+retroclouds Posted February 25, 2010 Share Posted February 25, 2010 Very nice! I like playing this game over and over again The sleeping snake and the less "twitchy" controls are definitly both winners :thumbsup: The only things I think could be improved: a) This game is definitly in need for a timer b) Sound effects are cool, but the title music somehow doesn't fit the game (sorry). Heck, this game is so great I checked ebay for finding out what an Atari 7800 costs (not even knowing if I can get the cartridge). Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted February 25, 2010 Author Share Posted February 25, 2010 Very nice! I like playing this game over and over again Thanks for the compliment. The sleeping snake and the less "twitchy" controls are definitly both winners :thumbsup: OK, they'll be staying in the final release now. The only things I think could be improved: a) This game is definitly in need for a timer As I mentioned earlier I'll have a think about this. There is not much room on the status bar and I'm running out of graphics and code space. b) Sound effects are cool, but the title music somehow doesn't fit the game (sorry). I'm not a musician so finding something without copyright issues and converting it is hard . Heck, this game is so great I checked ebay for finding out what an Atari 7800 costs (not even knowing if I can get the cartridge). Now that is addiction Quote Link to comment Share on other sites More sharing options...
Shawn Posted February 25, 2010 Share Posted February 25, 2010 I'd prefer no timer. I like the small leasure of beating the level at my own pace. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted February 25, 2010 Author Share Posted February 25, 2010 How about this for a timed element? Have 4 randomly placed red apples at the start of the level. If you eat them within say 20 seconds you get 100 points each. After 20 seconds they turn brown. If you eat them between 20 and 30 seconds you get 50 points each. After 30 seconds they turn grey and you only get 10 points each. My other thought was that at the grey stage they become obstacles like the mushrooms (to be avoided). Maybe the latter should be on the options menu? I'm not in favour of having a timed element to complete a level in this game. The flowers and mushrooms are located randomly so the time to complete the level is variable. To me this means that there is no perfect time to aim at. Quote Link to comment Share on other sites More sharing options...
Shawn Posted February 25, 2010 Share Posted February 25, 2010 How about this for a timed element? Have 4 randomly placed red apples at the start of the level. If you eat them within say 20 seconds you get 100 points each. After 20 seconds they turn brown. If you eat them between 20 and 30 seconds you get 50 points each. After 30 seconds they turn grey and you only get 10 points each. My other thought was that at the grey stage they become obstacles like the mushrooms (to be avoided). Maybe the latter should be on the options menu? I'm not in favour of having a timed element to complete a level in this game. The flowers and mushrooms are located randomly so the time to complete the level is variable. To me this means that there is no perfect time to aim at. randomness = replay factor = good thing. Quote Link to comment Share on other sites More sharing options...
HammR25 Posted February 25, 2010 Share Posted February 25, 2010 How about this for a timed element? Have 4 randomly placed red apples at the start of the level. If you eat them within say 20 seconds you get 100 points each. After 20 seconds they turn brown. If you eat them between 20 and 30 seconds you get 50 points each. After 30 seconds they turn grey and you only get 10 points each. My other thought was that at the grey stage they become obstacles like the mushrooms (to be avoided). Maybe the latter should be on the options menu? I'm not in favour of having a timed element to complete a level in this game. The flowers and mushrooms are located randomly so the time to complete the level is variable. To me this means that there is no perfect time to aim at. I like that too. I only mentioned the timer so there would be more score variability for people completing levels. This would do the same thing. Even if you don't make changes to the game though it's fine as is and a great addition to the 7800 library. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted February 25, 2010 Author Share Posted February 25, 2010 I like that too. I only mentioned the timer so there would be more score variability for people completing levels. You mean there is not enough variability already . This would do the same thing. I've drawn some apple graphics so I'll code it up and it'll be in the next release. Even if you don't make changes to the game though it's fine as is and a great addition to the 7800 library. Thanks for the compliment. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted February 25, 2010 Share Posted February 25, 2010 I just checked the actual bin.The idea with the sleeping worm is great and makes playing much easier. That's one vote in favour of the worm sleeping staying then . But i found a bug.While playing,suddenly there were some graphic bugs. Have a look at the photo.The game did not crash,but the bugs stayed. I'm not sure what you mean by graphics bugs. I've looked at the image and it looks OK apart from the purple ghosting. Is that what you mean? Is it a PAL or NTSC machine? Hi Mark Yes,with bugs i mean this purple ghosting things.They look like shadows.........The graphics itself are ok..... greetings Walter greetings Walter Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted February 25, 2010 Author Share Posted February 25, 2010 Yes,with bugs i mean this purple ghosting things.They look like shadows.........The graphics itself are ok..... Can you give me some more detail? Is this an NTSC or PAL problem? How long before the shadows appear? What settings are you using? Do you see them on different TVs? Quote Link to comment Share on other sites More sharing options...
HammR25 Posted February 25, 2010 Share Posted February 25, 2010 That's strange. I haven't noticed that at all with my CC2 and NTSC LCD tv. I've had ghosting in other games on it but not this one. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted February 26, 2010 Author Share Posted February 26, 2010 Apples are in and I've got 7 bytes free in the ROM. I want to add some sound effects to them so the code needs some optimisation now. Hopefully there will be a new version before the weekend. Barring any show stopper bugs that version will be a cartridge release candidate. Quote Link to comment Share on other sites More sharing options...
Shawn Posted February 26, 2010 Share Posted February 26, 2010 Apples are in and I've got 7 bytes free in the ROM. I want to add some sound effects to them so the code needs some optimisation now. Hopefully there will be a new version before the weekend. Barring any show stopper bugs that version will be a cartridge release candidate. YAHOO!! Quote Link to comment Share on other sites More sharing options...
King_Salamon Posted February 26, 2010 Share Posted February 26, 2010 Apples are in and I've got 7 bytes free in the ROM. I want to add some sound effects to them so the code needs some optimisation now. Hopefully there will be a new version before the weekend. Barring any show stopper bugs that version will be a cartridge release candidate. YAHOO!! Make that a double YAHOO!! for me too!! Quote Link to comment Share on other sites More sharing options...
HammR25 Posted February 26, 2010 Share Posted February 26, 2010 I'll have a triple Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted February 26, 2010 Author Share Posted February 26, 2010 (edited) Find attached the latest version :- worm!.26_02_10.1.14.a78 worm!.26_02_10.1.14.bin What's new in this release :- - SaveKey support fully working so high scores will be saved. - Extra life every 10000 points. - New high score cursor (easier to see the letters now ). - Extra sound effects. - Slight colour changes to mushrooms to brighten them up. - Optimisations and bug fixes. And... Prize apples! There are 4 red apples when you start a new level, each worth 100 points. After 8 seconds they'll begin to flash red/orange. When they change to orange they are worth 50 points each. After a further 8 seconds they'll flash orange/yellow. When they finally stop flashing they are only worth 10 points. You don't have to eat them to complete the level. However, if you eat them Brian the Worm grows longer! This is now a cart release candidate. Please do as much testing as possible. I managed to claw back quite a bit of ROM space so its possible to add more features or fix bugs. I can't reproduce Gambler172's ghosting/shadow problem. I do see some colour bleed but I think that is just a symptom of the crappy RF connection on my PAL test machine. As always comments, suggestions and bug reports welcome. Have fun! EDIT: Composition. Edited February 26, 2010 by GroovyBee Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted February 26, 2010 Share Posted February 26, 2010 Great stuff! Don't have gameplay time this evening but will definitely try tomorrow. Quote Link to comment Share on other sites More sharing options...
Shawn Posted February 26, 2010 Share Posted February 26, 2010 I can't reproduce Gambler172's ghosting/shadow problem. I do see some colour bleed but I think that is just a symptom of the crappy RF connection on my PAL test machine. As always comments, suggestions and bug reports welcome. Have fun! EDIT: Composition. I'll test this on NTSC hardware today some time. Quote Link to comment Share on other sites More sharing options...
HammR25 Posted February 26, 2010 Share Posted February 26, 2010 Just played it a little at lunch and love the implementation of the apples. Quote Link to comment Share on other sites More sharing options...
Shawn Posted February 26, 2010 Share Posted February 26, 2010 Just played it a little at lunch and love the implementation of the apples. Ya I have to agree, they are pretty cool to shoot for when you start the level. Wow this game shaped into a real cool one for sure. I can't thank you enough Mark. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted February 26, 2010 Author Share Posted February 26, 2010 Glad you like the changes. Don't forget to enter the Worm! mini high score contest for a chance to get your initials and score into the final ROM :- http://www.atariage.com/forums/topic/158793-worm-mini-high-score-contest/ Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted February 27, 2010 Share Posted February 27, 2010 Just had some time to play; yes the apples are so much fun! Very well done indeed :thumbsup: Quote Link to comment Share on other sites More sharing options...
gambler172 Posted February 27, 2010 Share Posted February 27, 2010 Hi Mark Just put the last version on my CC2 and i can say. NO BUGS,everything works perfect.The shadow bug happened on a PAL system,but on a NTSC system,it worked perfect.Now,both system work..... So i can say. NO BUGS FOUND greetings Walter Quote Link to comment Share on other sites More sharing options...
King_Salamon Posted February 28, 2010 Share Posted February 28, 2010 Hi Mark Just put the last version on my CC2 and i can say. NO BUGS,everything works perfect.The shadow bug happened on a PAL system,but on a NTSC system,it worked perfect.Now,both system work..... So i can say. NO BUGS FOUND greetings Walter This is indeed, GREAT news! It won't be long now... looking forward to firing up WORM! in the 7800! Quote Link to comment Share on other sites More sharing options...
Mord Posted March 1, 2010 Share Posted March 1, 2010 While playing the game for the high score contest I noticed that the title screen's "High Score" seems to mean "Last Time a high score was added, but not necessarily the actual Highest Score". I'm assuming it wasn't the intended effect? Another odd thing I saw was when running over the tail of the worm. You'll hit it and die, but the tail is moved out of the way as it happens, making it look like you "missed" it but still died. Yeah there were a couple times I was forced to "go for broke" and unfortunately, broke. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted March 1, 2010 Author Share Posted March 1, 2010 While playing the game for the high score contest I noticed that the title screen's "High Score" seems to mean "Last Time a high score was added, but not necessarily the actual Highest Score". I'm assuming it wasn't the intended effect? Correct! Its not the highest score on the chart. Its more like "the highest score on the chart today" kind of thing. Another odd thing I saw was when running over the tail of the worm. You'll hit it and die, but the tail is moved out of the way as it happens, making it look like you "missed" it but still died. I've seen this too. The collision detection happens before the worm is moved. I'll look into fixing this in the final release. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.