dalum Posted April 9, 2008 Share Posted April 9, 2008 Played this on my linux machine tonight and thought it was GREAT! Jboy sent me a PM to check this out. I'm VERY impressed. (Might have to drop a word on it on our ep 3 of th podcast too!) Keep up the good work and look forward to some of the tweaks on the next version. Quote Link to comment Share on other sites More sharing options...
Shannon Posted April 9, 2008 Share Posted April 9, 2008 The number of baddies is fine by me. Having them spawn on top of me while I'm navigating the maze, not so fine. Quote Link to comment Share on other sites More sharing options...
joeybastard Posted April 9, 2008 Share Posted April 9, 2008 I'm just curious being that you captured the animation from an avi. How do you handle "moving" objects. I've been trying to do something similar with various games where the animated character moves using a GIF animator program. I use a screen capture program at work(the name I can't think of at the moment) that lets me make a movie of anything happening on screen. I brought the movie into After Effects and just went frame by frame putting the pixels into the right spots in ICVGM303, a graphics editor for the CV that I think Daniel Bienvenu came up with. It wasn't captured as an AVI and put directly into the program, I just used the AVI as a reference. Sorry if that wasn't clear in the other post. Quote Link to comment Share on other sites More sharing options...
joeybastard Posted April 9, 2008 Share Posted April 9, 2008 Played this on my linux machine tonight and thought it was GREAT! Jboy sent me a PM to check this out. I'm VERY impressed. (Might have to drop a word on it on our ep 3 of th podcast too!) Keep up the good work and look forward to some of the tweaks on the next version. Glad you like it! On another note... I have to get to work on the box/manual/labels. I've been lazy about it. Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted April 9, 2008 Share Posted April 9, 2008 On another note...I have to get to work on the box/manual/labels. I've been lazy about it. Do keep me in mind... Quote Link to comment Share on other sites More sharing options...
joeybastard Posted April 9, 2008 Share Posted April 9, 2008 OK, I checked the player sprites and the only ones that don't match up to the Frenzy ones while running are when the player is standing still. I made his feet 1 pixel too long when he's facing left or right so Scott when you get a chance, lop off 1 pixel from his feet when he's standing still. I can send a new DAT if that is confusing. Quote Link to comment Share on other sites More sharing options...
ScottHuggins Posted April 9, 2008 Author Share Posted April 9, 2008 dalum, Thanks!!! I have your second episode podcast to check out. I will give you feedback on it. shannon, Well, when they respawn, they gradually take form... when that's happening, you can go through the robots. Once they take full shape, yea, you will die if you come into contact with them. Maybe the respawn process could be drawn out longer? I'll check into that. Quote Link to comment Share on other sites More sharing options...
joeybastard Posted April 9, 2008 Share Posted April 9, 2008 shannon,Well, when they respawn, they gradually take form... when that's happening, you can go through the robots. Once they take full shape, yea, you will die if you come into contact with them. Maybe the respawn process could be drawn out longer? I'll check into that. Good call! Dragging it out a second longer would help. I get killed from regeneration a lot too. Quote Link to comment Share on other sites More sharing options...
joeybastard Posted April 9, 2008 Share Posted April 9, 2008 (edited) Messin' with the box... Edited April 9, 2008 by joeybastard Quote Link to comment Share on other sites More sharing options...
Nognir Posted April 10, 2008 Share Posted April 10, 2008 Good news here! Got my Colecovision in the mail today and it works perfectly! So count me in for the game when its finished Quote Link to comment Share on other sites More sharing options...
Shannon Posted April 10, 2008 Share Posted April 10, 2008 Well the only issue is alot of times when they respawned I was standing still cause I was waiting for something (like a laser beam to pass) so I could move again. I suppose moving in another direction and shooting them after they appear would be the thing for me to do. I cannot remember if I was pinned down at the time though. Quote Link to comment Share on other sites More sharing options...
ScottHuggins Posted April 10, 2008 Author Share Posted April 10, 2008 (edited) Shannon, Your suggestion was very good. I will implement a slower respawn. I think that will help... I hope so at least. Joe, I like those - they are very "final". Very abrupt. Sparse, but it works, but they look like a DVD cover for a horror movie. Some sort of creepy, scary thing. Some Stephen King movie. nognir Wooooohooooooo! Glad you got a working CV! Now let the fun begin! Go to the classic gaming forum. A lot of threads have been posted about the best CV games to buy. Edited April 10, 2008 by ScottHuggins Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted April 10, 2008 Share Posted April 10, 2008 shannon,Well, when they respawn, they gradually take form... when that's happening, you can go through the robots. Once they take full shape, yea, you will die if you come into contact with them. Maybe the respawn process could be drawn out longer? I'll check into that. Good call! Dragging it out a second longer would help. I get killed from regeneration a lot too. Awesome. I like this game ! Maybe a regeneration of say 16 seconds to start with. Then with later levels decreasing to these 8 seconds or so ? Quote Link to comment Share on other sites More sharing options...
joeybastard Posted April 10, 2008 Share Posted April 10, 2008 Joe,I like those - they are very "final". Very abrupt. Sparse, but it works, but they look like a DVD cover for a horror movie. Some sort of creepy, scary thing. Some Stephen King movie. It's just a first swipe at it to get the juices flowing. My first versions are usually silhouette type old horror movie posters. I just dig that style. Which logo do you prefer the 3D one or the "cracked" one? I prefer the cracked one on the right but I might come up with something else based on the title screen version. Quote Link to comment Share on other sites More sharing options...
cosmosiss Posted April 10, 2008 Share Posted April 10, 2008 Personally, I preffer the cracked one, but I would lose the white glow around it (but keep the one around the silhouette). Quote Link to comment Share on other sites More sharing options...
lucifershalo Posted April 10, 2008 Share Posted April 10, 2008 I played it on the real Colecovision with the USB multicart, it is really good yes, being able to skip the beginning intro screen could be good and yes sometimes it is unfair, I appear between 2 laser beams and an appearing robot I know that on one occasion, a robot laser went right through me while I was walking Quote Link to comment Share on other sites More sharing options...
ScottHuggins Posted April 10, 2008 Author Share Posted April 10, 2008 Sweet! Thanks, lucifershalo. I hadn't had a chance to test on 'real thing' yet. Joe, some of those lasers on level one are in 'tough' spots. I think he is right. I will make a note of that. And yes, the collision detection with those lasers are somewhat "suspect". I am actively trying to figure that one out. Next version (should be early next week) should address that bug and will incorporate several of the suggestions made thus far. Thanks so much to everyone for the feedback. (and please keep it coming!) I played it on the real Colecovision with the USB multicart,it is really good yes, being able to skip the beginning intro screen could be good and yes sometimes it is unfair, I appear between 2 laser beams and an appearing robot I know that on one occasion, a robot laser went right through me while I was walking Quote Link to comment Share on other sites More sharing options...
+5-11under Posted April 10, 2008 Share Posted April 10, 2008 Hi Scott, Nice work again... as usual. I like how your games don't appear to be limited by the ColecoVision's 32 x 24 character grid. Good job making your games look less like computer games and more like arcade games. Thanks, 5-11under Quote Link to comment Share on other sites More sharing options...
joeybastard Posted April 10, 2008 Share Posted April 10, 2008 (edited) Yeah there's one screen in particular where the cannon fires straight down into you when you appear. I guess we could move it over 1 or 2 spaces to make it more fair. PM me the screen locations where the player can appear and I'll go through the screens and move them. Edited April 11, 2008 by joeybastard Quote Link to comment Share on other sites More sharing options...
retroillucid Posted April 10, 2008 Share Posted April 10, 2008 Fantastic game! keep up your good work Scott! Quote Link to comment Share on other sites More sharing options...
ScottHuggins Posted April 11, 2008 Author Share Posted April 11, 2008 Thanks! Hey, I always wanted to know what your avatar was all about. Who is that? Fantastic game! keep up your good work Scott! Quote Link to comment Share on other sites More sharing options...
retroillucid Posted April 11, 2008 Share Posted April 11, 2008 Thanks! Hey, I always wanted to know what your avatar was all about. Who is that? Fantastic game! keep up your good work Scott! It's Arnold Greenberg President Of Coleco Quote Link to comment Share on other sites More sharing options...
Jess Ragan Posted April 11, 2008 Share Posted April 11, 2008 It's pretty good... definitely one of the best ColecoVision homebrews I've played that wasn't designed by Eduardo Mello. There are a few things I would change, though. The characters may actually be too detailed... I've found that this doesn't work so well with single colored sprites, as they start to look like random inkblots if the artwork isn't kept simple. Also, I didn't really know where the prisoners were until I accidentally nicked one of the orbs in the maze with a bullet. I think they should be sealed inside a cage instead; something that's closer to their size and would make it clear where the prisoners are being held. Finally, I agree with the previous poster about the sound effects. They're pretty high-pitched, and I'd like to hear more original effects and fewer stock sounds from other ColecoVision games. Quote Link to comment Share on other sites More sharing options...
ScottHuggins Posted April 11, 2008 Author Share Posted April 11, 2008 Jess, Thanks a ton for the comments. I really appreciate it. I think your coleco review site is great and I wish you'd review some of the more recent homebrews on your site. There are at least 8 off the top of my head that are missing from it. >They're pretty high-pitched, and I'd like to hear more original effects and fewer stock sounds from other ColecoVision games. To be fair...those "stock" sounds were tweaked a bit...I guess not enough though. And there are two sound effects / music that we did come up with completely on our own. Well, any ideas for examples (does not have to be from CV games...any game) ? People mentioned that there needs to be more tension in the sounds / music. I guess I'm struggling thinking of examples or what "tension" sounds like. I don't disagree, I am just not sure how to approach this. Thanks again. It's pretty good... definitely one of the best ColecoVision homebrews I've played that wasn't designed by Eduardo Mello. There are a few things I would change, though. The characters may actually be too detailed... I've found that this doesn't work so well with single colored sprites, as they start to look like random inkblots if the artwork isn't kept simple. Also, I didn't really know where the prisoners were until I accidentally nicked one of the orbs in the maze with a bullet. I think they should be sealed inside a cage instead; something that's closer to their size and would make it clear where the prisoners are being held. Finally, I agree with the previous poster about the sound effects. They're pretty high-pitched, and I'd like to hear more original effects and fewer stock sounds from other ColecoVision games. Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted April 11, 2008 Share Posted April 11, 2008 Also, I didn't really know where the prisoners were until I accidentally nicked one of the orbs in the maze with a bullet. I think they should be sealed inside a cage instead; something that's closer to their size and would make it clear where the prisoners are being held. I like the orbs, but I also think they should be made bigger. I'm not sure if it's feasible graphically, but having the prisonners locked in a bubble in a fetal position would look cool. Finally, I agree with the previous poster about the sound effects. They're pretty high-pitched, and I'd like to hear more original effects and fewer stock sounds from other ColecoVision games. The only sound effect that irks me is the "shi-ling" sound (taken from Tapper IINM) when the chamber exit door opens. I'd change it to a lower gong-style sound. Quote Link to comment Share on other sites More sharing options...
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