ScumSoft Posted July 11, 2011 Author Share Posted July 11, 2011 Mwahahaha! Well done actually. That surprise bat can be really tricky to get past. I'll just leave it in PAL60 then. Do you have any suggestions for the game? any adjustments that would make it more fun or less aggravating? Seeing as it's my first real game, I could use any and all suggestions since my own testing doesn't reflect everyone else's viewpoint. Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 11, 2011 Share Posted July 11, 2011 Yes, he's a tough one! Some observations on the game play... The Good: the tool/puzzle aspect is fun. More tools! I like the moving obstacles. Kind of Caverns of Mars'y. Personally I like the difficulty, but I enjoy old-school move-pixel-perfect-or-you-die games. What could use work: the eggs in places I had been before seemed a bit off. It was a letdown after the puzzle eggs. You've left me wanting more, which is a good thing, but the game doesn't have random replayability. Maybe there can be some randomization of the map, or eggs/tools can be in different rooms? Overall I still stand by my statement that you've done something interesting here. Good job! Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted July 11, 2011 Share Posted July 11, 2011 Mwahahaha! Well done actually. That surprise bat can be really tricky to get past. I'll just leave it in PAL60 then. Do you have any suggestions for the game? any adjustments that would make it more fun or less aggravating? Seeing as it's my first real game, I could use any and all suggestions since my own testing doesn't reflect everyone else's viewpoint. That bat is going to drive me Batty. I tried playing on Pro and Easy modes, but the bat seems to fly at the same speed. I'm thinking he could probably fly rings around Superman. Illya Quote Link to comment Share on other sites More sharing options...
bomberpunk Posted July 11, 2011 Share Posted July 11, 2011 current version doesn't work at all on z26 or at least not the version i have. i'll try it on my laptop later, where i have stella installed. if this game plays anything like Toki Tori (GBC) i'm going to love it. Quote Link to comment Share on other sites More sharing options...
dwane413 Posted July 11, 2011 Share Posted July 11, 2011 It's a fun game, but I can't figure out where the last two eggs are. I found the key, but can't figure out where it goes. I guess I'll try again later. I need to go to bed tonight. Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 11, 2011 Share Posted July 11, 2011 current version doesn't work at all on z26 or at least not the version i have. i'll try it on my laptop later, where i have stella installed. This game is designed to work with DPC+, a modern update of the DPC chip found in Pitfall 2. It will only work in the most recent version of Stella, or in a Harmony/Melody cart. Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 11, 2011 Author Share Posted July 11, 2011 (edited) I'm taking notes guys, so keep all the comments coming. @dwane413 If you still can't locate where the key goes: then I need to highlight the area left of the castle where it's supposed to be dropped @bomberpunk Sorry but it plays nothing like Toki Tori, although a 2600 version of that game would be awesome. I've finished the ending sequence a little while ago. So from here on out it's all bug fixes, gameplay tweaks and some music if I can squeeze that in. Edited July 11, 2011 by ScumSoft Quote Link to comment Share on other sites More sharing options...
lucifershalo Posted July 11, 2011 Share Posted July 11, 2011 I downloaded it but doesnt work with Stella Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 11, 2011 Author Share Posted July 11, 2011 (edited) Use Stella latest version 3.4.1 [edit]Thank you RT, yes I meant use Stella 3.4.1 Edited July 11, 2011 by ScumSoft Quote Link to comment Share on other sites More sharing options...
lucifershalo Posted July 11, 2011 Share Posted July 11, 2011 the only one I can find and it is the one I used is on the first post dld today Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted July 11, 2011 Share Posted July 11, 2011 the only one I can find and it is the one I used is on the first post dld today I think you misunderstood his post: http://stella.sourceforge.net/downloads.php Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 11, 2011 Share Posted July 11, 2011 PAL60 is perfect, PAL50 is too slow. Therefore you only have to convert colors (tool). Quote Link to comment Share on other sites More sharing options...
lucifershalo Posted July 11, 2011 Share Posted July 11, 2011 aaaaaaah, got it great funny game a mix of Joust , H.E.R.O. and Thrust Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 11, 2011 Author Share Posted July 11, 2011 (edited) I should have the a release candidate up later today, running into space issues and need to restructure a few things. I've redesigned the puzzles to fix a few things, so look forward to the real release Sadly I don't think I can add music, but at least the gameplay is feeling much nicer now. Edited July 11, 2011 by ScumSoft Quote Link to comment Share on other sites More sharing options...
dwane413 Posted July 11, 2011 Share Posted July 11, 2011 @dwane413 If you still can't locate where the key goes: Thanks. That worked. I sent you a private message about the game. Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 12, 2011 Author Share Posted July 12, 2011 (edited) Release candidate 1 posted PAL version soon to follow. Need to take a bit of a break right now. Have fun everyone! Remember to post any bugs or gameplay issues here so I can squish them before final release. [edit] RC2 posted, fixed some bugs which would prevent completing the game. Edited July 12, 2011 by ScumSoft Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 13, 2011 Author Share Posted July 13, 2011 PAL version posted, both versions updated with pause feature. Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 13, 2011 Share Posted July 13, 2011 (edited) Is it possible to know your real name? I would like to save your game in the standard Atari VCS format (NAME) (YEAR) (SOFTWARE HOUSE, AUTHOR) (VIDEO FORMAT).bin EggVenture (2011) (Scum Software, xxxxxx) (PAL60).bin EggVenture (2011) (Scum Software, xxxxxx) (NTSC).bin Moreover, your name would be forever remembered! EDIT EggVenture (2011) (Scum Software, Jurell Silks) (PAL60).bin EggVenture (2011) (Scum Software, Jurell Silks) (NTSC).bin Edited July 13, 2011 by Philsan Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 13, 2011 Author Share Posted July 13, 2011 No problem, it's Jurell Silks. Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 14, 2011 Share Posted July 14, 2011 For the score color issue, are you actually using a scorecolors: list and it's just not working? Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 14, 2011 Author Share Posted July 14, 2011 I wasn't aware of that table, using it fixes the tiger strip color. Thanks! Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 14, 2011 Share Posted July 14, 2011 No problem. I'm not even sure if scorecolors: is documented, but when I ran into the same ssue a short while back and dug it out of the bB source. By the way, cute ending sequence! Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted July 15, 2011 Author Share Posted July 15, 2011 (edited) No problem. I'm not even sure if scorecolors: is documented, but when I ran into the same issue a short while back and dug it out of the bB source. So all in all the only problem I see left is the Harmony pointer issues then. I believe I've tracked it down to me not reloading the player data on every frame, as this would require almost a major rewrite on each of my subroutines. There is lot's of bankswitching going on to load the right GFX. I hope there is another way to fix this, as it shouldn't forget which data has been loaded like it does. By the way, cute ending sequence! It makes me laugh though I wonder if I should leave the score on the screen instead of rebooting and just fade to black instead. Since the game is puzzle linear there isn't much variation on the scoring I'm finding out. I think I may adjust the scoring so it's much more dependent on how much time it took to retrieve the eggs, instead of fixed points for actions taken. If you find the easter egg sequence then you can get a score bonus or 25k on easy and 50k on hard. Right now there isn't a way to max out the score, which I think is a goal of most games on the 2600. OK, I've decided to rework the score system then and since I've managed to free up more space, I might be able to add some other stuff to the game. Thanks for helping me test. [edit] It may be smart to constantly readjust the DFxFRACINC sizes when changing the length of pfcolor or bkcolor statements. I think this always pads it out to the playfield length. pfcolors: $00 end This takes 35 bytes when DF(0-3)FRACINC is set to 32 instead of a single byte. But adjusting DF(0-3)FRACINC to = 1 takes up only a byte. Edited July 15, 2011 by ScumSoft Quote Link to comment Share on other sites More sharing options...
RevEng Posted July 15, 2011 Share Posted July 15, 2011 So all in all the only problem I see left is the Harmony pointer issues then. I believe I've tracked it down to me not reloading the player data on every frame, as this would require almost a major rewrite on each of my subroutines. There is lot's of bankswitching going on to load the right GFX. I hope there is another way to fix this, as it shouldn't forget which data has been loaded like it does. No, it shouldn't. I'm thinking there's an off-by-one bug in there (or similar) and the pointers are getting stepped on. It's just a matter of triggering it in a reproducible way, and then batari can fix it. It makes me laugh though I wonder if I should leave the score on the screen instead of rebooting and just fade to black instead. I'm a big fan of fading, even though the 2600 can only do it in a coarse manner. I'd say fade to a black loop, and then check for reset or fire in the loop. [edit] It may be smart to constantly readjust the DFxFRACINC sizes when changing the length of pfcolor or bkcolor statements. I think this always pads it out to the playfield length. That's weird - it's possible to set DFxFRACINC to a variable. I wonder what it does in that case. Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 19, 2011 Share Posted July 19, 2011 Jurell, it seems that EggVenture doesn't work on my real PAL console + Harmony cart. Has someone tested the game on a PAL console? Quote Link to comment Share on other sites More sharing options...
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