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s0c7

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Blog Entries posted by s0c7

  1. s0c7
    Cleaned up a lot of annoying glitches (mostly graphical). Added a few things. Wrote a rudimentary manual.
     
    I have a few things I'm still planning to add. Not sure how much of it will make the final cut. Let me know if you find any obvious bugs.
  2. s0c7
    I'm calling Bifröst complete (see Homebrew forum). I know it's a simple little game, but I'm quite pleased with it. Doing something completely in asm has been my long term goal since I joined AA back in '05. And of course I'm proud of everything I've done along the way.
     
    Time to take a sabbatical I think.
  3. s0c7
    And the final form begins to take shape.
     
    Changes this time out:
    More graphic changes.
    Driving controller support has been removed. Joystick only.
    Level progression has been reworked. Each level now consists of:
    31 Frost Giants
    Fenris Wolf
    31 Fire Giants
    Midgard Serpent
     
    The Fenris Wolf & Midgard Serpent require 5 hits to destroy. Each hit knocks them backwards a bit.
     
    bifrost_build100310.bin
     
    To help get you in the mood:

  4. s0c7
    Nothing much.
     
    Still waiting for Dungeon to come out in the AA store. Also waiting for the mini game compo (up to 3 entries now in the 2k category!).
     
    Since I don't know if I'll do anything with Bifröst later, I went ahead and had a personal cart made of the compo version. Figured Al was busy enough, so I got CPUWIZ to do it. Just want to say he does quality work.
  5. s0c7
    Let's see... all kinds of stuff this time around.
     
    - Bug fixes (hopefully everything mentioned last time around has been cleared up)
    - New monster. New chest item. Tweaks to several things. Updated doc file.
     
    I advise having a look at the docs again.
     
    Need I say it? Report any bugs or screen rolls you see. Also, I want to start feeling everybody out - is it too easy / too hard? I have a feeling it may have drifted back to the too hard side.
     
    On the horizon, I'm probably going to try slap a bit of music on the victory screen and begin tweaking the game play based on feedback.
  6. s0c7
    Fairly big update. Hopefully this will help with those having problems with the end game.
     
    What's new:
    - The princess will be outside the castle if you've freed her (just don't expect her to be happy to see you if you haven't completed the entire quest ).
    - New location that leads to a new level. Somewhere on the lower levels is a randomly placed cave entrance. Hit fire to enter the "Cave of the Dead" (so named because it is populated only with ghosts). Hidden somewhere in the cave is the Holy Grail. If you find it and drink from it nice things will happen. Not required to win the game, but a nice little side quest that can help you out.
    - Some more behind the scenes cleanup.
     
    As usual, let me know if you find any bugs or see any screen rolls (so far I haven't seen any, but I haven't had much time to test).
  7. s0c7
    Another blog entry, another new version of Dungeon...
     
    Since everybody was mentioning they were getting lost, I bumped that up on the priority list. I also fixed a major bug in the last version that kept the princess from showing up most of the time ( ).
     
    Anyway, what's new:
    - When nothing is going on, the menu area will display what level of the dungeon you are on (ex L1, L2, etc).
    - New down graphic. Supposed to be stairs going down into the floor. Looks a little goofy (taken out of context it looks like a file cabinet). It serves its purpose for the time being though. The up graphic is the same as it used to be.
    - Aforementioned bug fix. You can now rescue the damsel in distress!
    - Shaved some cycles off the battle routine. I'll be loading this one on my Krok for testing. To anybody else who tries it out on the real thing, please let me know if you see any screen jumps and what was going on at the time. And of course report any bugs you come across.
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