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OldStyle

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Everything posted by OldStyle

  1. OldStyle

    BB

    Glad you brought that up because I keep forgetting about the controller remap. I play with an xbox style pad and remap the buttons in a7800. It mixes me up in relation to the real hardware which is why my game instructions are so vague.. press "whatever the jump button is" I'm afraid to say that lonely beer is not in BB form... hang on a sec... πŸΊπŸ‰ 🍺🍺 πŸ‘ 🍺🍺🍺 🍺🍺 🍌 🍺 I gotta give credits to the people responsible for this great game, designer Fukio Mitsuji and composer Tadashi Kimijima. I know the name of BB carries a lot of weight and the arcade original is beloved by many. I'm proud to have pushed the port this far and will continue to give it my best!
  2. OldStyle

    BB

    I like how it handles as well. Bub & Bob and the monster speeds might be tweaked some more depending on how rounds 10-19 goes. Thanks to @Synthpopalooza once again for the theme! For sure sound effects will be included, gradually, now that there's more stuff in place. I was hell bent on pushing all of the point and bonus items plus effects into the initial demo, so if there's anything missing now then it's likely to be included later at some point. Appreciate the feedback, Greg!
  3. OldStyle

    BB

    Hi, I don't believe so because of the cart format and rom size. It'll run under the Dragonfly and 7800 GameDrive. For emulation, use a7800.
  4. OldStyle

    BB

    Hey, a thanks to you for giving it a look, I'm pleased with the results thus far and that certainly bodes well going forward! Also, for posterity, @doubledown's BB sticks!
  5. Hello! Yes it is! I'm reacquainting myself with what was laid down after being away from it for so long. I have more gfx tucked away for this. I'm really looking forward to get rolling with Lunar again because it's been months of food and mean creatures πŸ˜‰ The alien city looks pretty cool I think you'll certainly enjoy seeing it in real-time. As far as sound goes, Synth might have sfx or music but there hasn't been much discussion over it so I don't know for certain. I'm not a huge fan of up for jump. I see what you're getting at though. My concern is the constant shifting of speeds will lead to inadvertent jumps. I won't rule that out since I haven't tried it here but for now I'm sticking with the current scheme. Thanks! It's great see the anticipation is still alive for this. There's more open canvas to work with so I do see it deviating further away from the original compared to the other ports.
  6. OldStyle

    BB

    The NES controls and speed feel very close to the original but Bub and Bob's fall speeds in the NES version are much much slower IMO. I can stomach that version for only a few rounds because just about everything else is off! This port is definitely turbo compared to the rest. I think it's inevitable stuff will be slowed since the sprites are wider and the space is condensed. If I push another update soon then maybe it'll be related to this, tweaking the controls and speeds. FYI, this version (75a) does have a yellow-screen. I've played through many rounds before running into it so I still think it's mostly stable and no need to rush a fix for it at the moment.
  7. OldStyle

    BB

    I put in a good and long play test starting with the item tour mode then switching over to normal drop mode. No problems! This version feels very stable. Now I'm nearly convinced this patch took care of whatever was left of the never-ending round bug. Any thoughts on the game controls & handling? I'd say the jumps in this version are a bit more lax, which is intentional. I've been considering to slow down all of the movement speeds because the pacing feels very fast compared to the original.
  8. OldStyle

    BB

    I found a nasty bug in the most recent version that was posted. The game gets hit with some major double dragon tier slowdown from a powerup. Hoping that was the only one to slip through the cracks. Here's the patched version: BB.75a.20240110.a78
  9. OldStyle

    BB

    @ZeroPage Homebrew It was fun to be a part of this line-up, thanks for showing all of the above, including the socks! Here's what's in the most recent update, as played by ZPH last night: * special lightning bubbles appear in rounds 5, 6, 7 & 9: A key component of the game, I think I got it behaving close to the original but maybe a challenge to zap monsters with. Don't forget that when popping these, the bolts will go in the opposite direction that the player facing at. * shaking out the cobwebs: For starters, it didn't crash during the stream! With various bug fixes & tweaks it feels like an all-around improvement over the 12/31 build. Unfortunately rounds can still hang although maybe not as much. The end of rounds is much more consistent and timely on switching to the next round, instead of dragging on as it did before. * more special bubbles: bumped it up to 4 visible, looking for more! Now it should feel like there's a lot more EXTEND letters coming into play. These take priority over lightning bubbles when queued. * more credits, eased difficulty: 8 credits & bubbles take longer to pop Enjoy! BB.75.20240109.a78
  10. OldStyle

    BB

    Yes, there are a few quirks πŸ™‚ On occasion the round might hang and won't advance as you've seen. Other instances it looks like it might happen but then it continues on. Usually that's after one of the nuke all monster events (water, big bolt, fireballs etc). Other times, you get a few events that occur right when "hurry up!" pops then it looks like the game outright freezes but more often then not it keeps going. I've suspected this as well, trapped monsters & bubbles tend to pass slowly through the top / bottom wrap around of the screen. At times bubbles could end up being pushed into a wall or beneath the floor too so then they're just in limbo falling indefinitely.
  11. OldStyle

    BB

    Thank you gents! Hopefully this build runs ok for you. At the end of the rounds is where it'll buckle with so much stuff all over the place! Oh, the beginning of the ending is only beginning! 😡
  12. OldStyle

    BB

    It's time to end 2023 with a... POP! It's had a BIG update since the ZeroPage Homebrew reveal with the addition of two more rounds (8 and 9), bonus rounds, and practically ALL of the powerups have been mapped with special abilities or events. There's certainly a minor bug or two since all of the focus was on shoveling content in. The game itself is still pretty raw and not quite optimized or finished in certain areas so occasionally there will be brief slowdown and gfx artifacts when things get hot and heavy, but generally speaking it controls well, is very playable and very "BB-like". For those unfamiliar, gameplay consists of shooting, trapping, popping trapped monsters and most importantly eating as many delicious treats as you can! Popping multiple monsters at the same time is a combo, awarding more points. A combo of three or more will also spawn random EXTEND letters which go toward earning 1up or spawning staffs. Bonus point items and special/power up items spawn early in rounds. If you blaze through rounds quickly then it's possible to miss out on powerup and special items before they spawn so to get the most out of the demo just wait it out till they appear. After several play-thrus the timing and where items spawn will be seared in your brain! At the moment there's not much in the sound dept. other than the theme music, courtesy of @Synthpopalooza! One final note - the LEFT DIFFICULTY SWITCH controls how special items are dropped, so... on A: normal item mode - special/power up items spawn based on in-game happenings on B: special item tour - iterates through each item, one per round starting with the red cross I play this exclusively under emulation, however as far as I know it should work with the 7800GD and possibly the DragonFly. Even though a lot of work and content went into this, there's still a loooooooooong way to go. The next demo is likely to be rounds 10-19, hopefully with the addition of more monsters and fire, waterslide, and lightning utility. Enjoy, and Happy New Year! πŸ₯³ BB.74.20231231.a78
  13. I gotta say losing a life because of fall height in DK and DKJr always feels cheap! Supposedly this was going to be a thing in MB. Not sure how that would have played out but maybe sliding was included to make up for not going with fall heights, or as mentioned, to fit the environment. It might have been lifted straight from Joust as well, a game which had a big influence on MB. For myself, the slide always felt like a natural part of the game. Steerable jumps felt odd the first time trying it, although got used to it. I'd say the challenge comes from having nowhere to run pests off-screen or to hide so it pays to be tactical, surgical in a sense - choose your the battles! Not all jumps need full commitment either, a tap/step jump will get you out of a pickle. I can't claim the control and gameplay to be 1-to-1 identical however there was an abundance of care put into it getting it pretty darn close. It plays just a touch faster and it's not as floaty. As @darryl1970 mentioned the essence of the OG version is filled to brim here. The steerable jump does feel very similar to the re-release version with the only difference being a slight acceleration penalty on landing, so not as much slide going on here as a result. I'm confident there's plenty of enjoyment to be had regardless of which options are picked.
  14. Hey Dan, it's winding down, creeping toward the finish. Ratings are done. After play testing this a bit I've had the chance to patch what I think are the last set of bugs, annoyances, and gameplay tweaks, *knock on wood*. There is one tweak / gameplay change left that I've been tinkering with in Waves mode. The bonus round put in initially I feel is kind of bland at early phases so I've been experimenting with loading it in realtime instead of having coins spilling out the pipes. I find that it's working well so far. All it needs is the "perfect" bonus applied and randomization when more! points are enabled. wavesbonus.mp4
  15. Hello folks, thought I'd mention I have all of the rating stuff hooked in visual and back-end. I'm running through the last set of changes, testing things out. A quick primer, here's what the custom/novice table will look like, below: After a few revisions I settled on this one because I think it's the least confusing! The overall rating can be 0-63. This is in context of the difficulty, displayed by coins next to the rating where novice is 0, pro 1 coin, etc. At the moment, 63 is a "perfect" game, literally, because it's all of the hardest settings (1 life, no bonus, +waves, +vs) and requires clearing every phase and of course, not dying is a big part of that! The shot above, 1st place, started as a 0 rated novice game all easy options selected. The rating here is low despite making it very far. 2nd and 3rd were based on Expert and MM, both 1 life, 50k 90k 40 bonus - much higher rated games from the start, but did not get as far!
  16. Hey there! This was totally a last minute thing to include so the support and patience is very much appreciated! The good news is I have numbers to work with now. I've been crunching a few just to see if it all makes sense with different settings. So far I like what I see and certainly this should give more context behind top custom scores.
  17. Bear with me for a few! Overall it looks fine! About the scoreboard, during @ZeroPage Homebrew's stream (thank you James!) the question was raised about how custom game scores are saved. Throughout development it's been something I've tried to sort out myself, so seeing that rekindled my thoughts on it. Ideally I'd like to display each setting used per score but there's no room for that level of detail. However, I do have just enough room to include (and save) a game rating for the top 3 scores. I think this is worthwhile to include because the customization is a big part of the game. So that's where I'm at and I've got coffee flowing through my veins.
  18. Hello! I plan on running a few more playthroughs before going live just being sure I haven't busted anything. A couple of tweaks were made since the Friday preview and I might add another piece of info for the custom scoreboard.
  19. That's quite a lofty perch DKPK is on and it's certainly one I drew inspiration from. You'll genuinely enjoy this, and then some, whether a fan of the game or genre.
  20. Building a screensaver... 😡 how's it look?? swirl.mp4
  21. I know, I know.. I've been putting time in on it, daily, adding what's left of the special items & the "big" bonus items. There's about 5-6 specials left to map. Rest assured I'll start up a BB thread once it's good to go.
  22. Very cool!! No worries about veering off here a little bit. Lunar uses 2 buttons too right? Obviously, those sticks deserve their own thread as does BB!
  23. Could be by the end of the week give or take some days. There are a few bugs that need to be addressed and would like to have the bonus round working as well.
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