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espire8

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Posts posted by espire8


  1. I updated some of the monsters with an attack frame and a couple of standing frame modifications. I don't know if David will use the 2-frame animated standing sprites for an idea I had of having battles in real time using these frames so you can time your attack to see who gets first hit instead of just exchanging blows to the roll of the dice, but I hav'ent heard from him as of late (guess he's very busy with real life stuff :D ). Been pretty quiet here too so I'll post a hack of the last build with these new monsters in place soon to keep this thread alive. There's only room for 6 monsters in his last build so far, hopefully I can use all 10 in his next build. :)

     

    post-7623-1179287420.gifpost-7623-1179287429.gif post-7623-1179287452.gifpost-7623-1179287462.gif

    post-7623-1179611055.gifpost-7623-1179287513.gif post-7623-1179611046.gifpost-7623-1179611032.gif


  2. But, I love the game. I am only on level 4.

     

    I still don't know how to kill the dragons very well :(

     

    Now we have a use for the non-centering joystick!!!!! :) (to move in the same direction for you)

     

    CaféTip: to kill dragons, hit 'em DEEP in the belly. Not just a graze. Usually works.

     

     

     

     

    And make sure that you hit them with the blade! Poking them with the handle does no good ;)

    Unless they're ticklish? :ponder:


  3. Atari would not even permit me to include duck dragons in 5200 Adventure II -- absolutely no Atari 2600 Adventure images were allowed. Except the square. :)

    But what about the flags inside the castle? There's the key, an attacking dragon, and the sword... :?:

     

    Well it's not the same image pixle for pixle and it's black. It's not playable either as you can't kill or interact with it in any way.

    post-7623-1179189652.gif :arrow: post-7623-1179189431.gif


  4. I notice a lack of interest/submmitions in this contest since the last build. If I'm not mistaken I count 4 people who submitted anything so far --with 80% of the designs from bomber. I guess everyone is occupied playing the recently released Adv II. :lol:

     

    Cave Interior 1

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    XXX..XX..XX..X.......X..........
    .....X....X...................X.
    XX........X..................XXX
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    X...13..X..13.XXX...X....XX.....
    .XX....XXX....X.XXXX.X.....XXX..
    .XXXXXXXXXXXXXX...X..........XXX
    .............................XXX

    Cave Interior 2

    .XXXXXXXXXXXXXXX.XXXX........
    XXXXXXXX..X.......X.....XXXXXX..
    ....XXX...................X...XX
    .03..X.........XXX.............X
    XX...........XXXXXX.......X.....
    XXXXXXXX......XXXX.............X
    XXX....XXX..........X.........XX
    XX...03..XXX...............XXXXX
    .XX.............XXXX.........XXX
    ..XXXXX.............XX.........X
    .............XXXX....XXXXXXXXXX.
    ................................

     

    Bridge Out

    ................................
    ...XX....XX....XX....XX....XX...
    XXXXXXXXXXXXXXXXX...XXXXXXXXXXXX
    ...............X...X............
    ......01..............X....09...
    ..............XX.....X..........
    XXXXXXXXXXXXXXX....XXXXXXXXXXXXX
    XXXXX.....XXXXX.....XXXXX.....XX
    .XXX.......XXX.......XXX.......X
    ................................
    ................................

    Cross Roads

    ................................
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    XXXX...03..XXXXXXXXXXXXXX.......
    XXXXXXX.......XXXXXX..........XX
    ...XXXXXX................XXXXXXX
    .....................XXXXXXXXXXX
    XXX..............XXXXXXXXXXXXXXX
    XXXXXXXXXXXX........XXXXXXXXXXXX
    XXXXXXXXXXXXXXX....11..XXXXXXXXX
    XXXXXXXXXXXXXXXXXX..........XXXX
    ................................

     

    Forest Pass

    .X...........XXX....X...X.......
    .X.....X..04..X.....X...X.......
    XXX....X...........XXX.XXX......
    .X....XXX...........X.XXXXX.X...
    .....XXXXX..............X...X...
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    ...............X............X...
    ...X...........X................
    XX.X.XXXXXX...XXX.13.....XXXXXXX
    ..XXX....XXXXX.X.XXXXX..........
    ...X............................

     

    Dead End Tunnles

    .XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    XX..............................
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    XX..XX.................XXX....XX
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    XXXXX...XXXXXXXX...........XXXXX
    XXX.......XXXXX.............09XX
    ...........XXXXXXXXXXXXXXXXXXXX.

     

    Underground Mountain

    XXXXXXXXXXXXXX.XXXXXXXXXXXXXXXXX
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    XXXX..XXXXXX.....XXXXXXX.05XXXXX
    .X.....XXXXX.....XXXXXX.....XXXX
    ........X.X.......XXX.X......XXX
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    XXX....XX.XX.....XX...........XX
    XXXX...XXXXXX...XXXX....X.....XX
    XXXX..XXXXXXXX.........XXX13XXXX
    XXXX............XXXXXXXXXXX.XXXX

     

    Desert Storm

    .XXXXXXXX.......................
    ..XXXX01....XXXXXXXX............
    ....XXXXX........XXXXXXXX.......
    .......XX............XXXXX......
    .........XXX.............XXXX...
    ...........XX..............XXX..
    .......X........................
    .....XX.............X........XXX
    ...XX..............X01..........
    ....XXXXXXXXXXX.....XXXXXXXX....
    ......................XXXX......

     

    Creater Arena

    .............XXXXXX.............
    ......XXX............XXX......
    ...XXX...................XX.....
    .XXXXX..................XXXXXXXX
    XXXXXXXX..............XXXXXXX...
    ..XXXXXXXXXXXXX...XXXXXX........
    .......XXXXXXX..............XXXX
    XXXXXXXXX.........XXXXXX...XXX..
    .XXXXXXX.....XXXXXXXXX..........
    ...........XXXXXXXXX....XXXXXXXX
    XXXXXXXXXXXXXXXX................

     

    Cliff's Edge

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    ...X01.......................XX.
    ...XX..................XXX...09X
    ...XXXXXXXXXX......XXXX......XXX
    .XXXXXXXXXXXX...XXXX.........XXX
    X.........XX...X.........XXXXXXX
    X.............XX...........XXXXX
    X.....XX....XXX.X............XXX
    XX,....XXXXXXXX.XXXX........XXXX
    XXX.....XXXXXX...XXXXX........X.
    ..................XXX...........


  5. I'll see about about starting on a map to post soon as I hit on an idea. I'm also thinking of animating a diagnal tank tread sample but the tank image may need to be a little altered in resolution. Probably will use the tron style image from earlier.

    Think the tanks can look like this for the job or is it better to stick with the low res version?... --> post-7623-1178939576_thumb.png


  6. I'll post a sample one later tonight for visualization which is easy enough for me to do, but programming it into the game is another story.

    I could add the tank treads but there are 12 different tank standing positions to animate making for 24 images (that's alot of memory). Animating them requires 2 frames while the tank is moving forward and presently the program uses a single frame for forward movement.

     

    Maybe you can animate the tank with treads only when it's in the vertical and horizonal positions and reduce the number to only 2 extra images totaling to just 14, thus less programming work for you while saving rom space. Besides, diagnal moving treads won't look right unless the tank's resolution is increased to look similar to the tron styled tank I posted back in post #12 of this thread --but that can create problems with the tank getting stuck in many of the tight playfield designs you have now. :(

     

    EDIT: okay here's the the moving treads at 2 frames for each--

     

    ...for vertical post-7623-1178936053.gifand horizonal post-7623-1178936076.gif

    ..came out a little better than I thought it would. :) What says you?


  7. Ah, I see the Adventure II cart is back in the store again this time at $40 without the box. The key and box were the exclusive items now gone forever. :_(

    Al, you should post here in this thread for us to remember by the photos you took for the store of the boxed version especialy the key! , just to show those who were late in the game what they missed and those that were'nt feel lucky. :)


  8. I assume that rjchamp3 isn't much of an Atari fan if he has the audacity to insult homebrewers.

    rjchamp3 is just a Mainstream Libertarian like you and I.

    I am certain that he didn't intentionally insult anyone.

    WP

    Yeah, that can happen. Sometimes I unintentionally do the same thing... best to be a man of few words. :|


  9. As of now, there are 24 copies left...

     

    a2_remaining.png

     

    ..Al

     

     

    Make that 22. :D

     

    I was late to place my order for the limited ed. and was just curious: --Did the limited ed. cost more than the non-limited ed boxed version?


  10. Oh no, I was correcting myself when I said "..designers should submit what ever they feel.." because of the earlier comment I made which was uncalled for.

    Now listen folks, this is not the planet maze-on or pac-land or adventure what have you; and I believe Combat DX deserves a little more integrity than that.
    That line was way too personal and should only apply to me. I should have slapped and remind myself I'm not the one programming the game. It was a stupid thing for me to say.

     

    ...look for that empty nitch that has'nt been filled yet and fill it.

    So really I guess let's just stop talking and fill this niche you reference....and as always, I can provide more examples if necessary ;)

    I agree. Whoops.. pardon my typo.
    The tank example was just my way of suggesting a different look to the original combat tanks, as I know not every programmer are artists so I thought i'd be silly to just say "How bout' a new look for the tanks dude!" :D But I should'nt say it's alot harder to do than playfields (depends on drawing skills) it's just more steps invovled in the process which I'm used to. I'll do an animated sample using the same images, should'nt take too long.

     

    Good; I can't wait. :D

    :arrow: post-7623-1178501811.gif if the tank is too small, I can blow it up. :arrow: post-7623-1178503383.gif :lolblue:


  11. Yes, I've liked most of them; I guess it would be a fair trade off to keep what we have now, yet try to go with this new concept of mine. As for the originality confliction you mentioned earlier I don't think that the two levels are that bad. If anything, (like I said before) I like the design of the 200 points level.
    I don't remember where you said that before, maybe it was edited before I saw it but that's alright. perhaps designers should be able submit what ever they feel with concideration to what's already been done and what type of design you're more intent upon. I was never concerned over what's being submmited, I was just ranting over what was implemented and missing in the last build you posted.

    I also re-read my post and realized I was being too opinionated about what should be included. I'm sorry if I were imposing myself too much, I don't want anyone to think I'm trying to suppress any creativity here. I think it's just better for designers to understand that possiblly, depending on how much space is left, not all submitions may be used (same rule applies to me) and if that were the case the best way to have a design make it in the final build is to look for that empty nitch that has'nt been filled yet and fill it. Maybe exsisting designs can be a starting point to develop new designs -not in place of but rather to include next to. (ie: converting previously submitted symmetrical designs into additional non-symmetrical levels). Don't know if other designers would object to that but if it looks different enough :ponder: , anyway I'll see what design I can dish up. Maybe perhaps include some levels as easter eggs that can be accessed only when unlocked? just an idea.

     

     

    As for the originality issue, (hope I'm not warring with anyone), I won't be overrulely as I were earlier and I'd really like to see more of what bomberpunk can come up with too.

    I would have used the tank sprite you have come up with earlier but it just didn't seem to "flow" quite right. Perhaps an animated design would work. I'm always open for suggestions.

     

    The tank example was just my way of suggesting a different look to the original combat tanks, as I know not every programmer are artists so I thought i'd be silly to just say "How bout' a new look for the tanks dude!" :D But I should'nt say it's alot harder to do than playfields (depends on drawing skills) it's just more steps invovled in the process which I'm used to. I'll do an animated sample using the same images, should'nt take too long.


  12. Try atari basketball. It's small (only 2k) and both players have simple animations they can learn from. There is a very good example by Krytol who did a great hack of basketball called Grundle vs Rhindle. You should ask him if you can present it as an example to your class to motivate them. I think they will love it. :)


  13. Thats really funny!

     

    You should change the label to reflect that they are playing for the block :)

     

    Yeah, I guess that makes sense!

     

     

    Also, I wish I had the skills to have the "pick object up" sound from Adventure when you get the ball/block, and the "drop object" sound when you shoot.

    Krytol, I want to say your idea for this hack is just wondeful. Simple, yet full of imagination! :thumbsup:

     

    Now getting to the subject of the label you did (which spells out your idea so nicely), I noticed you're being told by other people, who I'm sure mean well, that you should turn the ball into a square. Well... hmm (how should I say this?) Okay. In spite that it may make sense to you and to others, the fact remains that it really does'nt and I'd advise keeping the basketball in there becase that's what the design is suppose to portray. It's the only clue that reveals the type of sport the dragons are playing in their imaginations. The b-ball in the middle represents the entire subject (it's a basketball game) and is perfectly framed by the dragons surrounding the ball while giving it a whole new theme. I tell you, it's a compelling design and a great lure as it is.

     

    Please understand I'm not putting anyone down but generaly speaking, people who don't understand why an illustration works tend to think that they can improve what's already flawless and unknowingly destroy it's essence. As an illustrator/cartoonist, I can spot a well done concept. Think about it --if you replace the b-ball now with the square, you will lose the entire subject and reduce the picture to just a couple of dragons juggling a box with no foundation of what it's all about. Besides, the ball already look like a square in the actual game itself and that's the novelty, the transition that the ball is really the square hero in what I believe to be the best 'adventure spoof' in a sporting event! There's NOTHING to fix on the present label in the realm of concept. Please don't ruin it!


  14. Hi kjmann. I was brows'in and stumbbled upon this thread. I just downloaded some of your tunes to listen to later when I come back home from work. I first listened to the elephant walk and was very impressed with it. I happen to be looking for a tune to include in a hack me and some other friends are workin on; Click here to see the thread. I have one song in mind but must find the title so I can send you a short sample. I'll check in later --gotta run now and thanks for sharing your work :) .


  15. Got mine today.. great game! 12,710 was my score first game. Sure jumped in difficulty and they started machine-gunnin my poor eggs or towns whatever they are. I guess I should read the manual after all the work you put into it =)

     

    Terrific game! It's a must have for any 2600 fan.

    I'm still waiting for mine, possibly cause my payment was slow and I did'nt use the priority option. At least I did secured a copy in time! :)


  16. I think the offence to bomberpunk was more from my comment, so let me just address I was refering to the missing level and over abundance of the same type of designs as well as a couple lacking originality in the last build that was posted. I'm not trying to be mean to anyone. I really like all the original levels people came up with so far though it does need more non-symmetrical design submmitions unless it's something really innovative.

    I can be objective with my own design but I don't think I can come close to what's been done already, but I really hope to see some really great designs from everyone else with the new goal in place. Thanks dragnerok.

     

    P.S.I especialy like the second example you edited into your earlier post, you gotta include that one, it looks great!


  17. Do you have your heart set on it staying 4K? If we change it to be 8K then lava and other enhancements would be no problem.

     

    Oh, I remember Nukey turning a 4k adventure into an 8k game. If it's easily possible, sure why not.

    Obviously I can't take credit for all that you and Nukey have done with this hack so far, so I changed the credit screen to reflect that.

     

    How do this one look?

     

    post-7623-1178133767_thumb.png

    Also started work on my next game - check my blog.

    :!: Your next game?... cool, i'll check your blog to have a peek! :)


  18. Where's your inital cave design? Are'nt you keeping it? It seemed to be the only natural looking one of all that were even submmitted. It had different and unique opposite sides left and right and top to bottom which I liked.


  19. I don't particularly like the animations, but was thinking it might be interesting if the arrow is normally striped and turns solid (or changes color, cycles permitting) whenever a monster is adjacent to the door.

    I figured how to keep the wall intact; though the arrow is still quite large and I slowed down the frame rate because I think the faster animation was too distracting. What do you think of this sample?

     

    post-7623-1178058695_thumb.jpg

     

    Also, here's one with supercat's monster warning suggestion. I know Nathan has made monsters already but I've never seen them and I did'nt want to make one just for this sample so I used something exsisting that looks like a monster.

     

    post-7623-1178058707_thumb.jpg

     

     

    The animations are great - as all your work, Espire8.

    (Hoping for a return of the MM Knight somewhere!)

     

    Just would be out of place here, I find.

    Thanks, :lol: I was tempted to use the knight in the above sample but it's definatly out of place. In fact, as someone else is already aware, I do have the MM knight staring in his own game (a hack actually) that I'm trying to finish up and post very soon.
    Since the arrows only serve as indicators that the escape tunnels are open, they should remain discrete and in the background.

    Oversizing or animating them has an adverse effect, IMHO. It's almost like pushing the players to use the tunnels...

    Well, at least the monster warning idea may have the opposite effect here... I would'nt want the arrow pushing anybody into a monster. :skull:

     

    EDIT:Oops, forgot the 2nd version solid arrow warning--

     

    post-7623-1178066237_thumb.jpg


  20. Since the arrows only serve as indicators that the escape tunnels are open, they should remain discrete and in the background.

    Oversizing or animating them has an adverse effect, IMHO. It's almost like pushing the players to use the tunnels...

    Thanks. Yeah, I can agree with you on that point. Unfortunately the playfield pixels are far too wide to make a good distingusihable small arrows without some kind of compromise. It's a tough call but at least it's better than nothing, I would have liked to include the wall but that leaves almost no room for the arrow with just 2 pixels width. Maybe a small solid triangle may do. I'll see what I come up with later with supercats last suggestion.

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