neotokeo2001 Posted May 12, 2014 Author Share Posted May 12, 2014 There is some game play footage toward the end of the clip. Quote Link to comment Share on other sites More sharing options...
Rhomaios Posted May 12, 2014 Share Posted May 12, 2014 Are you fielding suggestions? Not that I have any at the moment... Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 12, 2014 Author Share Posted May 12, 2014 Are you fielding suggestions? Not that I have any at the moment... Suggestions are always welcome. RetroFiends already has some plans in place, this is just a basic prototype that had a severe time restriction to finish. Quote Link to comment Share on other sites More sharing options...
RetroFiends Posted May 12, 2014 Share Posted May 12, 2014 Yes, I'm listening to any suggestion people may have. I'm pretty flexible, if it's something cool, I'll try to work it in.Future Possibilities:- 2 player compete mode- Themed Levels with looped order- a few additional enemies with different behavioursTime Limits to levels are maybe a possibility, will try it out at some point and see if I like it. Quote Link to comment Share on other sites More sharing options...
YANDMAN Posted May 12, 2014 Share Posted May 12, 2014 That is a possibility for the final version of the game. This is just a working prototype for an autograph cartridge to be signed in a few weeks. Ahh i see, Its a great idea and a signed cart would be an amazing thing for a collection, I hope that they can add the plane for another play dynamic. Quote Link to comment Share on other sites More sharing options...
YANDMAN Posted May 12, 2014 Share Posted May 12, 2014 Here is just a label i made up for fun 3 Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 12, 2014 Author Share Posted May 12, 2014 GODZILLALABEL2.jpg Here is just a label i made up for fun If you have a larger image of that label I might have one made to get signed. Quote Link to comment Share on other sites More sharing options...
YANDMAN Posted May 13, 2014 Share Posted May 13, 2014 If you have a larger image of that label I might have one made to get signed. If you inbox me your e-mail i will send you a larger higher quality version. Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 16, 2014 Author Share Posted May 16, 2014 http://neoclassicgames.blogspot.com/2014/05/godzilla-atari-2600.html 1 Quote Link to comment Share on other sites More sharing options...
Matthew Posted May 17, 2014 Share Posted May 17, 2014 Skyline looks terrible, would look better without one. Clearly a batari basic release. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted May 17, 2014 Share Posted May 17, 2014 I guess what Matthew means is that the skyline is not clearly recognizable to him. Also, the overall presentation reveals more of its batari BASIC origins than he feels it should. Unfortunately, some people judge a game by how it's made rather than how it plays. I'd say he has brought up some good points for the next iteration. If you get rid of the skyline you could go no_blank_lines or pfheights to enhance the buildings. I'm just guessing at what is too batari BASIC-like but maybe the playfield based title screen is a tell. I'd see if you can get someone to make you a title screen logo and use the Visual bB title screen wizard for an upgraded look. As neotokeo2001 said, this is a release candidate for the show. There's room for improvement and that was to be expected. Keep up the good work! UPDATE: I just realized a few more points to make it seem less "batari BASIC-like" The three rectangles to the bottom left could be replaced with actual life counters via the 6lives.asm mini-kernel. Also, you could get the buildings and skyline closer to Rampage by using the pfcolors pfheights kernel options! Dunno why I didn't think of that earlier. Cheers! 1 Quote Link to comment Share on other sites More sharing options...
RetroFiends Posted May 17, 2014 Share Posted May 17, 2014 I don't feel I have any obligation to hide that this is a batari basic release. That being said, there is definitely room for improvement in the visuals department. In future releases I'll likely be upgrading the rom size which will grant quite a bit more freedom, but this is what I personally could manage within 4k via bB. I set these limitations when I had deadlines to ensure I had something I could call a game at the end of that short development cycle. From here, the sky is the limit. 1 Quote Link to comment Share on other sites More sharing options...
DeputyMoniker Posted May 17, 2014 Share Posted May 17, 2014 gzdd.png That's not a game! That's a piece of paper! Wha-chu think I'm stupid?? Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted May 17, 2014 Share Posted May 17, 2014 Yep. I know the 4k diet restrictions well. You really need a separate 4k bank for title screen and music purposes. My 4k game Candybar had me manually removing musical notes to fit in the last few bug fixes and features. Quote Link to comment Share on other sites More sharing options...
Matthew Posted May 18, 2014 Share Posted May 18, 2014 (edited) I guess what Matthew means is that the skyline is not clearly recognizable to him. Also, the overall presentation reveals more of its batari BASIC origins than he feels it should. Unfortunately, some people judge a game by how it's made rather than how it plays. I'd say he has brought up some good points for the next iteration. If you get rid of the skyline you could go no_blank_lines or pfheights to enhance the buildings. I'm just guessing at what is too batari BASIC-like but maybe the playfield based title screen is a tell. I'd see if you can get someone to make you a title screen logo and use the Visual bB title screen wizard for an upgraded look. As neotokeo2001 said, this is a release candidate for the show. There's room for improvement and that was to be expected. Keep up the good work! UPDATE: I just realized a few more points to make it seem less "batari BASIC-like" The three rectangles to the bottom left could be replaced with actual life counters via the 6lives.asm mini-kernel. Also, you could get the buildings and skyline closer to Rampage by using the pfcolors pfheights kernel options! Dunno why I didn't think of that earlier. Cheers! Yeah, this. The title screen and skyline scream "Batari Basic". Not knocking the tool (Batari Basic), Sprybug has done some amazing stuff with it (Zippy). Edited May 18, 2014 by Matthew 1 Quote Link to comment Share on other sites More sharing options...
godzillajoe Posted May 18, 2014 Share Posted May 18, 2014 I don't see game play footage, I see screen shots. Quote Link to comment Share on other sites More sharing options...
iesposta Posted May 18, 2014 Share Posted May 18, 2014 It needs that Godzilla scream digitized in the game, either before or after the game. That's my idea suggestion. I don't really know how much rom my digitized sound actually takes up in my Flappy (4K) game, but there are two "align 256" commands, so I would guess between 512 to 1024 bytes. The speech routine blanks the screen as well. Quote Link to comment Share on other sites More sharing options...
RetroFiends Posted May 18, 2014 Share Posted May 18, 2014 I'd be more fearful of what a digitized roar on a 2600 would sound like than the space it takes :^)I'd be willing to give it a shot, though.As for the skyline, I'll probably push them down a row or two and do some sort of gradient on them, since the game logic for the buildings starts at a specific row, there is some room. I'll have to create exceptions for the block breaking though, otherwise godzilla will destroy the sky B)Also, I just realized I haven't actually posted the build here in the thread. I haven't exactly talked about it with neotokeo2001, but I don't see much harm in sharing this for now. Godzilla NEO.bin 2 Quote Link to comment Share on other sites More sharing options...
Atari Dogs Posted May 18, 2014 Share Posted May 18, 2014 My only problem with the game is the size of Godzilla. He is tiny. This one is more Godzooki sized. Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 18, 2014 Author Share Posted May 18, 2014 (edited) If Godzilla was made bigger it would ruin the game play. Just think of it as a super-deformed version of Godzilla. This game is based on the 1954 Godzilla. Here is a size comparison of the Godzilla's. If anyone wants to attempt a title screen with a digitized roar here are a couple of options. Roar A: Godzilla Roar A.wav Roar B: Godzilla Roar B.wav Roar C: Godzilla roar.wav Edited May 18, 2014 by neotokeo2001 Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 18, 2014 Author Share Posted May 18, 2014 Here is the title screen for Army of Darkness with digitized speech. This format of title screen would be perfect for Godzilla. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted May 18, 2014 Share Posted May 18, 2014 Had a brief play on the game and my only comments are: - My avatar was tunnelling into a building and then seemed to die for no apparent reason. Perhaps something fell on me? If so, it should be made a bit more obvious that that was the cause of death in my opinion. - The flying thing needs a few frames of animation. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted May 18, 2014 Share Posted May 18, 2014 Here is the title screen for Army of Darkness with digitized speech. What does the voice say? It sounds like "sell system brothers" but that can't be right. Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 18, 2014 Author Share Posted May 18, 2014 (edited) What does the voice say? It sounds like "sell system brothers" but that can't be right. Hail to the King baby. I think it would work better with the Godzilla roar. Edited May 18, 2014 by neotokeo2001 2 Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted May 18, 2014 Author Share Posted May 18, 2014 Had a brief play on the game and my only comments are: - My avatar was tunnelling into a building and then seemed to die for no apparent reason. Perhaps something fell on me? If so, it should be made a bit more obvious that that was the cause of death in my opinion. - The flying thing needs a few frames of animation. The collapsing buildings are the main play mechanic for Godzilla to be injured. Any unsupported brick will fall at the next pass (The lighter shade of bricks that cycle). The flying thing is a place holder for future enemy types. Different monsters, planes etc.. that will have different attack patterns. Quote Link to comment Share on other sites More sharing options...
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