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Master_Programmer

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Everything posted by Master_Programmer

  1. And I'm starting work on Tora! She'll be playable, and able to be switched to at any time after stage 2! And I'm going to work on the "Giga" forms for both characters, a super-soniceqsue transformation, once you obtain all the special gems.
  2. I said it before, space isn't an issue. I've got an entire 3 banks completely unused.
  3. Good news. I just freed up around 1000 to 2000 cycles, by removing the invisible line of playfield blocks with "pfres=11". Things are back to running real smooth!
  4. temp3 = ((player0x-15)/4)+1 temp4 = temp3-2 temp5 = ((player0y-1)/8)-1 temp6 = temp5 +1 if collision(player0, playfield) && pfread(temp3,temp5) then if xvel<120 then xvel=0 if collision(player0, playfield) && pfread(temp4,temp5) then if xvel>120 then xvel=0 temp3=temp3-1 if collision(player0, playfield) && pfread(temp3,temp5) then if yvel>120 then yvel=0 if collision(player0, playfield) && pfread(temp3,temp6) then jump=0: if yvel<120 then yvel=0 That's my collision detection. I'm fairly sure that's the main culprit of my cycle-usage. That's exactly what I'm doing. I actually have each "Object"((Non-player sprite)) as a separate subroutine, called to by a bunch of goto's. That's all of my enemy/object AI so far. The very last one, the "Dead" there, is to kill the player upon reaching the end of demo screen, to make 100% sure they don't find a way to the next of the ((Unfinished and missing)) stages.
  5. She's not supposed to be tough, because she's not actually a villain. She mistakes you for being the recently resurrected villain, the boss from the first stage. She's easy, because Tora has the exact same HP as the player would, if they had only 1 bar of life. I'm going to guess it's both the advanced Collision Detection, and the enemy AI. The bosses are quite complex, code-wise.
  6. 1737 bytes of ROM space left in bank 1 630 bytes of ROM space left in bank 2 627 bytes of ROM space left in bank 3 426 bytes of ROM space left in bank 4 4052 bytes of ROM space left in bank 5 4052 bytes of ROM space left in bank 6 4052 bytes of ROM space left in bank 7 2132 bytes of ROM space left in bank 8 Really, my big problem isn't space when it comes to this game...it's my staggeringly low cycle count left. I'm trying very hard to optimize my code as much as I can, but I'm starting to get to the point where I'm not sure I have much left I can optimize. Yeah, I'm still working on that...I'm trying to make him a tad bit slidy, but not too much, and that perfect balance is strangely hard to get. Really? That was the blue boss you're talking about, right? I'll look into the code there, and see if I can fix that.
  7. I have Demo #2 up! It has a solid 3 stages, each with a unique boss! Stage #2's boss, after defeated, needs to be collided with, to activate a tiny cut-scene. That boss, will actually be playable in the full game...She's Max's love-interest, a gal named Tora. ^^ Boss #3 is a clone of Max from the first game. The stages in the demo are as follows: Stage 1 - Melody Meadow Stage 2 - Chaotic Castle Stage 3 - Poison Paradise Each stage, except #3, has a small puzzle, the reward being a White Gemstone. These, in the finished product, will in effect be like the Chaos Emeralds from sonic. Obtaining all of them will allow a temporary powered up form of either character...but for now, all they do, is charge your health up to the max. Metal Max Returns(Demo 2).bin
  8. Added a very simple puzzle....lets see if you all can figure it out. :3 Edit: There's no boss yet, so I put a death pit that reboots the game. >.> default3.bas.bin
  9. Alright! Here's the very first demo of Metal Max 2! Left and right move left and right, fire jumps, and down shoots! The green things are gems, pick them up, they give you health! instead of lives, I'm using Metroid-style energy tanks, though they won't be called that. Over-filling your health, by grabbing gems, will allow you to fill up a "tank", having the maximum of 3 spare tanks, or 4 life bars total. The demo is only one stage, 10 screens total, with 2 different kinds of enemies, a small weak one, and a large strong one. Enjoy~! Metal Max Returns(Demo 1).bin
  10. If someone can tell me what's going wrong, then please, by all means, do. Until then, I'm going to delete lines until I come upon the problem, then CTRL+Z all of it back, and tamper with the bad line. EDIT: Turns out a variable of mine had a bad name. "ef" was the name of a bit I had, and the compiler hated it. default3.bas
  11. Pfread. The "joy0left" if statement there is crashing everything, and the source-code ONLY compiles when that one line is missing! Even stranger, the statement works if I turn the joy0left to a joy0right, or up, or down, or ANYTHING else.
  12. And now the game is going absolutely insane, only erroring when I have any check for "Joy0Left" in place. I can remove anything else, and it still errors, but when I remove the joy0left, it's fine.
  13. As for enemies and puzzles...I'm not sure how I can do the latter, but as for enemies, I'll probably have at least 3 types in general, but my goal is 3 unique enemies for each stage. A grunt, a medium enemy, and a strong enemy...plus a boss.
  14. Not sure I'll have the cycle-count for both types of combat, but I can try. I'm down to anywhere from 500-700, without enemies((But with this game's version of 'Rings' from sonic, which are green gemstones)), Mostly because I'm using advanced collision detection, which allows the sides of walls to be solid, despite being a platformer. But, I *CAN* try both, if you two would like. Heck, I could make two or three engine types, and let everyone pick out which version they like best. :3 EDIT: Also, the extra screens for each stage, with less stages, would mean I have less work to do coming up with stage themes and enemies, plus longer and more complex stages.
  15. Okay, here we go, this is Demo #2, with a little under half the game playable. There's 4 stages complete, and a 5th with a boss, and a complete layout, but very sparse enemies and no healing items. Switch Select after stage 2, changes your character. If you have collected 3 white gemstones, and you have more than one full life-bar, you can turn into a "Giga" state, with either character, that grants invincibility to most attacks, at the cost of very slowly draining your life down to one bar. To activate, jump, and as you'removing upwards, press the up direction on the joystick. After stage 5, though, the game is essentially over, since there is no real stage-layout for any stages beyond 5. Have fun! Edit: I fixed the immortal first boss bug. No bosses are immortal. I also added a Full-fledged, but very short, full-screen cutscene, that starts just as you reach the screen for the very first boss. Download the "BugFixed" version, as the previous one has an error in the boss intro to the stage 3 fight, where The "original" max gets stuck in an intro loop, and is unable to be attacked. Metal Max Returns(Cutscene Demo).bin Metal Max Returns(Cutscene Demo BugFixed).bin
  16. Welp, I couldn't fit 6 stages of 10 screens in one 4k binary, nor an 8k binary, so the game should be 16k, which has actually allowed me to bump the entire game up to 10 stages, each with 10 screens((100 SCREENS, HECK YEAH!! XP))
  17. Here's the very beginnings of the Sequel to my first atari game. Only 2 screens, but the collision detection is pretty good compared to the original game. XD default3.bas.bin
  18. That's not playfield mirroring...but it might work for what I need. Thanks bud! Anyways, I need to get ready for work. Those shelves ain't gonna stock themselves. :3
  19. No. I'll lose valuable missiles...plus, with the way Max's hair looks,and Xaim's, it won't look right no matter how I color them. ...Plus, to some degree, I do like the way the single color looks. :3 No, I'm gonna have single-color, 8x8 sprites, minus the very final boss, which will be the playfield. And this game, unless something goes *horribly* wrong, will have a 2-player co-op mode, with both players on-screen at once.
  20. Max's sprites have actually come quite a long way from his original sprite. Comparison: Of coarse, the sequel takes place 2 years after the first game, so he's bound to look a bit different...Which is funny, because I released the first game a little more than 2 years ago. XD I actually had fun with trying to make the sprite, because of his recent design. ((Large picture warning)) The picture is for a Roleplay, so his design is a tiny bit different than normal, but that's the general gist of his looks. That was fun to turn into an 8x8 sprite. XD
  21. Have some sprites from Metal Max 2 so far. The blue gal there is a new character, and the red one is Max...the Gray there is Xaim, his rival, which died in the first game. :3 And the white Motorcycle, might be used in an epic chase-scene stage. >u< I'm actually going to stretch it a bit, using the NUSIZx Register, if I use the chase-scene...it won't be a 2-player compatible stage though, if I do make it.
  22. I don't understand the question that well. I'm going to have multiple screens, all tied together into a stage, making it so getting to the edge of one screen, bumps you immediately to the beginning of the next screen, until you get to the last screen of the stage, and beat the boss, at which point you get to the next stage. There isn't any particular way I need the playfield to look, I just need it so the screens I make are only half the data being mirrored, so that I can save space. It'll be like my 'Snik the Horgehug' game, when it comes to how the stages are set up, except each stage will be longer than the ones in that game.
  23. I'm gonna have around 5-10 playfields per stage. Probably around 4-6 stages.
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