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Dave Neuman

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Everything posted by Dave Neuman

  1. Hi, Tweaked the Boss Bomb drop a little bit I think I'm done SpaceBattleFinal1214PMBoss.bin
  2. Hi, I've been playing all night and found a bug in the Boss Level. If you died immediatelty after destroying the second to last Boss, the Boss death animation would not appear on your next shot. Adding a Clear Carry before the addition fixed this. SpaceBattleFinal1214.bin
  3. Hi, This final version will switch to Title Screen 3-4 seconds after "Game Over" and retain the high score until you reset, select or start. SpaceBattleFinal1213PM.bin
  4. That is cool. Makes the bosses more challenging, too. Found a bug though. If you hit Select after clearing the screen, then hit Fire to resume the game, sometimes you'll come back and your ship will be invisible (it can still fire - but it can't be hit or catch fuel). A couple of times, the screen just went black, and the game stopped altogether. I thought the continue feature had been removed. Also, does the Left Difficulty switch do anything now? Or is it just the Right switch (bomb speed) that affects the game? Select Bug fixed! Left Difficulty now disables Fuel Pods on Armada Waves. Reworked the Select and Reset switches to behave as follows: Cancel game by hitting either Select or Reset. Reset also starts a currently selected game option. Thanks, Dave SpaceBattleFinal1212PM.bin This one doesn't skip frames SpaceBattleFinal1213EX.bin
  5. Al, Thanks for all your help! Nathan and Dave The artwork looks awesome Thanks go to everyone for bug testing and suggestions and the excellant input on gameplay and design from Nathan and Al over the past couple of months. Thanks, Dave
  6. Thanks! This is fun stuff Fixed "Instant Death" bug. Eliminated Large Base difficulty option. Delayed missile fire until Level Begin Sound is complete. Boss Hits to die is now Level 1 = 8, Level 2 = 9, Level 3 = 10, Level 4 = 11, Level 5 and up = 12 Fixed Triple missile glitch. SpaceBattleFinal1211.bin Made Base Double Wide and then Quad Wide in Boss Screen ... looks kinda cool! SpaceBattleFinal1211PM.bin Made Base Double Wide in Boss Screen and stays Double Wide in Boss Screen... looks better! SpaceBattleFinal1211PM1.bin
  7. Boss Test 101 patterns in this build and shields can be activated by pulling back or pushing forward. SpaceBattleFinal129PM.bin
  8. I compiled four Boss Movement test versions. You still have to go thru landing sequence but only three enemies appear in Armada to destroy. Each test has four different Boss movements on levels 1 thru 4. Which one do you like? BossTest100.bin BossTest101.bin BossTest110.bin BossTest010.bin Thanks, Dave
  9. I've seen this one as well, but can't regularly reproduce it. The only thing I can think of, is that there's a shot that's already coming down where you happen to be, when the level begins. Bombs should not drop at beginning of a level until you hit an enemy. Maybe fuel was almost gone after landing and ship exploded within a second or two on Armada Screen? This happens to me fairly often as I am not a very good lander and it takes me a couple of attempts sometimes
  10. Is it possible that you missed a couple of landing attempts before a successful landing and your fuel got very low? The fuel is not replenished from the landing sequence to the Armada Screen. As soon as the Armada screen starts it begins to consume fuel and your ship can explode almost immediately if your fuel was very low after landing. I will check this out. I'm probaly missing a variable reset when restarting from fire button. Thanks for bug testing Dave
  11. Changed Boss Movements sizes and hits to die Level 1 - small boss, eight hits to die Level 2 - small boss, nine hits to die Level 3 - full-sized boss, ten hits to die Level 4 - full-sized, eleven hits to die SpaceBattleFinal129.bin
  12. The Re-fuel routine only has 5 possible refuel bands within the fuel bar, so you can only replenish the band that is currently active. You do however continue to add points for catching fuel if you have replenished the current band. The fuel bar colors bug is fixed now. The fuel sound will now reset if you boost fuel from yellow to green. Enemy Movements are more erratic now. Boss screen missile moves faster now! Thanks for bug testing and suggestions! Dave SpaceBattleFinal128N.bin
  13. Couple of minor changes Fixed Landing pad graphics glitch. It was way too fast ... so I reduced the fuel consumption rate by half when landing pad is missed! SpaceBattleFinal10N.bin Had to fix missile centering after I posted ... new binary attached! Thanks for looking, Dave
  14. Hi, Fixes screen roll after the base reappeared when it was destroyed. Still looking for more bugs. SpaceBattleFinal9N.bin
  15. Opps, this would happen if you died on the boss level after 8 hits on the Enemy. Now setting explode timer right before its needed. SpaceBattleFinal8N.bin
  16. Hi, Sometimes game would not restart from Game Over screen using joystick button. This version fixes that bug. Dave SpaceBattleFinal7N.bin
  17. I played MM yesterday and cannot believe how good it looks, plays and sounds. The animation sequences are the best I have ever seen. GREAT JOB!!
  18. Hi, Another minor update. Fixed screen roll (finally) between level and in Armada Screen. Fixed intermitent Game Over showing a bomb in middle of Boss Screen. Fixed intermitent stuck sound on beginning of boss level. Thanks for looking, Dave SpaceBattleFinal6N.bin
  19. Thanks! Fixed missile fire glitch when Game Over from Landing Screen. Fixed Scanline glitch before blank screen. Increased Boss difficulty. Added seperate timers for switch debounce and enemy fadeout. Game select is more responsive now and the enemy fadeout is a little longer. I was using one timer for both functions and it was always a compromise between the two. SpaceBattleFinal4N.bin Thanks for playing, Dave
  20. Hi, Minor Fixes! Fixed Collision detection option 2. Fixed scanline jumping. Thanks, Dave SpaceBattleFinal4N.bin
  21. Thanks! its a lot of fun! I'll tweak this a little bit! Enemy Movements are based on level. When I changed the level increase system I forgot to modify the movement routines. The attached version has more eratic Boss Movements after the second level ... and I saved 12 bytes! Thanks, Dave SpaceBattleFinal4N.bin
  22. Minor Update Fixed restart bugs. Fixed missile glitch. Tweaked fuel pod drop zone. Set players ship to top of landing screen for all occurances. Changed bases remaining to bases in reserve ... it is much more intuitive! My name is munged on the title screen until I can find a few more bytes. SpaceBattleFinal4N.bin Thanks, Dave
  23. Hi, Thanks for all the input! Attached is another update with following changes suggested by Al and Nathan SpaceBattleFinal4N.bin Inhibit shield sound after dying. Increased bounce up after dying on landing (above enemy high point). Increase fade out time. Fixed start with wrong number of enemies bug. Fixed Game Over bug. Fixed colors enemy 1 and 3. Fixed number 4 graphic. Centered Game Over. Changed fuel warning to yellow zone and stretched it out. Changed levels to increase and display only after a successful landing. Changed enemy armada increase routine to 2 complete rows, 4 complete rows, 6 complete rows, 8 complete rows. Preserve enemy hits after player dies in a screen to keep boss from reseting size. No longer resetting base to mid screen after dying. Earn extra base only after completing landing. Inhibit base exploding if screen has changed. Don't reset fuel after landing. Inhibit sound after last enemy has been hit. Enemies can't drop fuel at the edges of the screen. To Do Fix restart bugs. Collision detection option 2. Fix scanline jumping. Fix missile glitch. Possible To Do if space permits Create landing confirmation sound. Create shield hit sound. Stop missile when hit sheild. Laser power ups. Momentum on landing screen. Change points rewarded for enemy hits.
  24. I look forward to the next version with Nathan's suggestions implemented and the bugs squashed! ..Al Hi, Another update with most of Nathan's suggestions implemented: Levels follow a consistent pattern now. Enemys have been paired, colored and ordered. Morphing has been eliminated. Missed landings cause a severe fuel penalty. Score reset bug fixed. Collision detection improved. Enemy shields are more responsive. Enemies "slide" out of the darkness again at start of level. "Standard" Enemy waves begin with fewer enemies and reach full strength by level 10. Top two rows of Enemies are worth double the points. Thanks, Dave SpaceBattle.bin
  25. Initially, the landing screen was just at the beginning of the game, so it was not actually a level. It's fully integrated now so it should behave as you outlined. I'll fix it! I will add in momentum if I can find the space...it would look much better. I like the penalty for missing the platform ... I'll add that! You have a good eye for detail and color ... I already changed it ... looks much better! I'll check out those bugs and fix them. Thanks for spending so much time playing it! Great Feedback! I will post a new version as soon as I can... This is fun stuff. Thanks, Dave
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