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PixRuss

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  • Gender
    Male
  • Location
    Atlanta, GA
  • Interests
    Filmmaking. Music-making. Some game-making on the side. I like making things.

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  1. I've had this happen while play-testing the game. Since the game has two-button support, it seems to automatically detect such a controller. So now, it will only register Left/Right then whatever button you have binded to the second button to open/close the doors. That said, I'd take a look at the Game Properties menu (via the Tab key), then the Controller tab.
  2. On a regular joystick controller: Left then Up: open the left side door. Left then Down: close the left side door. Same goes for Right then Up/Down to open/close the right door. Hope this helps!
  3. Thank you so much! I'm glad you're enjoying it! Regarding the difficulty: Yes, the animatronics' AI gets exponentially aggressive (sometimes to an almost unfair degree) as the game continues (an issue I plan to tweak with new updates). However, Dave the Devil is really intended as an extra challenge; activating him using the left difficulty switch set to "A" causes him to attack if you're relying on the cameras too much. If it's this character you're having trouble with, make sure that switch set to "B" and he'll leave you alone. I hope this helps!
  4. I'm so glad you enjoy it! Regarding the doors, I actually brought the power consumption of the doors down a little bit for this version because I thought previously the power drained too fast. I guess not! Next update will for sure fix that lol. That's also interesting because when I was doing some play-testing recently, I've noticed that Mia the Monster is able to either, a) basically phase through the right door, or b) is really good at sneaking in at the last second. But since you mentioned how much of the game you can basically skip by keeping the doors shut, it's good to know that she may not be quite as broken as I thought. Still, I'll fix that, too. Since I've actually tested this game a fair amount on original hardware on a CRT, I can firmly attest that yes, a CRT is totally the way to go with this game if you want the full experience. Like you mentioned, the flickering is barely (if not much less) noticeable, and there are also some subtle effects and events that are especially effective that way (i.e. the death screen). Still wondering if there's any way to reduce the screen "shakiness" in the NTSC/PAL60 versions of the game (unavoidable regardless of what you're playing on).
  5. It's a Beta version right now. I don't have any more updates in mind, I just want to make sure the gameplay, AI, etc. are nice and polished before officially declaring it "completed." And yes, you may go ahead and make yourself a care!
  6. Just came out with a new, near-complete version of the game! Check out the original post.
  7. Just noticed that the Javatari link still plays the previous version of the ROM. Use the one named "Wilford_3.bas.bin".
  8. Just updated the ROM again. Had the wrong version uploaded before lol.
  9. Gonna try and rework my code to work with this framework!
  10. Hey guys, Last night while working some more on Night Watch at Wilford's, I ran into an issue where bank 4 in my program (16k btw) kept filling up and getting overloaded. The game uses relatively high-res playfield graphics (pfheight = 1; stored in ROM) and will likely have a good variety of sprites when it's finished, so the fact that this is happening shouldn't bee all that shocking. I am considering dropping the playfield resolution a tad to save space, but even then I'm not sure if that will totally solve the problem or even sell the effect I'm aiming for with the graphics. Is there any way to let surplus graphics data onto other banks of the program, or to direct the program to store it on a different bank? Any asm code or kernel hacks I can do? (Keep in mind I know nothing about assembly) Any other tips or tricks? Thanks!
  11. The title is "Night Watch at Wilford's." Besides that, thanks again for the shoutout!
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