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Glenn Main

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  1. 2600 programming is hard-easy, hard-easy … I hope you’ll resume here and make a discovery or two!
  2. “We can gain further insights into the possible explanations for code re-use by examining why artifacts are re-used in other human technologies. Here we draw upon the abundance of research on our oldest technology – stone.” Uh, yep! Lol. Thanks for posting the link, fun read.
  3. All, I have been lost at sea with nothing but goons for company. Situation: one boat stolen, one load of folks wanting it back. Now the thing you're riding is a terrific modification of a punt actually, with big rotary wheels at back. Kinda like a paddle steamer only it's lacking for steam, though never for speed. To assist with fending off goons you are equipped with a gun and something I've come to understand as a BoomBoy - a dumb floating bomb which you release by cranking the lever all the way back. What shows before it, is a pinkish blob that cycles across the back deck, see? Hit the trigger to time the release on this. So far, the game got nothing. You can shoot some, say, by choosing joystick up/down to select a sight level, then you can hit the trigger when you're over one them goons. He's on a jet ski. A Goonski by accounts. And when he's crouching, he's firing back. But such actions of who shoot what don't register anything yet. And that boom whatchacallit doesn't do jack, except float and disappear into our backwash. Goonboat WIP 01 - NTSC goonboat_wip_01.bin
  4. Obliged, tickled, relieved and still combustible, er, the last time I checked. Many thanks!
  5. With respect to titles I've posted here in Programming (i.e., Roll Play, Numbers Game, Huey’s Party, Chalk & Duster, Chuck Heads & Goon Nights), I view as being completed in the year of their authorship. Both a happy outcome for me, noting no further work intended, and an unhappy consequence for the world generally, awash with the stuff. I figure it a slowly evolutionary tale for anyone viewing/playing along at home lol.
  6. Hey thanks nooly. Dev: next game has the play pattern established ahead a technique, so I'm anticipating less tell and more show.
  7. ROLL PLAY What was I thinking getting involved? As useless a rolling press I’ve ever seen. Infested, too. With weird little creatures that are no funny issue. Took it far as could. Getting out of the game I am. Here; maybe you guys can do something with it. Tested in Stella & Javatari & Gopher. Background An old electro-mechanical rolling press requires freeing of creatures that have become trapped onto its flat sheet. They’re shorting machine power and causing anomalous coloring. ROLL to reveal each creature’s stake per band (also indicated through colored lightbars) then choose a creature to PLAY for. Computer is on the left, you're on the right. Actually, you're the roller—but that's not important right now. Look, by timing a slide correctly, power may be partially restored back into the machinery for another try. Successfully ridding three unique creatures wins you a trophy (these are color-striped at top). Winning three trophies grants bonus power and moves you along to the next color-striped trophy series to collect. Progress through all stripes (14 unique colors) to win the game. A special presentation awaits. Notes: Power is indicated by a battery symbol with numbers that top out at 99%. It drains continuously. When fully depleted, it’s game over. Although it seems like it, you’re not trying to match colors. Those are indicating stakes. Gameplay Type: Reflex, smudge of strategy Instructions Minimal: Use Joystick Up / Down to select a Band. Joystick Trigger to send the Roller. Next, choose a Creature using Joystick Right. Joystick Trigger halts zooming Wedge; attempt at rectangle. Instructions Dense: [LOL] Wordy, larded with bullet points and yet somewhat useful (has pictures too): Zee Instructshions ... Rollplay_Instructions.pdf Stella original release - NTSC Rollplay.bin
  8. Thank you for the inclusion and the play!
  9. I agree. Hah. Just played it after a year and it definitely has its sharp edges (I'm also yet to complete GTA V's campaign, just to be clear about any prowess). Maybe if a player's been good, nabbed some trophies already, can trade them for req points-to-score. That favours 'streak banking' ahead gambling their use, adding a [modest] strategy component. Supposing you spend a trophy in a line of 3, the algo' will prove it's ever so more difficult to get back the 3rd after this, so you'd decide depending appropriate skill/level ... see now, there's all sorts of ideas, I'm sure you'd have a few. I have another [super odd] game here festering between book projects that perhaps gets its completion before revisiting this simple flicker.
  10. This is a really nice thing rossum, and a sure surprise for the Pong and Combat enthusiasts. Given your technical acuity, have you built your time machine yet?!
  11. ‘I’ve blown over half the memory making the track work.’ First days with asm I had the screen stable with everything I needed to that point, it was really coming together. I was astonished to see I had no memory left for a play pattern, joystick inputs, sound or a scoreline or even one of those nifty titles glued at the front of the thing. A harsh couple of weeks followed lol. I really like your game so far.
  12. Thanks for checking out this game. I usually view whatever I upload as the final thing, you know, moving on to the next idea … but I’ve come around to this WIP business as everything can be improved, sometimes vastly, hugely, massively, lol.
  13. Thomas, hi there. The goal of this game is to get the highest score by clicking the Joystick button whenever a yellow swatch is over a green. Yes, you now wonder why a man spend time making such a thing, lol. Is a programming exercise to see how I can blob sprites and playfield together across multiple lines as until now I’ve not done. I’ve edited the game description to include a quicker blurb. I usually get excited whenever I finish a game and words start flowing. These can largely be ignored, lol.
  14. Numbers Game A flick-timing game requiring button precision skills. Game Play Get the highest score by clicking the Joystick button whenever a yellow swatch is over a green; clicking when blue is instant game-over. Navigate lines using Joystick Up/Down. A line changes to white on a successful Try, points awarded to your score. This line is now zeroed from further use. A line changes to red on a failed Try, points deducted from your score, line is zeroed. To refresh a board after a round, check 'min number req' at base of screen. This deducts as you accrue successful Tries. When zero, board refreshes and flick-timing becomes a little harder. Trophies are awarded for streaks (getting successive Tries correct over successive rounds). Release #4 Click Joystick button to start a new game or restart from a game-over. Stella NTSC release : numgam4c.bin Notes about this programming exercise: Flick-timed hierarchical numbers are extensible to game genre and may also be a replacement for traditional dice-throw decision trees, like combat, or combined with randomness in speed and value that brings in a dice-like throw mix. Table of numbers may align a player’s attributes, example for an RPG, with negative and positive weights, speed of flick and animation of numbers per line rotating through a range, concordant.
  15. Great work here. Happy that it's not my noggin having to figure all this timing!
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