Atari-Jess Posted January 26, 2007 Share Posted January 26, 2007 Yes, I am definitely enjoying this. And I very much like that you've taken a gyruss approach to sound. Points for that. The game is enjoyable, much so. No chance for even a two frame enemy animation? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 26, 2007 Share Posted January 26, 2007 No chance for even a two frame enemy animation? If we get the source, we might have a chance to squeeze out some bytes. I promise I will try. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 26, 2007 Share Posted January 26, 2007 (edited) The color of the enemy indicates the number of hits it has to take before it is eliminated. To compensate for this, I obviously re-introduced the continuous fire, removed enemy horizontal movement, and slowed the enemy advancing pace... this now looks like a survival shooter . full left/full right cheat has now a reduced impact... I think Awesome! :thumbsup: This is one of those games that is totally addictive to play/test. (Man Goes Down and Fall Down are two others that immediately come to mind.) The multiple hits really balances it out nicely, while still keeping the original feel of the game. You can really get into a nice rhythm with it. The "left/right" cheat is completely gone. EDIT: I think the horizontal movement of the enemies could be added back in. Or add it in once you reach 100 pts (or some other milestone). I agree. It'd be nice to have a little horizontal movement back in it. And even though this isn't the HSC... 436 Edited January 26, 2007 by Nathan Strum Quote Link to comment Share on other sites More sharing options...
ScottHuggins Posted January 26, 2007 Share Posted January 26, 2007 AWESOME!!!! This might be the best 1k 2600 game ever, next to some of the selections on "Swoops!". I understand the attraction of keeping it to 1k, but are you considering blowing it out to 4k and add more gameplay elements? KEEP UP THE GREAT WORK! Quote Link to comment Share on other sites More sharing options...
Atari-Jess Posted January 26, 2007 Share Posted January 26, 2007 (edited) The more I play it the more I'm enjoying it. I am very very impressed. The fact that its all been squeezed into 1k just astounds me more so. I'm eager to continue watching the progression of this game. I find that carefully timed sweeps still make the game relatively easy. I can see being able to find the rhythm and making the game rather easy. Although I know this is still being worked on... I'm not so sure I like the overused space bird/bug thing thats being seen here, it reminds me too much of games like Galaxian, Phoenix, Demon Attack, etc. Although I admit that its hard to think of what it could be instead that isn't so overtly cliche taking into account that these creatures do attack in swarms. Of course, much of sci-fi has some sort of small hyper manoeuvrable craft (TIE fighters for example) I love the colour change in regards to their damage though, great idea. Another question is in regards to the "rails". I wonder if its possible to have them rotate in shades (not colours) as they come down. I think if subtle enough this would add more to the effect that you're moving forward as the enemies do so towards you. Edited January 26, 2007 by Atari-Jess Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 26, 2007 Share Posted January 26, 2007 I'm not so sure I like the overused space bird/bug thing thats being seen here, it reminds me too much of games like Galaxian, Phoenix, Demon Attack, etc. It could be zombies, bricks, bombs, fluid drops, your personal most hated video game character... which have to be neutralized. Or maybe something completely abstract. Anything goes. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 26, 2007 Share Posted January 26, 2007 I like the graphics. I never get tired of shooting mutant space birds. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted January 26, 2007 Share Posted January 26, 2007 The amusing thing, of course, is that you can't use wings to fly in space. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 27, 2007 Share Posted January 27, 2007 Solar wind. Quote Link to comment Share on other sites More sharing options...
Big Player Posted January 27, 2007 Share Posted January 27, 2007 This is one of those games that is totally addictive to play/test. (Man Goes Down and Fall Down are two others that immediately come to mind.) I agree completely. That is good company to be included with. I'm not sure when I started playing the game but it is much later now. Keep those changes coming. And please let Thomas see your code, if you don't want to post it here. No one is going to steal your work. And even though this isn't the HSC... 436 320 is my best. I'm not sure how I got that score, since after playing 100 games or so, I didn't come within 75 points of that. Quote Link to comment Share on other sites More sharing options...
A_Username Posted January 28, 2007 Share Posted January 28, 2007 I like the graphics. I never get tired of shooting mutant space birds. I agree, fun game, This should be made into a cart. -Derek Quote Link to comment Share on other sites More sharing options...
A_Username Posted January 28, 2007 Share Posted January 28, 2007 How about a rotary paddle conversion Quote Link to comment Share on other sites More sharing options...
seemo Posted January 28, 2007 Author Share Posted January 28, 2007 Hi, here's another update. I completely changed the horizontal movement code/data, and tried to share as many bytes as possible between digit bitmaps (something I remember I saw in a Thomas Jentzsch source code), this created a whole lot of space. So, I tried to embrace all the suggestions I got here: - borders are now shaded - enemies have two frames of animation - every 100 point you switch between two stages, the second one has different music and enemies use horizontal movement (but they appear less often to compensate for the added challenge of tracking them) This is as far as I can get, I think Thanks for the great feedback and the appreciation ! Simone lead_1k_20070128.bin Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 28, 2007 Share Posted January 28, 2007 Very nice improvement. (248 ) Personally I would prefer a more strategic game, buit that's probably just me. Quote Link to comment Share on other sites More sharing options...
Atari-Jess Posted January 28, 2007 Share Posted January 28, 2007 When you die, I find its too easy to accidentally press the fire button and lose your score. I love how the aliens now move, I think thats great. The "levels" with different music is also nice, but perhaps you could try to include some sort of Gyruss/Dark Chambers/Pacman like interlude informing you that you're progressing and that the next level is on its way. Even something like a tiny second long ditty, a picture of the ship and your score/level number would be interesting. Perhaps a different set of enemies on different levels would be beneficial but I think limiting yourself to one type per level would be best. I don't mean to strain your efforts or your RAM, I'm just throwing out ideas There isn't any doubt to me that you've also thought of these ideas yourself, but perhaps its helpful to hear others agreeing with potential ideas you may have. Quote Link to comment Share on other sites More sharing options...
seemo Posted January 28, 2007 Author Share Posted January 28, 2007 Hi ! Here's another update. It uses the same sounds for both stages, with an 'upbeat' feeling for the second stage, and the change of music between stages now is synchronized. Simone @Atari-Jess : when a game ends, you have a second to release the fire button. After that, if the fire button is still pressed, a new game starts. As about intermediate screens and different enemies... I'm afraid I won't be able to put something in... anyway thanks for your suggestions ! lead_1k_20070128b.bin Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 29, 2007 Share Posted January 29, 2007 Very nice improvement. (248 ) 287 here. Personally I would prefer a more strategic game, but that's probably just me. I like this as an almost purely reflexive "twitch" game. It's perfect for that quick gaming fix. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted January 29, 2007 Share Posted January 29, 2007 found a bug - you can kill the bottom most alien and still die, as shown in the screenshot below were I'm dead but there's no alien there: I've played about 5 minutes and have had it happen 4 times so far. I suspect the test for "your dead" happens before the test for "alien is dead". Either swap the tests, or skip the "alien dead" check if the player is dead. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 29, 2007 Share Posted January 29, 2007 I saw something like that happening too, but I thought it was just that the bottom-most alien got past you, and you died. Either way though, it would be nice for whatever condition killed you to be consistent. (431) Quote Link to comment Share on other sites More sharing options...
seemo Posted January 29, 2007 Author Share Posted January 29, 2007 Hi, here's an updated binary that fixes the disappearing enemy bug. Moreover, once you get to 300 points, enemies of both stages appear at the same frequency (so to make the second stage harder the second time you get to it). Simone lead_1k_20070129.bin Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 30, 2007 Share Posted January 30, 2007 (edited) Excellent! Got up to 434 with this one. Edited January 30, 2007 by Nathan Strum Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted January 30, 2007 Share Posted January 30, 2007 All on-screen aliens disappear when switching stages? A little strange-looking. Quote Link to comment Share on other sites More sharing options...
seemo Posted January 30, 2007 Author Share Posted January 30, 2007 Hi, here's a new binary with different enemies for each stage Simone @vdub_bobby : I wanted to remove the enemies from the screen before they started moving horizontally, to make it easier to adjust to the second stage (this also created a simple 'new stage preparation' effect). Now, with different kind of enemies, I think it's right to make the 'old' enemies disappear, once a new stage begins... lead_1k_20070130.bin Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 30, 2007 Share Posted January 30, 2007 All on-screen aliens disappear when switching stages? A little strange-looking. I actually like that - it saved me from dying a couple of times. Quote Link to comment Share on other sites More sharing options...
seemo Posted January 31, 2007 Author Share Posted January 31, 2007 Hi, a very small update: the first stage has red border, while the second one has a blue border now. Simone lead_1k_20070131.bin Quote Link to comment Share on other sites More sharing options...
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