Jump to content

Master_Programmer

Members
  • Posts

    280
  • Joined

  • Last visited

Everything posted by Master_Programmer

  1. How do you all like the test version of the weak battle theme? Yes, this is the battle theme from Dragon Warrior 3, but don't worry, if someone helps me out with music, that'll be replaced. this is more of a tech-demo of my sound engine. music.bas.bin
  2. You haven't run into any battles? It does take a little while to run into a battle sometimes...I made the battles a bit on the sparse side, so that you're not running into a battle every single flippin' step like in most RPGs. DX And soon, I'll have the next version up, which will have more to it, including secrets hidden in fixed locations across the 255 by 255 screen world.
  3. Dude, it's okay, I'm actually considering making this a universal "How to" thread now...it's a pretty awesome idea. ^^ If you want multiple enemies, you'll need to use either the multisprite kernel, which i've never got to work before, or the DPC+ kernel, which I have gotten to work.
  4. coming in the next update: #1 - Critical hits for both you and the enemies. #2 - First strikes, where you get a second or two where you can hit the enemy before their attack timer starts #3 - Back attack...Like the above, except the enemy gets the first hits on you. *MAYBE* coming in the next update #4 - Pincer attack, Like in ff6 for the snes, where you're surrounded from the left and right sides. If the battle is a back attack, or pincer battle, things just get even worse, because not only does the enemy get the first hit, but you can't run either.
  5. First of all, this was a thread for my questions, although I guess This could easily become a universal help thread. XD Second of all, what do you mean by objects? Do you mean sprites, missiles, or the ball object? For missiles and the ball, you use missile0hieght, or missile1hieght, and for the ball you use ballhieght. for sprites, you'd have to make a big sprite.
  6. Would anyone out there be willing to help me compose some very simple 1-channel music? I'd like to have the following: 1 - Title Theme 2 - World Map Theme 3 - Normal Battle Theme 4 - (Final) Boss Theme 5 - Victory Jingle 6 - Ending Theme 7 - Game Over Theme I need them all to be fairly small and simple, as to fit in around 1487 to 1024 bytes. the music engine is going to be simple. the variables for the music is as follows: note song duration So yeah, if someone could pitch in and lend a hand, I'd happily give credit. (Edit) I might need a Secret Final Boss theme too.
  7. I'm talking the backgrounds like in that Castlevania 2600 project. Or any other atari game that has smooth graphic curves in the playfield. DX (EDIT) Also, thanks to both of you for the links. ^^
  8. Okay, I found a pretty nasty goofup. when you go to the bottom of the screen, you go up one screen on the map, instead of down, as I forgot to change a minus to a plus. so here's a fixed version. Radiant Force V08(Fixed).bin
  9. Also, I'll post screenshot when I actually have a finished game.
  10. Okay, switch left b, turns on the boss radar, and switch right a, means any weapon can be dropped by an enemy after battle, regardless of wither it's weaker than your current one or not. the radar, is dots on the playfield...any direction there's a dot, is a direction you need to go to get to the boss. so if there's 2 dots, one to your north, and one to your east, then you need to head northeast, until the dots change, or you get to the boss. With any luck, that'll make the game able to be easier for everyone, who doesn't want to spend hours trying to find that damn red screen. XD Radiant Force V08.bin
  11. I think, I'm going to make it so that the left difficulty switch toggles a boss radar, and the right one toggles wither or not you can pick up weaker weapons that the one you have, as you're forced to gain a weapon after winning a battle, provided the enemy drops one.
  12. by the by. battles are real-time.
  13. Aside from some polishing, 1 or two bugfixes, a title victory and game over screens, and some very simple sound and music, this game's almost done. I dub it for the time being, "Radiant Force". basically, you're a little dude, trying to kill evil robots. the controls are the joystick moves you around the map. during battle, fire attacks, joystick right defends, and joystick left runs(so long as you aren't fighting the boss.). in the battle, when you see the enemy turn white, you should hold block until the enemy changes back to normal color, to reduce any damage you take to 1 point. You can't block, and attack at the same time the way the game works, is you run around the world, looking for the boss to kill. when you're within 16 screens of the boss screen, the background color changes to a brownish color. the boss's screen location is random, being any number for both x, and y, from 0-255. so yeah, huge map...I'll make an easy mode sooner or later, that makes it around like...128 instead, or 64. when you're at the boss screen, it turns red. moving around counts down a timer when the timer hits 0, a random number is made, and depending on the number, you'll go into a random battle. when you're on the boss(red) screen, you can't fight any enemy other than the boss. after the battle, if you won, there's a chance you'll pick up a weapon. you're always healed 1-8 hp, every time a battle is won, with two exceptions. #1, your hp is at 90 #2, you beat the boss. when you're dead, or won against the boss, you can't do anything, and have to reset the game with the reset switch you know you're going into a battle, because the screen will flash different colors before the battle. your character is always the color of the weapon you have, and each weapon has a different strength. the colors and weapons, are as follows Dark yellow - Power of 1 - base weapon White - power of 2 - Machine gun kinda brownish - power of 3 - Bazooka blue - power of 4 - Laser light yellow - power of 5 - Radiant Sword weapons weaker than the one you have will never show up after a battle, so you can't lose your hyper strong sword, to a machine gun. there is one bug I know of, and it's that the enemy hp is always a bit garbled. I was originally going to try to do this in 2k, but I couldn't, so yeah. expect a completed version within a day or two. If i remember anything else I might have forgot, then i'll add it later. default.bas.bin
  14. This thread, is going to be pretty much a "how the heck do you all do that" thread for anything I see I don't know how to do #1 - Scrolling, non-repetitive, playfields I've seen many, many games, where there are scrolling playfields, that aren't the same thing looping over and over. How is that done? #2 - Background scenery. I've seen one or two demos, where there are really complex backgrounds, but I can't figure out how to do those...how's that done? More to come as I think of them.
  15. Also, about the zelda game...I've run into a couple of problems. I have no clue when i'll be able to get a demo out, so just cross your fingers, and hope for sooner rather than later.
  16. Any Bronies on here? Even if there aren't you might still find this game a nice time-killer. It's just something simple i whipped up in a single morning. Basically, select switch starts the game, you have to avoid the missiles by running around and dodging. you start with 5,000 points, and every time a missile flies to the left edge of the screen, you get 50 points. get 9900, and you advance to the next level. you have to press the select switch to get to the next level, that way, it wouldn't drop you in unprepared. pressing fire on player 2's joystick, drops player 2 in the game, and pressing fire on player 1's joystick drops player 2 out of the game. on the select screen, the screen at the start of the game, and during advancing to every next level, you can press up or down on player 1's joystick, to change the background color. the missiles fly faster every stage, but there is a point, where they go back to their slowest speed, and rise up again. every time a missile hits you, or player 2, then your score goes down by 250 points. if you hit 0, then you lose, and have to reset the game, with the reset switch. the difficulty switches determine how fast overall, the missiles are, and can get. left difficulty controls 1 missile, and right controls the other. Player 1 is Pinkie Pie, Player 2 is Applejack but enough talk, here's the game, and the box-art. The box art, both main and top, comes in both 150, and 360 DPI. I do not own Pinkie Pie, Applejack, or My little pony. They're owned by Hasbro Inc, and I'm not making a profit off of this game, so they have no right to give me any cease and desist messages. This game *SHOULD* run on real hardware too, as it's not only an unexpanded 4k, but also keeps under the cpu cycle limit. anyways, enjoy. PinkieQuest.bin
  17. I already made this, for a Megaman X game i was working on. you HAVE to set a variable, with the name "statusbarcolor", all lowercase, and it HAS to be a variable, but you can now change color mid-game. 6lives_statusbar.asm
  18. My demo needs to be about 20% coole--....er.....20% more finished.
  19. well, so far, i've added enemies to the game, they show up randomly when you move to a different screen, and only 1 enemy is ever on-screen at once, and occasionally, a shot is too. and all the tunics, aside from the green, reduce damage taken by a number. 2 players can be on screen, and so far, i have one weapon that works for both players, and one item that works for both players. Sounds too easy for 2 players to handle 1 little enemy together, right? wrong. player 2 and player 1 share the same hp, so player 2 can't go hog-wild while player 1 hides his sorry butt. oh, and at night, enemies become 2 times harder. I have data for, but don't have anything else complete for, the 2nd world too....and enemies in that world will be 2 times harder. which means night time in the 2nd dimension, causes enemies to become 4 times harder. oh, and by the way, the same goes for BOSSES. yes, even the final fight will become 2 times harder at night. also, i have added wizrobes to the game...they stay at one side of the screen, and fire energy beams at you, with a deadly accuracy and speed. but there's good news for that too. I have a working mirror shield in the game, that (half of the time) reflects the energy beams back at the wizrobe, and if the beam hits the wizrobe, it'll do a full amount of damage to it. The shields work for both player so far too. i'd say the demo is about 80% complete
  20. is it possible to use the lives counter with the DPC+ kernel?
  21. I'm currently, even thinking of having simple sonic 2-3(genesis) style cut-scenes, if they'll fit once everything else is done.
  22. Not bad! But as for me, due to rom-space, i'm making link able to face only two directions...left, and right. He can only attack left and right, which not only adds a slight bit of difficulty I want, but it also saves space.
  23. There, A photo of the artwork for Link, and A-Link, taken with my 3ds camera. If anyone wants me to take a higher-quality picture with my Droid X, let me know, and it'll be done.
  24. Okie Dokie Lokie...I was actually thinking, if I can't do both in one version, i'll split the game into two versions, that way, those who want a 2-player mode, will have it, and those that want weather, will have it. Well, so far, here's how i'm making the 2-player mode fit into the game. Basically, this will be *KINDA* like A link to the Past, as there will be 2 different overworlds, each with their own unique layout, and dungeons... but it's different, as you aren't time-traveling, you're dimension traveling. the second link, is activated by an item that you will probably get in either the first dungeon of the first world, or the first dungeon of the second world. it's currently, in the project, known as the coop orb....what it does, is it summons the link from the 2nd dimension, to aid the first link. Now, before I say this, I need to ask, if you think this idea is silly, or doesn't seem to fit, let me know...I can change it, as the demo is still only 70% done. I'm planning on doing something similar to the dark-world, in that, the link there isn't human. I am planning on making the 2nd link a female too, just for the heck of it, really. like I said, i'm willing to change that if people don't like it. here, this is what both links look like: The Left one, is Player 1, AKA normal Link. The Right one, is Player 2, Known in the project currently, as Alternate Link Oh, and anyone wanna come up with a name for Link 2? (EDIT) just in case it's hard to tell what the links look like by sprites alone, i'll post some concept artwork in a little while.
  25. Umm....after my cpu cycle usage miraculously dropped, without much of a change of code, I think BOTH 2 player, AND weather might be feasible in the same version.
×
×
  • Create New...