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Mountain King

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Everything posted by Mountain King

  1. I figured it out I had a greater than sign going the wrong way. see what a good night sleep will do. __move2 temp5 = p if j{0} then __skip2 player1y = player1y + yinc[j] p = p - n if temp5 < p then p = p + o: player1x = player1x + xinc[j] return __skip2 player1x = player1x + xinc[j] p = p - o if temp5 < p then p = p + n : player1y = player1y + yinc[j] temp1=1 return Floatyfin test.bas.bin Floatyfin test.bas
  2. I think I almost have it. You can move missile0. Press the button and player1 will follow the missile while player0 chases player1. However player1 doesn't always move correctly. I'm not sure what I'm doing wrong. dim ea = a dim dy = b dim dx = c dim x1 = temp1 dim x0 = temp2 dim y1 = temp3 dim y0 = temp4 dim delay = h dim rand16 = z player0: %11000000 %11000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 end player1: %11110000 %11110000 %11110000 %11110000 %00000000 %00000000 %00000000 %00000000 end missile0x=80:missile0y=75 player1x = 60 : player1y = 60 player0x = 10 : player0y = 15 gosub setup_move m=0 loop COLUP0 = $1C COLUP1 = $B4 COLUPF = $62 drawscreen delay = delay - 1 temp1 = 0 if joy0right then missile0x = missile0x + 1 : temp1 = 1 if joy0left then missile0x = missile0x - 1 : temp1 = 1 if joy0up then missile0y = missile0y - 1 : temp1 = 1 if joy0down then missile0y = missile0y + 1 : temp1 = 1 if player1x > 160 then player1x = 16 if player1x < 16 then player1x = 160 if player1y > 88 then player1y = 2 if player1y < 2 then player1y = 88 if missile0x > 160 then missile0x = 16 if missile0x < 16 then missile0x = 160 if missile0y > 88 then missile0y = 2 if missile0y < 2 then missile0y = 88 if joy0fire then m{0}=1 :temp1=1 if m{0} then gosub __setup2:gosub __move2 if collision(player0, player1) then gosub P0_rand : temp1 = 1 if collision(player1, missile0) then temp1 = 1:m{0}=0 if temp1 then gosub setup_move if delay & 1 then gosub move goto loop P0_rand player0y = rand & $3F : player0y = (player0y / + player0y + 8 player0x = rand & $7F : player0x = (player0x / + player0x + 16 return gub ;player1y = rand & $3F : player1y = (player1y / + player1y + 8 ;player1x = rand & $7F : player1x = (player1x / + player1x + 16 return move temp1 = ea if f{0} then skip player0y = player0y + yinc[f] ea = ea - dx if temp1 < ea then ea = ea + dy : player0x = player0x + xinc[f] return skip player0x = player0x + xinc[f] ea = ea - dy if temp1 < ea then ea = ea + dx : player0y = player0y + yinc[f] return setup_move x0 = player0x + 1 : y0 = player0y + 1 x1 = player1x + 1 : y1 = player1y if x0 < x1 then f{2} = 1 : dx = x1 - x0 else f{2} = 0 : dx = x0 - x1 if y0 < y1 then f{1} = 1 : dy = y1 - y0 else f{1} = 0 : dy = y0 - y1 if dx > dy then f{0} = 1 else f{0} = 0 return skip2 __move2 temp5 = p if j{0} then __skip2 player1y = player1y + yinc[j] p = p - n if temp5 < p then p = p + o: player1x = player1x + xinc[j] return __skip2 player1x = player1x + xinc[j] p = p - o if temp5 > p then p = p + n : player1y = player1y + yinc[j] temp1=1 return __setup2 if (player1x+1) < missile0x then j{2} = 1 : n = missile0x - (player1x+1) else j{2} = 0 : n = (player1x+1) - missile0x if player1y < missile0y then j{1} = 1 : o = missile0y - player1y else j{1} = 0 : o = player1y - missile0y if n > o then j{0} = 1 else j{0} = 0 temp1=1 return data yinc $FF, $FF, $01, $01, $FF, $FF,$01, $01 end data xinc $FF, $FF, $FF, $FF, $01, $01, $01, $01 end moving_target2test.bas moving_target2test.bas.bin
  3. If we are counting homebrews. The Gizzle Wap and the Strange Red Tree has 7 mini bosses (Invica Nymphs) and one final boss (Invicta Prime).
  4. I sequenced my trees in The Terrible blizzard of firn by calling an empty data table. h=otree[p] p was the screen counter. Then otree looked like this. data otree end I found it would populate the same values in the same order every time. I'm not sure if that helps you, but that's how I did it.
  5. Update 80:Squeezing the salubrious stone. 1. Fixed a bug that caused a crash at tree 30 2. Removed the tree silhouette at night time (it was hard to see anyway) 3. Removed the fat tree at the end of the continent. (the likely hood of anyone seeing is practically nil). You are still stopped at the very last tree. 4. If you find and save the White dog you get 1000 bonus points. 5. Fixed the final cut scene where the snow would stop. 6. In the final cut scene, the paladin heals the Gizzle wap and the moum moum and their health is replenished slightly, reflected in their life bars. 7. The Paladin looks better and is animated better. Get the bin here, or at the first post.
  6. Update 73c: The ponds are back 1. The ponds, snow drifts, shrubs and clouds have been implemented in the game. 2. The sky has a softer transition to the back ground. 3. Creature appearance has been balanced so that more difficult creatures don't appear right away in the early levels. 4. Scoring has been revamped. The Lef and Paladin = 250 poins Dog and Purple Bunipy = 300 points Cruncher and Ghost = 500 points Blue Bunipy and Crab = 700 points Defeat the Blood finch = 1000 points Bonus Points at the end of levels 1-6 = 5000 points Bonus Points at the end of levels 7-up = 10000 points 5. You now lose points after level 1 the longer creatures stay "unsaved" deal with them quickly to maximize points. 6 If you can travel to the end of the continent, although highly unlikely, your path will be stopped by the giant tree. Get the Bin here or at the first Post
  7. It might be early in your development, but I find it awkward to do both move and move the maze. But I am also curious how you plan to use this mechanic.
  8. Update 68:The End This might be it for the major updates. 1. Found and fixed the Blue Bunipy bug, hopefully. 2. Added some more unique trees, including an Atari Age Tree 3. Re balanced the game. You can actually get to the end, although I have yet to beat the boss that gives you the final clue. 4. Added the final cut scene. If you can beat the 7th boss, you can keep on playing until the moum moum or the Gizzle Wap dies. when they do it will trigger the alternate ending. 5. In the opening scene the star moves slightly faster than the paladin and the dog. 6. The ghost, crab and cruncher do slightly more damage. Get the Bin here, or at the first post.
  9. Stan I sent you a PM. I am working on the final cut scene. Once I finish that I will put all my focus on game balance. I was able to get to level 5. And testing level 7 I found it very difficult.
  10. It kind of worked. The flicker is gone. But it still doesn't look right. dim ptr = a mainloop temp1=golemShape[ptr] temp2=golemShape[0] temp3=golemShape[1] temp4=golemShape[2] COLUBK=$00 COLUPF=$08 pfpixel 20 5 on pfpixel 21 5 on pfpixel 22 5 on pfpixel temp2 7 on pfpixel temp3 7 on pfpixel temp4 7 on ptr = 0 pfpixel temp1 9 on ptr = ptr + 1 pfpixel temp1 9 on ptr = ptr + 1 pfpixel temp1 9 on drawscreen goto mainloop data golemShape 20, 21, 22 end
  11. Sorry I'm stumped on this as well. It just does not like data statements.
  12. Mountain King also uses Anita's Dance as well as In the hall of the mountain king. Both from Edvard Griegs Pier Grant Suite. Tutankamn plays Motzart's Rondo Alla Turka. And just to add a shameless plug to The Gizzle Wap and the Terrible Blizzard of Firn. I used Pat a Pan, an old Christmas Song in the title screen an when the bird sings in the game. Nothing like Royalty free music in video games.
  13. Update 64: Dog goes splat or I hope this goes better than the last update. 1. The days stay the same length and no longer scales. 2. Really fixed the bloodfinch this time, honest 3. Shortened the hole fill delay. 4. Shortened the distance between the trees, so it will feel like you are covering more distance. 5. The Gizzle Wap shouldn't hang in the air after being hit. Well hang in the air for very long. 6. There is no longer a double image of the Moum Moum when a hole is dug. 7. Lengthened the day slightly. 8. The opening screen has changed. You will see a Belanis Paladin following the star or the Alpha dog chasing the star. If either take a direct hit by a firn vortex, they will fall to the ground. This should also have fixed the triple sprite bug. 9. Extended the delay at the end of the game before it loops back to the title screen. 10. The time twig is more powerful. Get the bin here. Or at the first post.
  14. Update 62:Why would you be out in this weather? or this game is hard to balance the difficulty. 1. Adjusted the number of survivors needed to be rescued. 2. Adjusted the distance needed to get to the X. 3. Lengthened the day slightly. 4. Fixed a bug where the Blood Finch doesn't hit the hole. Now he looks like he may not hit it, but he does. 5. Fixed a big bug where the game does not restart correctly. 6. The Moum Moum no longer jumps beyond his apex and no loner jumps while he is eating. 7. Added an attract scene where Belanis paladins are walking through the snow. Let the music play through at the title screen and the scene will start. Hopefully the game is a little more balance. I was able to get to the 4th clue. Get the Bin Here. Or at the first post.
  15. By the way I stumbled on your Electric Frankfurter site a few months ago, but I didn't realized it was your site until like a week ago. I enjoyed your honest and thorough assessment on the games you reviewed. I almost asked you to beta test my game. And here we are.
  16. Update 60:But I don't want any spam... I'll have your spam. I love it. 1. The Firn Vortex appear at level 3 in the boss fight. It also gets bigger as the difficulty increases. 2. Vorticies damage you properly even when flying off screen. 3. Number of creatures needing rescued is random, but still scales per level. I'm not sure I like this yet. Sometimes you only need to save 1 other times you might have to save 10. More testing needed. 4. You can no longer spam the tree in the middle. 5. The shield now works during the boss fight. 6. The Moum Moum no longer hides behind the Gizzle Wap after eating Fraez. I'm not sure if this bug occurs at other times. But eating is fixed. 7. The score has been re implemented. You will score points when you save survivors and find the Map, but not finding items under trees. 8. Clues to the riddle now appear above the campfire at the end of each level. The first one is an Icicle. 9. You can no longer spam digging. You now have to wait until the hole fills up before digging a new hole or proceeding. Make sure you dig when the Moum Moum sings. 10. You now start at the ocean as intended The first tree is the Moum Moum hut. You might see unique trees in your travels now. 11. The yellow dog and the Alpha have been re positioned and slowed. You can catch them now; however they my reverse direction to avoid you. 12. Odd trees and creatures should no longer appear when you start the next level. 13. Snow drifts in the fore round have a semi random appearance. Stan, I didn't fix all your bugs, but I hit a good chunk of them. Updated BIN file is in the first post. Or click on the BIN.
  17. Holy hell that's awful. It's not my auction either. Al made my cart. Notice the Atari Age logo is missing. Can I sue?
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