Jump to content

metalbabble

New Members
  • Content Count

    53
  • Joined

  • Last visited

Community Reputation

52 Excellent

About metalbabble

  • Rank
    Star Raider
  • Birthday 01/11/1982

Contact / Social Media

Profile Information

  • Gender
    Male
  • Location
    Rhode Island, USA

Recent Profile Visitors

1,631 profile views
  1. If you'll forgive the shameless plug, I don't know if I mentioned it here before but I actually made a sequel to Bit Quest earlier this year (surprisingly called Bit Quest II) A lot of the awesome feedback I received here went into making it. If you haven't seen it, check it out here: https://atariage.com/forums/topic/286977-bit-quest-ii-new-homebrew/
  2. Nice job on completing it, and with one of the achievements too! Thank so much, glad it was enjoyable!! Finding a good difficulty level is challenging; the feedback is definitely helpful and much appreciated.
  3. It's super-minor; The last boss takes extra hits, and the enemies that can shoot will shoot more frequently. That's basically it... Thanks for giving it a whirl!
  4. Couple of little tidBITs... First off, thanks Zero Page HomeBrew for the awesome stream today - all four homebrews you played were a lot of fun to watch. That marble craze game has some awesome music. Tower of Rubble and Color Gotcha look wicked fun too. Oh, and find any Tolken influence in Bit Quest II? Ok so, in terms of Bit Quest II, I just updated the game to 1.4, the key new additions are: Optimized some of the sub screen / map screen code. (Probably not really noticeable, but it gave me more room to work) Full color manual instead of just a text file. I still need to do a proper map, when I get to that I'll include it in this manual. ACHIEVEMENTS! I've added 3 achievements into the game. The ending will show up to 3 crowns: 1 for each achievement. The achievements are: taking no damage, finding all of the dungeon items (3 hearts, 4 keys), and completing the game by only traversing through a minimal amount of screens. (160 for the time being) Believe it or not, it's possible to get all 3. At this point I have a couple of more things I want to add. There's still some optimization to do, and I have the idea of adding in one more character power-up / upgrade. Download is still here Enjoy!
  5. Tower of Rubble looks great, nicely done. Love the player animation!
  6. Sweet, looking forward to the show! Thanks again!
  7. I just pushed up a version which should resolve the wall jump issue - another good catch there! The ROM is officially at 1.3 now! As far as tracking the latest version, I've included revisions.txt inside the zip with a list of all the changes since the initial posting. This is how I've been trying to keep it organized, if the zip file mentions 1.3, it's the latest (as of this posting). I suppose I could still rename the files if that's helpful. (I'm just nit-picky about the file names when browsing them on my harmony cartridge, haha.)
  8. I'll definitely check it out, thanks for the catch. I want to (maybe) try and figure out a way to show which dungeon you're specifically in. Each one was supposed to be sorta themed around the area it's found in. E.g. an island, a pyramid, an icy cave, etc. I'd like to do a proper manual at some point and maybe I could list their titles there. I'm literally down to under 10 bytes left of graphics bank memory, lol! (But y'know, there's always a way...)
  9. Map/Sub-screen now working without having to reset enemy positions. Should be all good! I ended up just storing a bit value (really is a quest of bits) that basically told my initialize room routine to skip over the code that sets the enemies' initial positions. No crazy variables needed Hopefully no new bugs are introduced, the line count should still be stable. The ROM is officially at version 1.2 now with the working sub-screen. By the way, anyone complete the game yet?
  10. Yeah, I think my plan is to move each sprite to y=200 and try and retain the old y positions for when you come out of the sub-screen. If I don't have enough memory left I might add ~100 to their y values then subtract it to bring them back.... Something along those lines. I could also try and just blank out the sprite data, I'll see. Thanks for sharing!
  11. Ok, sub/map screen it is! I really did like that idea, thanks again Lewis2907. Use the "Game Select" switch to bring up the sub-screen. Shows map position and keys collected. The only minor issue with it I'm aware of is that when you return to the gameplay, the monster locations reset. Not a huge deal, but somewhat annoying and I'd like to fix it still. Also nit-picky, but if you play around with the switch on a real system it is possible to get it to bounce back and forth between the game and sub screen. Also not a big deal, but I plan on taking a second pass on it. In Stella, it's completely fine. I'm probably going to end up taking the attachments off the initial post and just use a link to my website, because as it is, the download count resets each time.
  12. Attached is a notebook sketch of the world map for Bit Quest II, if anyone's interested. I really like that map sub-screen idea, I think I'm going to try and add it.
  13. That map suggestion is a neat idea. I was trying to think of a way to do some kind of inventory screen where you could review the keys you found, etc. Maybe I'll have to upload a deluxe version
×
×
  • Create New...