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ScottHuggins

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Posts posted by ScottHuggins


  1. You might not know of this game:Maze Maniac. A fantastic CV game that is totally under the radar!

     

    http://www.mazemaniac.com/

     

    I am not sure if you are trying to make a definitive list of CV Homebrews or if you are more interested in finding what's available to purchase - I am just pointing this out. It does look like this game is no longer being produced though. Bummer.


  2. 5-11under (lol - I always loved your screen name!)

     

    Thanks a ton for trying. Did it just say "Game Over" and show some explosion? No player ship that you can thrust around and shoot at those enemies?

     

    If so, then....darnit. I need to figure this out. MESS plays it really well.

     

    Yea, I'll take you up on the cheap connector and PCB combination. Guess I need to go find an EPROM programmer.

     

    Lets PM to talk about this.


  3. Hey Guys! Been a while....

     

    I've been programming a Vectrex game. It's still in it's infant stage, but it's somewhat playable. Could I please trouble one of you to please try to play this on a real Vectex? I have a Vextrex, but I don't have a VecRAM or anything comparable. Seems those dealies are a bit hard to come by nowadays.

     

    This plays well in 2 of the 3 emulaters I tried it on (MESS32, VECX), but my favorite Vectrex emulator, ParaJVE, doesn't play well....it works horribly on that emulater which is very concerning.

     

    Can anyone please try this on the real hardware? If no one can, no worries....just wanted to see how it behaves on th real deal.

     

    Thanks a ton!

     

    Scott

    RONS.BIN

    • Like 1

  4. I wanted to respond to this, 4 years late, but thanks... I really hope each of you are doing well (Pixel, Joey, Daniel, Eduardo, J/F, etc). Been a challenging road for me for the past 4 years.. Sometimes things end up different than you hoped for.

     

    Really glad to hear CV homebrew scene is thriving. Take care.

    • Like 7

  5. >I just want to say I appreciate what you are doing, and when my order arrives I will be happy. If you need to

    >delay my order so someone else can

    >have their's sooner, I would be fine with it. I would hate to have you lose customers, or decide to quite

    >providing us with new CV games, because of >people complaining about your delivery speed.

     

    >thank you and everyone else who support the CV community!

     

    evg2000,

     

    Thank you for your kind, and non-emotional post. I think J-F is awesome and works hard. He is just swimming in a sea of sharks. Sometimes, I really think the CV scene blows. Eduardo was right.


  6. Youki!

     

    Congrats! Awesome looking. I would love to see a video or a "demo" version of the final rom file.

     

    You would like to fight Ghost, Goblins and Zombies on your colecovision?

     

    If yes... My first Homebrew is for you.

     

    I'm proud to announce that my very first game for the colecovision is now completed! :)

     

    GHOSTS AND ZOMBIES

     

    Image17_small.jpg

     

    The game will be published by Collectorvision , exclusivly Complete in Box with Manual in limited quantities.

     

    Image1_box.jpg

     

    It should be available in Fall 2009 for a price a 60 USD (shipping included).

     

    You can preorder right now by simply sending a mail (no money) on : [email protected]

     

    Please use this mail adress for pre-order only. For question on the game just post here or pm me.

     

    The game Features in a 32k cartridge :

     

    17 screens

    11 kind of vilains

    sound effect and jingles

    high resolution graphics

    Map

    Background animations

    Intro and End game image.

    and more...

     

     

    And i want thanks specialy Daniel Bienvenue for the fantastic work he has done with its starter kit and documentation on colecovision programming. Without having discover its kit totally by hazard, i would never even think to code on the colecovision.

     

    If this game has enough success, it should not be the last. ;)


  7. Wow, Kurt. Excellent feedback. I really appreciate it. Everything you said (especially the difficulty ramping too quickly) is right on. I think the collision detection being "off" that you mentioned, I have fixed....

     

    >I think it would be better to use slightly simpler, but more different sounds.

    Agreed. I am not an expert whatsoever when it comes to creating good sounds on the ColecoVision. I just try hard to experiment until it sounds close to interesting and in this case they are a bit too much.

     

    The title music. Well, Joe sent me an mp3 file of him playing a nice little riff on his guitar. I tried to replicate it on the CV. Uhhh, well, I didn't do so well.

     

    I've got some renewed interested in this. Pixelboy (Luc Miron) and I have been chatting recently about some enhancements to the gameplay that might push the thing from "not bad" to "really good".

     

    Lucifershalo- stay tuned. I hope to have a pretty big update to this game soon.

     

     

     

     

     

    OK, I've tried this now too, and here's some feedback on my part:

    - There are definitely some bugs in there. For instance, in some rooms, there are 2 laser cannons close to each other. If you shoot one of them, half of the other one also disappears, but the other half remains visible. Also, the collision detection seems to be somewhat sloppy since sometimes you get hit by a laser beam, but don't die.

    - I also noticed a bug with scoring... I stood close to a power item, and some robot was continuously firing at the power item. The shots disappeared, and for each shot disappearing, I got awarded 125 points. I wonder what I get these points for.

    - The scoring overall seems to be a bit illogical to me. I only get 100 points for a rescued prisoner, but 125 or 150 (can't remember exactly) for a killed robot? Normally, a human life should be worth more than a killed robot.

    - It's sometimes possible to "shave off" part of the outer walls without dying (I think this is when you're on a power item), but if you go further outside, you die. This also looks a bit funny to me.

    - The sounds sound too monotonous to me. Everything that gets killed by you goes down with exactly the same, overdone sound, be it a robot, a cannon or a cage where a prisoner was in. I think it would be better to use slightly simpler, but more different sounds.

    - The laser beams also seem to be buggy. Sometimes part of a laser beam stays put in mid-air and doesn't ever disappear. Also, if you shoot a cannon that is just firing, the laser beem emanated by the cannon goes on for its normal length. Normally, it should shut off immediately. It's not neccessary for the whole beam to disappear (although this might be a solution too), but the already destroyed cannon shouldn't continue to emanate the light beam.

    - If you start in a room, and if you've lost a life, it's somewhat hard to spot your player. I think in the original Berzerk, the player was flashing (on and off) in these cases. Here it flashes in different colors, but I don't always make it to find my starting position before the action commences.

    - Since it takes 5 rooms to make a level, it would be nice to know how many rooms you still have to make to complete the level. Also some statistics would be nice, like the number of prisoners rescued, number of robots killed, number of keys collected, number of rooms completed... you get the picture.

    - The ramp-up of difficulty seems to be a bit odd. The first five rooms are basically the same difficulty. I'd prefer starting with a very easy room, and having the rooms become continuously harder, even within a 5-room level. Since each room takes over a minute to complete, you are already playing over 5 minutes to complete the first level, and during those five minutes (actually, I didn't even make it to complete the 5 rooms), the difficulty basically stays the same. Maybe the game elements should be introduced one by one... so the first room would only have one key and one prisoner and no rebound walls, the next one would introduce robots, the next one after that one would introduce laser cannons, and the fourth one would introduce rebound walls... roughly like that. After that, the difficulty would increase by increasing the number of keys, prisoners, robots, cannons and rebound walls. I think it's a bit silly having all the elements already present in the first room, since that takes away the tension of wanting to know what the next level will bring.

    - The music also sounds a bit funny. The title music is somewhat out of rhythm, the starting music doesn't sound harmonic at all, and the Game Over music seems to be too short for me... that 8-note tune calls for a (possibly even multi-voice) continuation. Somehow I have that continuation in my head... the notes for the first voice go somewhat like this...

     

    H-1 . F#2 . D-2 . H-1 . A#1 . H-1 C#1 H-1 . . . (this is the original line)

    F#2 . H-2 . A#2 . F#2 . E-2 . F#2 G-2 F#2 . . .

    F#2 . G-2 F#2 F#2 . E-2 . E-2 . F#2 E-2 E-2 # D-2 .

    D-2 . E-2 D-2 D-2 . C#2 . C#2 . D-2 C#2 H-1 . . .

     

    Actually, the second half is identical to the second half of the title tune of "Mangia" on the Atari 2600, but maybe played in a different key. Don't know how I arrive at this, but it definitely fits to the first half. Oh, and maybe I hit wrong octaves... I simply called the lowest octave I could find "1"... your results may vary.

     

    Otherwise, I think it's a pretty good game with good graphics.


  8. Daniel,

     

    This is superb. You are making it so easy to get into using SDCC to develop for the CV. I am about to compile Frantic. I am suspecting I will (at the very least) need to change out the start_sound() routine out with the one that uses the Coleco BIOS sound routines, right? Or, is it possible to still use Marcel's sound library format as well? In other words, use both Coleco BIOS and Marel's old routines?

     

    Thanks,

    Scott

     

    Step by step "how to install sdcc with coleco devkit"

     

     

    If you have any question, try looking first at the "more info" section of the video page.


  9. Nope. No "saved by the bell" in boxing.

     

    I noticed a possible bug (although I'm not certain about the rules of boxing). When you (or your opponent) get knocked down near the end of a round, the referee's count interrupts the clock. So the referee's count gets completed, even if the round would have ended before that. Shouldn't the end of the round interrupt the referee's count?

  10. Jarod,

     

    Very nice! This is the kind of 2600 game I thoroughly enjoy. Surely there is some in-line assembly in there. If not, wow....Batari Basic is a heck of a lot more capable than I thought.

     

    And I hate to agree with everyone else, but I am going to agree with everyone else: "Circus Galacticus" was a better name.

     

    This game comes along great, nice work dude! :thumbsup:

     

    But i also prefer the original name "Circus Galacticus".

     

    :thumbsup: :)

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