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Posts posted by InfernalKeith
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Good suggestions, thank you. I think I'm still so blown away by the speed of compiled BASIC that I got excited and wanted to just put the game out as-is. It could use a little fine-tuning.
I'm not gonna spend a ton of time on it, as I'm eager to get into my next project, but I will do another round of testing and tweaking on the key response speed.
The hollow cursor is a great idea. I'm gonna try that. I might also change the yellow out for another color, because (for me at least) that's the color where the cursor is hardest to differentiate.
Thanks for the feedback! I'm glad y'all like the game, I've found it sort of addictive over the last couple days. Usually by the time I'm done debugging something, I don't want to ever play it again.

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The key is to look for bigger chunks to take out. If you can clear 9 in one swoop, that's 81 points right there. I tend to get focused on one area, trying to clear the whole thing, and then I look up and realize the timer's down to 6.
I'm still good on memory so maybe I'll add a "no timer" option to exercise our OCD nature and just clear as much of the board as possible.
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Yes, just load it in with Extended BASIC and you're ready to go.
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After some plays this evening, my high score is 582. If anyone beats it, let me know.
EDIT: new score 767. I've been playing for a couple hours, which I suppose is a good sign for the game.
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Looks good, hopefully after the hurricane I can find time to try it out
Yikes! Stay safe, man.
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EDIT: Version 1.1 and bug fix help request in last message!
I gave myself a 24-hour challenge to come up with a new game that took advantage of Harry Wilhelm's BASIC compiler. I took the basic layout of Crystal Garden and made it into more of a fast-paced puzzle/block-clearing type of game.
In Demolish, you have a limited amount of time to clear as much of the board as possible, by highlighting 3 or more adjacent tiles of the same color, and then demolishing them (causing the tiles above them to shift downward). The more tiles you demolish in one move, the more points each one is worth.
When the timer runs out, you lose one point for each tile still on the board. It's quite possible to end the game with zero points. But if you clear some big groups of tiles out and keep moving, your score will rise quickly.
Use ESDX to move in any of the four cardinal directions (no diagonals are used in Demolish). Hit SPACE to "set your charges" (this turns the tile black). Once you do this, you can only "set charges" on adjacent, same color tiles. If you made a mistake, you can press P and your "charges" will be cleared away without penalty.
Once you've set all your charges, hit C and they'll blow up, and you'll be rewarded points.

Title screen

Full 22x32 board of tiles

The black tiles on the upper left are where charges have been set. When I hit C, those will blow up and be cleared away.

Time's almost up, and we've cleared a nice bit of the board

A new high score
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Edit: couple more sold, still lots of good stuff.
Buy 5 or more items off what's left on the list, and I'll take 10% off the total.
Buy 10 or more, I'll take 20% off.
Load 'em up! Daddy needs to buy plane tickets Monday.
Keith
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Bump - bare dual-language Odyssey2 carts are back on the market, the offer on them has been withdrawn.
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I plan to start doing some YouTube videos of tape and disk games, starting with my own. I'm pretty new at doing videos but I'll be working on a couple this week to get a feel for it.
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ODYSSEY 2 DUAL-LANGUAGE ENGLISH/FRENCH LABEL (make offer for all 7)
Are they complete? Boxed (plastic case) or loose carts?
Sorry, should have specified, all 7 are loose carts. I will post a pic later this evening.
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ODYSSEY 2 DUAL-LANGUAGE ENGLISH/FRENCH LABEL (make offer for all 7)
Are they complete? Boxed (plastic case) or loose carts?
Sorry, should have specified, all 7 are loose carts. I will post a pic later this evening.
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EDIT: List is decimated!
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I have made a few fixes to the game, and - much more importantly - compiled it using Harry Wilhelm's BASIC compiler.
Run this one in XB and give it a try if the slowness of the console BASIC version turned you off.
I may make a couple more tweaks before being finished with this project -- it's pretty difficult to win even once you get a feel for the gameplay, so I'm thinking of one modification to make the endgame a little more possible. I'm out of memory in BASIC though, and I want to move onto another project, so this one might just be done, unlovable and weird though it may be.
Oh, also, in the second half of your turn, the up-down controls are still a little too sensitive. I'm still getting used to adding delays to compensate for the increased speed of the compiled code.
Keith
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The problem is they come up for sale so infrequently, there's little frame of reference. When I used to do Ebay a lot, I listed a stack of them once and sold a couple boxed Moonbeam games quickly for $40-50. The rest went up multiple times, never got a bid. If you're looking for more hardware or to increase your cart collection, putting them up for trade here in the forum might net you a less stressful, more fruitful experience and "keep them in the family" so to speak.
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I've gotten them from a variety of sources over the years, and some were in storage. Is it more likely that they may just need cleaned? All of them (as far as I remember) worked for a time, and then just stopped reading disks that they'd previously read.
I'm going to try cleaning a couple of them tomorrow and see what happens.
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Nope. The minute one of these is back up and running, I'm back to wasting my life playing Toy Bizarre.
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Thank you for the info! I'm bad at hardware stuff but I'm realizing I need to just suck it up and give it a try. I have eleven of the damn things, it's not like it's the end of the world if I goof up one or two of them.
Coming soon: Ebay auction for a giant box of smashed 1541's.
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Bump. $20 plus shipping.
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So in my hoard of Commodore stuff I have a total of 11 drives. Mostly 1541's, a couple modified, with a few 1571's. As of last night, all 11 of them no longer read disks. I'm not a big "open stuff up and fix it" guy, I tend to lose parts or forget how things went back together.
I live in northwest Ohio, USA and travel for work a bit. I'd love to find someone who'd take my 11 drives, fix/align some of them, and keep the rest as payment. Failing that, I'd pay cash to have it done. Is anyone out there good at this and somewhat close to me?
Thanks!
Keith
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Crystal Garden ZIP file attached to original post.
Like I said, I'm not sure anyone's gonna click with this game, but if you want a weird, kinda slow, immersive, long-ish BASIC game with some interesting strategy elements, give it a chance.
I haven't even attempted to compile it yet. I may do that next.
It's a hard game. There's a strategy and a way to at least have a chance to win, but it takes some play time to get familiar with it.
I look forward to your thoughts on it.
Keith
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Crystal Garden title screen

The game is beginning. The player and the Visible Foe are in opposite corners, the gems are colorful, and the Garden looks fairly balanced.

A number of turns later, you can see the player approaching the top right corner and first portal. Black squares have begun to infiltrate the Garden.

This screen shows the indicator on left, which the player is about to use to shift a row horizontally. He has reached the first portal and is heading for the second, in the lower right corner.

In a different match, you see that the black squares have wreaked a lot more havoc. The player has had trouble getting to the first portal, and the longer the match goes, the more black squares there are to contend with.

Later in this match, the player and Visible Foe have each reached the first portal, and are heading for their second. The player is in trouble here. His score is far below the Visible Foe's, and his paths to the second portal are growing harder to navigate with each passing turn. Shortly after I took this screenshot, the Rogue Foe appeared and, with so much black space to work with, quickly found the player and ended the game.
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Guess who brought back this old TI BASIC beastie from the dead?
I'm play-testing it now and will start a new thread for it when I upload it, hopefully Monday.
It's turned into a strange strategy game, I'm not sure how many will be into it, but it's been fun to finish a long-dormant project and see it take a shape I never envisioned ages ago.
See you soon.
Keith
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Demolish - v1.1 release w/bug (can you help find it?)
in TI-99/4A Development
Posted
I don't think I'll ever be able to do this again. I lucked into a few big formations and then I just had some speed going and I got a lot of 4- and 5-tile combos.