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Posts posted by Devin
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Here is the game with the difficulty feature added. In Difficulty B, you get one rematch per bout. In Difficulty A, only one rematch per game.
I also updated the rematch screen text and the name/year on the intro screen. Other than that, there are no changes of note. In the final version, I'll remove the select boxer screen. At this point, I cannot imagine making any additional tweaks!

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Your alternative approach sound like it's not possible at this point to implement this toggle request exactly as described. Bummer.If the problem is space, perhaps when you remove the play test level selection for finalizing, that may yield the space you need?
Whatever the reason, can you keep this feature in mind for KO homebrew then?
All in all, this game feels like it's just about almost ready.
I'll go ahead and add it. It won't take much space, just a LDA, AND and BEQ in the "Begin New Fight" loop initialization. All together, I should be just 7 bytes. I might have also initialize it at the beginning of the game, so that will be 5 bytes. So, no worries.
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I could make it so the rematch counter will always be set to 0 if the difficulty was B. But, I think Level 3 is already challenging enough! :-)Is there no way to toggle rematch-per-opponent versus rematch-per-game using a difficulty switch? Finally, would making the color/BW switch do the appropriate thing make sense? -
It's not transparent. The color just happens to be the same as the ring rope. The pink line is there until he gets hit and then it disappears until he recovers and then it comes back. It looks great when he's hit.(Devin breathes a sigh of relief)
Good, I was worried it was an object alignment issue on an real Atari. I'm glad it works.

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I think the face looking off to the side looks fine. I don't care for the pink on a real Atari though. I don't think black is all that great either because the pink disappears when you hit him. I assume the black would as well. That seems strange.The mouth should look black and white when hit. Is it looking transparent?
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Is it just me, or does Tint sound like a slot machine... perhaps I yearn to visit Nevada...
Thats exactly what my brother said when he saw the game for the first time yesterday

It sounds great. I hope Seemo didn't think it was a criticism. These are great games.
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Also, something is wrong with the second boxer.He dances more often now than before on all levels. In fact, that's all he seems to do!
I play as I always have in the RC3 and that wasn't an issue, but in this release he just so annoyingly dances over and over again! it drives me to impatience when I have to wait for his dancing routine to finish just to start up dancing again back to back as it were the only move he's got. I don't know what's trigging it, if it's just me or the game but it's really awful. Do the new recovery have something to do with this?
I created a new version with an updated random number generator. When he decides to throw a punch, he has a 25% chance of doing a special. Each special has a 50% chance.
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thanks for your support
this version removes the border from the title bitmap, and the year in the copyright bitmap, to make room for the one new feature: now you can fire diagonally in omicron.
To change the direction of fire, hold the fire button and move the joystick in the direction you want to fire. The ship will not move when the fire button is pressed.
This control scheme was suggested by Nukey Shay at the beginning of the omicron thread: thanks Nukey
Simone
I love the changes! Maybe you can recapture some of the title border look using the playfield or the background. I attached a mockup
Is it just me, or does Tint sound like a slot machine... perhaps I yearn to visit Nevada...
All round, just a fantastic piece of programming!
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So far, we have these camps (or should they be factions like "Alliance" and "Horde"):
Black: MrBeefy, espire8
Pink: lapetino, corbysatarigame, Frotz, Nathan Strum
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how about some audience in the back ground?I can't. I've used all the graphical objects that poor little system has to offer!

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And the cigar is way cool! He looks cocky now! hilarious!... and overly macho. It reminds me of the guy in war movies that is having WAY too much fun!
Only 2 gripes.1.) The 'angry faces' on all the boxers should be looking directly forward (as in the original designs) when toe-to-toe with the player and not off to the side; that way punching a forward looking face will seem to actually turn the head to the side when hit.
2.) Ken's mouth is now pink while most including myself choose face 'B' which is black.
I made the angry faces point to the sides since the slightly turned faces have pretty much the same eyes, mouth, etc... The animation looks quite odd when they look straight forward. Of course, other fighting games have slightly angled heads - such as Mike Tyson's Punch-Out.
I'll change it to black for the time-be. I'll put up a side-by-side and get feedback from everyone. I'm happy with either or.

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Excellent! Three great games on one cartridge!
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I used good 'old DASM with the TextPad text editor. I wrote a simple batch file so I just have to type "asm file" rather than the complex DASM command line. Here is the batch code:
@echo off dasm %1.asm -f3 -o%1.bin start %1.bin
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I finished the coding for face-flipping. I've attached a binary with the new graphics. I also made some changes to the player sprites - in particular, I am following Espire's recommendation to spread the player legs for a better visual que.
Here is a summary of the changes:
- Face flipping was added - the character will now look at you when they are walking.
- Major Concussion is now smoking a cigar
- Better recovery logic for the computer
- Updated player sprites
- You have one rematch against each opponent. The last version only let you have one rematch per game.
- Some minor changes to sound
- Face flipping was added - the character will now look at you when they are walking.
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Just to note - I wondered why the new head shots got their ear cut off on one side.I was attempting to turn each of the computer's heads to the side a bit. The idea is that these can flip too.
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What's happening with his mustache? It looks like it disappears.Do you mean General Concussion's hit face?
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I'll be able to move the ball quite well with the next update. It won't have to be centered. I worked on some pictures of my own and came up pictures in the attachment. The ball is always 4 pixels, but can move left, right with ease. I will use a XOR trick using a lookup table for movement commands.Those look excellent! Very expressive and funny.

Thank you, but they are practically all Espire's work!
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This all sounds very good.I re-did the hit faces following the new constraints you described.
I'll be able to move the ball quite well with the next update. It won't have to be centered. I worked on some pictures of my own for the characters normal and angry faces.
The ball is always 4 pixels, but can move left, right with ease. I will use a XOR trick using a lookup table for movement commands.
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Btw-- I discovered a special finishing move in the first match when I counter-punched the nerd's special while he was one hit away from a knock down and my left hook sent him flying to the ropes like a sling-shot before he hit the mat!That was exhilarating!
But this same finisher never happens to any of the other boxers.
Is there a different manner to perform a finisher to the others or was it only for the first character?
You ought to make possible that same finisher to be performed on all the characters, it's dynamite!
I'm glad you enjoyed that. Hee hee. I only have that hooked into Tomato Ken. Each of the boxer's can have up to 8 "stances" which control which macros are executed - simply a group of event handlers! Anyway, when Tomato Ken does his super, he changes stance to one that has the "Fly Knockdown" linked from the "knockdown" event. It actually works anytime after he throws the punch and before he resets after the delay expires.
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I should have something new Friday or Saturday.




K.O. Cruiser - my first homebrew
in Homebrew Discussion
Posted
I'm also going to attempt to create a PAL version. Since the gameplay is based on timing tables, it won't be too much of a nightmare.