beoran
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Posts posted by beoran
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Glad to hear at least a few people may be enjoying my game.

Is this game already on the PDROM site? I couldn't find it there.
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Important notice: Discussion on this topic should be continued in the homebrew forum here:
http://www.atariage.com/forums/topic/165701-ature-my-homebrew-action-adventure-game-for-atari-2600/
I will not answer to any comments made in on this thread anymore, to make it easier to keep up with your comments. It gets confusing if there are two threads to discuss the game. This thread is only kept here for reference.
Here's Ature, and adventure game. I started working on it a about a year ago and now I'm polishing it and finishing it up. Read ature.txt first for the manual. Can you beat the game and find all secrets? Hope you enjoy it, any comments welcome.
Edit: Added some screenshots.
Edit: Attached a zip file that has the three files in it. If you distribute the game beyond this forum, please do it using the zip file so the manual and the sources don't get separated from the ROM.
Edit (2010-07-04): New version with the following features:
* Music on title screen, game over screen and victory screen.
* Kick back after touching an enemy cannot throw you off the screen anymore. It does make the game slightly more difficult, though.
* Color of sword boss changed to be somewhat better visible.
Edit (2010-07-05): New version with the following bugfixes and features:
* Bug in map design solved somewhat bluntly by adding a tree trunk next to the water to prevent player from getting stuck in the next screen.
* Different music for the game over screen, hopefully somewhat better.
* New zip file with new version and source code.
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In my experience, it's quite easy to increase the rom size. The main thing to watch is that you'll have to say things like gosub foo bank2 instead of just gosub foo2. But I'd say you have a case of analysis paralysis. Just get started programming, and you will learn as you go. ^_^
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Well, this game has reached the point where I'm fairly satisfied with it as it stands. I'dd try to do some bugfixes o smaller sugestions, but probably no more big changes. It was a fun project, but now I'll focus again on my ain project, Eruta. ^_^
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Ok, yet another version. In this version the sword is attached to the sprite, and also thinner, which makes the game harder. To compensate, now, when you get a game over, you can press reset to return to Signe's house with most game state intact. You will lose some health, all your Numen and some exp, though. This type of game normally should have a save game anyway, so by allowing you to continue after a game over I get a comparable effect. I also moved some monsters around. Maybe this makes the game too easy though, but I know that combat isn't the strongest point of this game anyway. If you win the game, you can reset and you'l be leveled up to level 90, so you can look for any items you missed.
As for the dark cave... look for a switch close by. ^_^
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And the next one! This one fixes a few bugs with the shooting. It's now also actually possible to obtain the shield in two different ways.
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And this is an easier version with a few sound effects added. This one requires only 25% the experience. It's still challenging to beat certain bosses. Sorry to post two versions so soon one after the other.
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Ok, this is it! This version is completely playable and winnable, and all content I wanted to put in is in. You can win in different ways, but can you find all items? How are the fights? Too hard or too easy? Just let me know. I also attached a text for the manual.
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Ok, a new version, still in progress, but I'm already adding and moving a lot of stuff The gae is currently unwinnable because the black curse blocks the entrance, and you can't find the items to defeat it yet.
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It's already better... but to be honest, it's also a bit frustrating because the opponent letter moves around without stopping, which makes aiming more difficult than it should be. Also, perhaps the enemy should shoot back at you, from time to time, for more variation?
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Mika,
Which weirdness did you notice? You're able to overlap somewhat with the playfield now, so that's mostly intentional. For now, the only way you could stuck into the wall is from the kick-back after the enemy hits you, because that doesn't do any collision checking yet, but I'll add that ASAP.
Oh and kudos on beating the game just by leveling up. I never even tried it myself like that. ^_^
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SeaGtGruff,
Thanks for the demo code. What I did was something much like this but still I had some problems, because the hardware collision does take into consideration the different frames of my animation, which might have changed on the moment the collision is detected. That way, the push back may not be sufficient and the sprite may get stuck.
Anyway, I gave preventive collision detection a try, and to me, it feels much more comfortable to me, and as a bonus, it allows for some overlap between the sprite and the field which I think to be somewhat aesthetically pleasing. Here is a version that uses this kind of collision detection for the player. I'm only worried a bit about if it will run on the real hardware, so this time cycle debugging is on (without mincycles), but I don't quite know how to interpret the figures. It'd be great if anyone could run it on real hardware and tell me if I'm still OK or not.
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SeaGtGruff,
Yes, for now I've always used "push back" collision resolution, even on PC game I'm programming. It seems simple, but it really can get complicated too, because there are situations in which the "push back" fails to push back correctly. Now, I try to solve this by having extra "push out" code that tries to resolve a stuck item or player, but it doesn't help much either.
Preventive collision detection as you describe would be nicer, I guess, so I'll try that. i hope I have enough resources to pull it off. ^_^
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Mika,
Thanks for the tip on that pixel to playfield, I found the link, and I'll read it later.
http://www.atariage.com/forums/index.php?s...s+sprite+pixels
Yes, collision detection is a bit difficult. IMO, the hardware collision detection is fine, but collision response is difficult because the depth of penetration is unknown, and also, there is a bit too few memory to keep track of trajectories well. Even for the similar game I'm implementing on normal PC hardware, it was a tough nut to crack, and I'm still not completely happy with it either. Seeing that even classic games like Adventure weren't able to solve the problem completely (even in that, you or items can get stuck, hence the 'reset functionality'). I think I'll have to settle with a less than perfect collision, and perhaps modify the playfield so it's more difficult to get stuck, and also keep the "reset teleport" in there so your game isn't completely ruined when you do get stuck. I'll try to see how "Cave In" handles it, too.
Black Knight? Perhaps I should make that sprite more feminine, that's the evil queen, the final boss. ^_^'
At the moment, the only way to win the game would be to level up by killing slimes and crabs until your health bar gets really long (you'd need to kill about a 1000 or so), and then try it. The key items needed to make the game more easy to win cannot be obtained yet, since I didn't implement the bosses that drop them yet.
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Interesting! I'm having some problems with the bullet getting stuck and firing getting disabled. Otherwise, it's an unusual, original idea, so keep up the good work! ^_^
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Mika,
Yes, when testing, I also get stuck in the walls forest maze at times. You can try to press the reset button to teleport back to your house with all the game state intact, but even that isn't guaranteed to work always.
SeaGtGruff,
Thanks, any help would be appreciated.
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I wanted to post this in the batari forum but it wouldn't let me. If it's OK, maybe theops can move it?
Anyway, this is Ature , a WIP of a somewhat Seiken Densetsu-like action/adventure/RPG.
I'm writing it just to see if I can finish such a project.
Story: Kill the evil queen who cursed your land and captured your beloved.
Controls: Joystick moves into direction. Button swings sword.
I didn't test it on real hardware, and I can't do so. I might need help with that
from someone who has the hardware. I know the collision detection isn't very good,
so I need ideas about that. >_< Any other comments would be nice. ^_^
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Well, the name of the pirate isn't as important as how you can extend the gameplay. Call him John Silver or "Matey" or so... ^_~
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It's a little fun game however, one thing which bothered me is that you can't do anything about the black blocks on the screen, which makes it easy to get boxed in. Perhaps you should be able to remove the black blocks with a shot? Furthermore, changing the bear sprite into a different animal, as well as changing the colors of the background at times, and perhaps a game over screen, a high score screen and a victory screen after 21 rounds or so would be nice little extras. ^_^
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Nice work, though the holes are difficult. It would be nice as said before, if there were 'doors' on the top of some screens (or caves) that take you to a different place. Now you can only walk in circles. Oh, and it would be nice perhaps for some holes to lead to hidden caves or something. Keep it up!


Ature
in batari Basic
Posted
Another_world,
First of all, thanks for making some publicity for my game.
Yes, I'm aware of some collision detection issues which are largely due to the limitations of the platform. In some extremely rare cases, an enemy could knock you straight through a wall, but generally you shouldn't be able to go anywhere you're not supposed to go. So if you have some time, you could tell me the places where you had these issues? I can't promise I will be able to solve them, but if they are game-breaking, I can try to solve them by changing the map layout somewhat.
The other bug that the game has is that the color of your health bar is always the same as that of the first foreground line of the screen you're on. I found that in batari basic, apparently pfcolors and statusbarcolor do not mix well. If anyone has hints on how to solve this I'd be glad to hear from them. And another bug I experienced is that the sound seems to stop working for some reason after working a few times. I also had some music planned, but I guess I'll limit it to the title screen if I ever implement it, since always hearing the same music may be annoying if you're playing this game intensely. Or perhaps I should use the music in numbers algorithm to create random music.
As for your idea of a sequel, it's not bad, but it's not quite the kind of "feel" I prefer. I kind of like the feel that close-range combat gives. It keeps the game challenging and I like the stress relief that swinging your virtual sword at the baddies entails.
Atari_afternoon,
Glad to hear you're getting the stress relief I intended. It takes me about an hour to play the whole game and find all available secrets, so if you're able to do this in 15 minutes you'll have a speed run record there.
gambler127, pitfall_jerry,
Thanks for the kudos. If there's anything you dislike about the game, please do tell me about it.