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Everything posted by SmasherImp
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Been enjoying Taz quite alot. Very simple, but lots of fun once you get the hang of the controls and stop overshooting lanes.
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fast replies, fast postage, good prices, would trade again in future. A+
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I've gotta say, I really like this idea! A multi floor, randomly generated dungeon crawler where you collect treasure and bank it back at floor 1 sounds awesome to me. One thing you could do to keep count of both the rings and your floor, is to add 1000 to your score every time you go up (and subtract each time you go down), and add 1 for every ring you collect. This way it simulates 2 3-digit 'scores'. Just an idea anyway. Keep it up
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Good work on this so far! I like the lives implementation. RT is a beaut is he not :B
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Sure, I'll redownload when I get back on my computer. And then it's reading time !! EDIT: Also, if anyone else is wanting to try this out, just download Random Terrain's files, I'll reupdate my post when I've added something of note.
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Wow, I can't thank you enough! You've taken my all-over-the-place code and structured it really nicely and added really great stuff. I think I'm just going to read over exactly what you've done so that I fully understand it, then work on adding more to it. It plays so much better now. I especially like the movement stuff changes, they really make a difference. I'll read what you've done and try make it so that each time an enemy is killed, it speeds up slightly. Thanks again
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Minor update: -Spawned and despawned the sprites at the correct time so they aren't present on the title and game over screen. -Made the enemy spawn out of a random door when killed instead of the same one. Thanks for the tip. Decided I'm going to can the 3 enemies on one line idea. Ill just use the multisprite kernel if I need more Even with this advice I still couldn't implement it as desired It would usually completely crash on startup. Thanks for your reply. Despite having this sample program, I couldn't replicate what it was doing with your provided sound, or my own. Also, I've removed the no_blank_lines files as they're kind of useless and not really the point.
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Just chiming in to say I've been playing this for awhile, and it is AWESOME. I'd definitely pick it up on cart if it were to be released
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Hey all!I've been a LONG time lurker of the forums here, and have finally decided to give 2600 homebrew a serious go. Not being an experienced programmer led me to pick up bB which I've been working on the past day or two. Seeing as this is my first real post, I decided I'll make it a part introduction, part showcase, part questions sort of thing. Basically it's my aim to make a game people can enjoy, and it would be a dream to get a limited cart release if it were good enough and demand was there. I realise I have to start small though, so that's a distant future goal for me to aim for. As part of my introduction, I also live in New Zealand. It's great, we made Lord of the Rings. Back to the 2600! So what would all these high aspirations be without at least a little something to show for it? WELL! I've attached my first demo below, and looking to expand GREATLY on it. I've tried to include lots of cool stuff in it, like multi-coloured playfields, flashing sprites, title and gameover screens, and even a secret screen!! (hit the bw switch while on the game over screen). Reset jumps you back to the title screen from the game over screen too. I've also included a no_blank_lines version of this (with a missile workaround! MAGIC ). As if this introductory post wasn't long enough, I also had a few questions to help expand upon this game. 1. How do I have multiple enemy sprites on the same line? And how do I trigger them all to respawn when I destroy, say, 3 of them side by side? 2. How do I slow the enemy's movement speed. The movement system I'm using moves it by 1, and I tried changing it to both 0.5 AND 1/2, but neither work. 3. How do I speed up the enemy's movement each time 3 on the line are destroyed. I plan on having one enemy come out of each door thing, and when they're all destroyed they respawn and come out slightly faster. I guess this partially ties into question 2. 4. I've also had insane problems trying to implement sound, specifically playing a sound when a shot is fired.That's all I can think of for now. If you have anything you want me to add, PLEASE let me know! Hope you enjoyed my post, I look forward to getting to know you all better. And seriously, hit the BW switch on the game over screen. I put alot of work into that haha! InsaneInvaders.bas InsaneInvaders.bin
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Games/Owner Manuals/Game Instructions/More/Updated 3-7
SmasherImp replied to oldjd's topic in Buy, Sell, and Trade
PM Sent
