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metalbabble

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Posts posted by metalbabble


  1. vktf.jpg

     

    Even better than the first, good job :thumbsup:

     

    Nice job on completing it, and with one of the achievements too!

     

    Dude, this is great! I loved the first one, this is even better! Love the achievements. Would love a super hard mode where maybe the enemies do double damage? I thought it was a little easy until I got to the final castle and realized my mistake. A super hard mode would make it extremely hard to win all 3 crowns. Having the achievements really increases the replay value. I love how big the world is and how diverse. I love all of the different enemies. I LOVE it icon for the stairs going down. It took me a minute to realize what I was seeing, but once I did, it's fantastic. Why hasn't that been drawn for stairs more before now?

    Fantastic! Can't wait to play it again!

    Thank so much, glad it was enjoyable!! Finding a good difficulty level is challenging; the feedback is definitely helpful and much appreciated.


  2. This is a fun game. After finishing it on B difficulty, I switched to A but didn't really notice any difference in the enemy behavior, at least not in the couple of dungeons I played. What is the difference between the B and A settings?

     

    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!

    • Like 1

  3. 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!

    • Like 3

  4. I was playing around with the game in Stella and found a wall warp bug. If you press in the direction of a wall and toggle between the map screen over and over you can push your way through a wall.

     

    Also, would it be possible for you to either date or version # your file names? It's a little hard to tell when it's been updated as they're all the same name, bitquest2.zip I always want to make sure I've got the latest version of the game while testing it out. :-)

     

     

     

     

     

    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.)

    • Like 1

  5. I was playing around with the game in Stella and found a wall warp bug. If you press in the direction of a wall and toggle between the map screen over and over you can push your way through a wall.

     

    Also, would it be possible for you to either date or version # your file names? It's a little hard to tell when it's been updated as they're all the same name, bitquest2.zip I always want to make sure I've got the latest version of the game while testing it out. :-)

     

     

     

     

    I'll definitely check it out, thanks for the catch.

     

    That was pretty fast to incorporate. Probably would have took me a few days if not longer. Another request for the map. Is it possible to put 1 or change color so you know what Floor your on? That would probably help the person remember if they are on the 1st or 2nd. Another reason is that now the Select can be used as a pause if the player needs to go do something and comes back then they would know which floor they were on. I like the game a lot that KS for making this.

    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...)


  6. 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?


  7. I was able to pause or slecet and the sprites stayed in PacMan Eat N Run DPC. The source code is below.

     

    http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=582959

     

    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!


  8. 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.

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    • Like 2

  9. 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 :)

     

    Great game I like it not too hard or difficult to play on a cell phone. Reminds me of Zelda some. Are you able to incorporate a map screen using the Select bw/color? Also the collision into the walls is a little bouncy as RT would say can you do smooth gliding.


  10. Cool, so I've just posted an update which will hopefully resolve this line count flicker issue. I played through a few times with the debugger set up to bark if I crossed the 262 count, so hopefully I've caught all of the places that would happen. At this point, I've gotten pretty efficient at speed-running it, lol!

     

    In any case, thanks again this was really valuable info. The updated version should be attached to the original post above. It's also on my website, where you can always grab the guaranteed latest version. Direct download link here.

     

    I have a few next steps / refinements in mind, so definitely don't hesitate to let me know if you run into any more glitches!

     

    Bit Quest II looks great, awesome job metalbBabble! I can't wait to play it on ZeroPage Homebrew!

     

    I noticed that when you move from one screen to another the line count isn't stable and may cause issues on non-CRT hardware such as the Framemeister and non-analogue TVs to drop signal temporarily or completely. The line count jumps up from a stable 262 lines up to 278, 279 or 269 (in/out of a dungeon) lines for one frame. You can check your line count in Stella by pressing Alt+L in Windows (Cmd + L on Mac) and watch for red flashes in the line count. You can also see it frame by frame in Debugger mode.

     

    I'll be eagerly following the development of this! :-)

     

    attachicon.gifBit Quest II-Line Count.PNG

    • Like 2

  11. Hi all, I just wanted to share a new homebrew I just finished up - Bit quest II.

     

    If you played the original, then I would say Bit Quest II is a logical evolution of that idea - it's much bigger and has more variety. It's an adventure-type game with an overworld and several dungeons with hidden items. It's sort of inspired by the original Zelda, along with games like Venture and Adventure for the 2600. It also incorporates a lot of feedback I received around the original. In any case, hope you enjoy!

     

    Some notes:

    * Joystick to move, fire button to attack. (Full instructions included) The premise is, the hero from the first Bit Quest is captured, so you have to rescue him. There are 4 keys hidden throughout the world which will unlock the final dungeon.

    * Uses DPC+ so you'll need to play in a compatible emulator, like Stella.

    * Max hearts can be increased by finding heart containers, and you can continue after a game-over.

    * (NEW) Sub-screen with Game Select switch

     

    Attached are some screenshots, and the download link is below. If you're interested in checking out my other homebrews including the first Bit Quest, my Atari page is here: http://atari.metalbabble.com/

     

    Thanks & have fun!

     

    UPDATE: I've made a few tweaks to the game since the initial post, thanks to some great ideas and feedback. I'm taking the attachments off the post - to help streamline things. The up-to-date latest version of the ROM is up on my site. Direct download link below:

     

    ** CLICK HERE TO DOWNLOAD **

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    • Like 11

  12. So, I realize this is going to be some shameless self-promotion... but I wanted to share that I made a sequel to this game! The sequel is actually for Windows PC, it's called "Super Sand Castles". If you're interested, it's available for free right here: http://brianwayneshea.com/super-sand-castles/

     

    It may not be an Atari game at this point, but I think it keeps the retro spirit alive... plus I use a lot of samples, sound effects, and other bits from the original! :) If you haven't played the original, it's at the beginning of this thread. (Oh, and speaking of the original - check out the attached picture of the physical cartridge, pretty nifty!)

     

    Thanks!!!

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  13. OK! I think I got it (attached above). It seems like it was a stack overflow type of issue. I've found sometimes weird stuff like that happens when you perform too many gosubs. Almost like the call stack bleeds into graphics memory, or something along those lines.

     

    In any case, hopefully this tightens things up a bit. Enjoy, and thanks for the feedback and help beta testing :)


  14. Ok, hot of the press - I just uploaded a new version that has the diagonal shooting. I agree that was totally missing! I also moved the navigation map down a little into a colored block... it flickers a little more but I sort of like it positioned that way.... let me know what you think.

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