept the wasp from shooting. 3. Pressing restart during a fight clears everything properly. GIZZLEWAPdpc50.bas.bin
  7. New Update. 1. Finally finally put in a title screen. 2. Implemented Random Terrain's DPC collision routine. Now you pretty much kill what you hit. 3. Fixed the sound and score routine problem caused by #2 4. Added the river to the bridge screen. 5. Changed the animation on the death routine. 6. If you can reach the final final boss, Invicta Prime. He no longer attacks you relentlessly, He will wait and attack you at your weakest and then retreat. (I wanted to implement a similar routine for the mini bosses, Invicta Minors, but sadly ran out of room in that bank) 7. The Invicta Prime also has help in his fight. GIZZLEWAPdpc49.bas.bin
  8. A friend of mine just got a job with Activision. Here is a picture of the Employee Handbook he has to read. It's nice to know they haven't forgot about their roots.
  9. I solved the anagram for Blueprint and sent in the card. A few weeks later I received a Purple T-shirt that said "Solar Fox Rocks" on it. I loved that shirt and wore the hell out of it. Unfortunately my mom threw it out.
  10. NIcely Done Graywest. The sound is a big improvement. This game is a lot of fun. A couple of things. The turret enemy you can sneak up on at a weird angle and just hold in the fire button and let the shield take it out. The blob you can hang out in a lower doorway and it can't reach you. A "cheese fort" as a friend calls a safety zone in "Destiny" where you can't get hit. The Alien is the best enemy, He can be a little predictable when you hold down the button. In earlier versions there were some spots where he couldn't hit you, but you may have fixed them. I didn't see them in V8. But great job, keep up the great work.
  11. For my game I was concerned about missile and player 1-9 collisions. So a modified version of your code worked great. I had to modify my sound and scoring routine a bit to work with yours. But it's fine now. Thanks for all the work you have done.
  12. This is awesome! I just want to build a time machine go back in time and slap some Atari execs with this version.
  13. Thanks ZackAttack. I just changed the animation on the death routine to do something similar. I also implemented Random Terrain's collision routine, however it messed my sound and score routine, so I want to fix that before I post another revision.
  14. I just implemented your routine into my game. Works great. Thanks again.
  15. I just found this thread by accident. Is this project still alive. I wouldn't mind buying a copy. Also is it possible to get a custom one made with custom dealers?
  16. This is awesome! I've been struggling for so long with DPC collisions. This is a big help. I only noticed multiple collisions with the playfield. Everything else seems to work fine.
  17. The Latest update: 1. Fixed a pretty significant bug that kept the boss fight from initiating. (what a pain in the ass it was to find and fix) 2. When fighting multiple enemies you will kill the monster you hit 90% of the time. Once in a while you will take out a different monster or take out multiple. 3. The Invicta's hiding place is now random. 4. The ant now moves faster as the level increases. 5. The game can potentially go up to level 255 but anything past 10 seems damn near impossible. The Final boss is currently set on level 7. 6. The Animation after killing the boss is pretty much complete 7. The Red Tree now flips to look at you with contempt. GIZZLEWAPdpc43.bas.bin
  18. Thanks Random. I've been playing around with this example this morning. Just so I understand how this program works. When player0 collides with one of the virtual sprites, it compares their Y values and turns on a playfield pixel in front of the collided sprite? This seems to works well if all the virtual sprites stay in their initial position, but i seem to get multiple collisions when I move the virtual sprite out of it's "parking place". I imagine if a routine was written to do the same with the x position individual collisions could be identified anywhere on the screen.
  19. Made a slight cosmetic change before I went to work. The Butterflies pull at the tree more aggressively the more fruit you collect. GIZZLEWAPdpc41.bas.bin
  20. Yes, I was trying to think of the name of this town. I drove through here about 20 years ago and remembered all the little roundabouts.
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