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Junosix

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Everything posted by Junosix

  1. Maybe it's the fact that the height of each playfield block is quite narrow that gives the illusion of smoothness or something then. Looks really, really nice
  2. Nice work! How did you accomplish the smooth horizontal scrolling? Trying to puzzle that one out!
  3. What a brilliant game! Really playable, only had time to check out the first couple of levels but I'll give it more attention later on.
  4. Got a feeling STs can support up to something like 2048 as a year?
  5. I decided to - finally - revisit the source code tonight and make a few tweaks to create a more forgiving (but still challenging) game. There are now two difficulty settings which alter the behaviour of the water from screen-to-screen, and a much-needed reset option when you're in a tight spot and want to quit back to the title screen. It can be downloaded from https://www.facebook.com/thewickedfather and played on a 2600 emulator (http://stella.sourceforge.net/) or the real hardware if you own a 2600 and a Harmony cartridge. Have fun!
  6. Lovely! Thanks for the replies
  7. That's what I'm trying to do. Thing is I'm wondering if the vertical sync (which is listed as composite sync on the Jag pinout) is generated via the modulator because I'm not seeing a picture.
  8. I've been given a Jaguar which inexplicably has had the modulator removed. Trying to use it with an A/V cable and I'm not getting a picture. Is this because the composite sync signal is generated by the modulator? If so, does that mean the Jag is junk unless I can get a modulator for it?
  9. Please let this not be an April 1st joke. Sounds hilarious, I'd love to play it.
  10. Cost reduced, I think. Where they make a hardware revision that makes it way cheaper to manufacture.
  11. Yeah, think I will do two difficulties - the game -is- completable as it is, it's just hard as nails.
  12. Been asked so many times about adjusting the difficulty, so later on today when I've got a bit of time I'm going to increase the time you have under water, slightly decrease the water speed, and also some other things. Quick hack, like - haven't really got the time to add lives and stuff!
  13. Replying to this in the The Wicked Father thread because I don't want to hijack this one!
  14. Nice work! Great animation and pretty fluid controls, don't see that there would be a problem with letting the character fall and have the screen scroll back down - wouldn't make it too easy I don't think and I'd really love to see that become part of the gameplay. That's the difficult thing, though - turns out I made The Wicked Father way too difficult because I was the only person playtesting it. No-one can really get past the 4th or 5th screen even though I can complete it pretty much every time I play it and I think it makes people feel it's a bad game. Can't wait to see how it comes along
  15. Got asked for the source code to this so I thought I might as well pop in and post it here too if anyone's interested: http://junosix.adsl2...ather-final.asm (it's not well commented at all but some people might want to pick through it) Got reviewed in UK magazine Retro Gamer a few months ago and got 78%!
  16. Looks really nice, was it going to be for the ST, or STE?
  17. Got a proper Facebook username for the page now http://www.facebook.com/thewickedfather
  18. It actually wouldn't be too difficult to add lives, you always start at the same point on a new screen so it would just be a question of pulling out a pre-determined RESP0 delay and vertical sprite level to position him back again and a pre-determined water level (and there are enough spare bytes in my level data to do that). But as it stands, The Wicked Father is done, dusted and complete. I might do a The Wicked Father 2 or a Super The Wicked Father at some point though, but I've got some other projects planned that I want to get done before I get back and do anything more with the evil old boy. The key thing is when you're in the water is not to gingerly tap the fire button, but to hammer the heck out of it instead. Doing that will let you swim up even if you've hit a wall. Best thing to do though is try to avoid them if they cause you bother. One other thing to do is anticipate where you're going to need to start moving on each successive screen and get ready before the new screen appears (it of course means you'll need to die a few times to learn that). Admittedly some of the platforms are a bitch, but it is utterly completable as it is (remember, the water is sometimes your friend...), if I'd made it any easier it would turn out to be a very short, boring game. I'm really pleased with the challenge that's already there Keep practising, there's 19 rooms plus an end screen and it takes about 5 minutes from start to end once you know it. I'm sure you'll get there! (Would love to know how you got on with it Mayhem, I've seen you go nuts on a fire button before!)
  19. Too true, Mat No malice intended with this game, just tried to think of a bit of a backstory for it. Have you fired it up on your Cuttle Cart yet? Uploaded the absolutely final version in this Facebook link: http://www.facebook.com/pages/The-Wicked-Father/166528353398833?sk=info (you don't have to be a FB member to view it), plus some instructions. Have fun!
  20. Actually, maybe this test video I did a few weeks ago might give some clues: http://www.youtube.com/watch?v=V9X_zDFFtb8
  21. I'll post a video of me playing it to show how those early levels can be completed. Try to learn where you're going to end up on a new screen, if the door is at the bottom then get ready to beat the crap out of the fire button so he can get a gasp of air. In that respect it's less of a straight platformer and a bit of a memory game/puzzler instead, you'll find as you get quicker at doing the levels then there'll be less water to swim up through on the next screen so you can get yourself a full stock of air again. You find on some screens the rising water level can help you and you can use that as a "hack" if the platforms are proving troublesome. Just don't be leisurely about it You'll also find that after every 4 rooms or so the water level drops as he escapes to the next floor so there's some respite there. I'll be writing some instructions to stick with the game soon so I'll mention all that. It's possible to do a run from start to finish in about 5 minutes once you've learned the levels.
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