walaber Posted December 6, 2014 Author Share Posted December 6, 2014 Good feedback on the score display not fitting in, I should be able to switch that to a 48-bit sprite routine... In the meantime, here's an updated build, let me know what you think! My Harmony cart, and a few homebrew carts I ordered from here have arrived, but the actual 2600 hardware I ordered off Amazon is taking forever to arrive... so I haven't tested on hardware yet myself. wall_jump_ninja_20141206.bin 2 Quote Link to comment Share on other sites More sharing options...
iesposta Posted December 6, 2014 Share Posted December 6, 2014 The Ball object looks like a falling water danger. +++++ Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted December 7, 2014 Share Posted December 7, 2014 Looks like I'll be playing this instead of getting anything constructive done. Quote Link to comment Share on other sites More sharing options...
Brian O Posted December 7, 2014 Share Posted December 7, 2014 I found a bug. Jumping backwards (over the top of the wall on the left—back to the previous room) allows you to zip forward a few rooms. Rinse repeat. I just got to room 37 fairly easily by using this method. -B Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted December 8, 2014 Share Posted December 8, 2014 It's also pretty easy to just jump over the top of the wall in front instead of trying to go through the opening. If you jump from high enough on the back wall, you can skip an entire room. Quote Link to comment Share on other sites More sharing options...
walaber Posted December 8, 2014 Author Share Posted December 8, 2014 Thanks for the bug reports, I'll get those fixed up I got the score using a sprite routine now, so it looks a little cleaner. I also changed the "death beam" to have new colors that hopefully look a little more menacing, and less like a waterfall This was in the build above, but the title screen now also shows the status of the difficulty switches so you can make sure you're setting up the game how you want. Quote Link to comment Share on other sites More sharing options...
iesposta Posted December 8, 2014 Share Posted December 8, 2014 But I liked the water! I gave it five pluses. I thought water torture was very ninja. If you don't like water, how about reversing the color direction and make it FIRE red? $44 $42 Quote Link to comment Share on other sites More sharing options...
walaber Posted December 8, 2014 Author Share Posted December 8, 2014 Here is an updated build, I fixed the bugs mentioned about skipping over walls, and also cleaned up the ramping a bit, and a few other tidbits. wall_jump_ninja_20141208.bin Quote Link to comment Share on other sites More sharing options...
K.Michael Posted December 13, 2014 Share Posted December 13, 2014 Hey man, just wanted to comment and say how awesome this is looking! I'm not a programmer, but I'm a gamer, and if this comes out on cartridge I'll be sure as hell getting it! Quote Link to comment Share on other sites More sharing options...
walaber Posted December 13, 2014 Author Share Posted December 13, 2014 Hey man, just wanted to comment and say how awesome this is looking! I'm not a programmer, but I'm a gamer, and if this comes out on cartridge I'll be sure as hell getting it! Thanks! I think it's possible that a cartridge release will happen. Quote Link to comment Share on other sites More sharing options...
r_type2600 Posted December 13, 2014 Share Posted December 13, 2014 That's one great little game, full of gameplay and with a well rounded-up feel to it. Very nice !!! A couple of (cosmetic) suggestions: - for diversity in the long run, it would be neat to have varying background color patterns, say every 10 rooms (think Missile Command, etc.) Should be simple enough to implement. - for variety on the title screen, I thought it would be cool to feature the ninja on it, continuously bouncing off the various sides of the screen and the game logo. You would have to change the color of the background then (since the ninja's also black) - like dark blue for example. - ok, that one may be too much for your targeted 4K, but let me just drop the suggestion anyway. It's always nice to include some kind of Bonus gameplay incentive, which adds another layer to a game. How about some bonus "lampoon" occasionally appearing on a wall that the player can (but doesn't have to) grab for some reward against the risk of delaying his progress/ being caught by the death beam. Not sure what that reward could be for the current version of this game though (the standard would be a score bonus, but since your game doesn't have one...) Quote Link to comment Share on other sites More sharing options...
walaber Posted December 13, 2014 Author Share Posted December 13, 2014 Thanks for playing, and the comments! I agree the title screen needs a little more "juice". I also like the idea of a positive pickup instead of them all being deadly. perhaps something that makes you become invulnerable for a certain amount of time or something? Might be cool if the letters "N I N J A"individually appear in rooms and if you collect them all you get some invulnerability, or a super boost that propels you several rooms forward or something. I wish I could use a few more colors, but since I'm using the missiles for the walls, changing the color of an object will also affect the wall as well (at least for those scanlines)... I guess everything will just have to be a silhouette Quote Link to comment Share on other sites More sharing options...
Brian O Posted December 18, 2014 Share Posted December 18, 2014 This game is a lot of fun. My son loves it, too. Nice job on this -B Quote Link to comment Share on other sites More sharing options...
walaber Posted December 18, 2014 Author Share Posted December 18, 2014 This game is a lot of fun. My son loves it, too. Nice job on this -B Thanks! I'm particularly happy that your son enjoys the game My Atari 2600 finally arrived in the mail today, and I was able to play the game on actual hardware-- super exciting! Here's a quick video to commemorate: https://vine.co/v/OgIbeqKAexi I think I'm close to finished with this. I'm going to consider the positive power-up/pick-up, and maybe juice up the title screen a little, and I think it's "done". I'm really happy with how it turned out, especially the pace of the gameplay I think feels really nice and snappy. 1 Quote Link to comment Share on other sites More sharing options...
Rhomaios Posted December 18, 2014 Share Posted December 18, 2014 I can't think of any off the top of my head, but do any other 2600 games only use the button? Quote Link to comment Share on other sites More sharing options...
walaber Posted December 18, 2014 Author Share Posted December 18, 2014 I can't think of any off the top of my head, but do any other 2600 games only use the button? Only one that immediately comes to mind is the Flappy homebrew. Quote Link to comment Share on other sites More sharing options...
Albert Posted December 18, 2014 Share Posted December 18, 2014 Only one that immediately comes to mind is the Flappy homebrew. FlapPing is another. ..Al Quote Link to comment Share on other sites More sharing options...
+McCallister Posted December 19, 2014 Share Posted December 19, 2014 FlapPing is another. ..Al Swoops is still another (at least one of the games) and fantastically fun. Quote Link to comment Share on other sites More sharing options...
Jinroh Posted December 19, 2014 Share Posted December 19, 2014 Very great game man, simple to pickup but difficult to master. Very addicting. Quote Link to comment Share on other sites More sharing options...
walaber Posted December 21, 2014 Author Share Posted December 21, 2014 Very great game man, simple to pickup but difficult to master. Very addicting. Thank you! I'm working on the final features now, hoping to finish up the game over the Christmas / New Year's holidays. 2 Quote Link to comment Share on other sites More sharing options...
walaber Posted December 22, 2014 Author Share Posted December 22, 2014 quick update- I've got the positive pickup implemented. now every so often you see a floating letter [N] [N] [J] [A]. pick up all 5 and you get a brief "dash" that skips you forward several rooms. I just need to add sounds for it and I think I'll be calling this game done (after a little playtesting hopefully). I'm bumping up against the 4K limit, but I'm pretty sure I've got room for a few more sound effects (collecting a letter + the dash itself). I flicker the player between 1, 2, and 3 copies in order to make a crude "motion blur" effect on the ninja during the dash. perhaps I should use both P0 and P1 in order to make the spacing a bit tighter... NINJA DASH video: https://vine.co/v/OXHF6rubTjF 1 Quote Link to comment Share on other sites More sharing options...
K.Michael Posted December 23, 2014 Share Posted December 23, 2014 This looks so flipping good and your video of it playing on-console is getting me pumped! Will this be getting a Pal release for us in down-unda? Quote Link to comment Share on other sites More sharing options...
walaber Posted December 23, 2014 Author Share Posted December 23, 2014 Here's a longer video of the basically-final version of the game: https://www.youtube.com/watch?v=3YaNwrS6qzg And here's a download of the "release candidate 1" version: wall_jump_ninja_20141222_RC1.bin 2 Quote Link to comment Share on other sites More sharing options...
walaber Posted December 23, 2014 Author Share Posted December 23, 2014 This looks so flipping good and your video of it playing on-console is getting me pumped! Will this be getting a Pal release for us in down-unda? Yeah I'd like to make a PAL version, I assume it shouldn't be too hard, just adjusting the scanline count and colors. Once the NTSC version is locked I'll work on making a PAL build. Quote Link to comment Share on other sites More sharing options...
iesposta Posted December 23, 2014 Share Posted December 23, 2014 Yeah I'd like to make a PAL version, I assume it shouldn't be too hard, just adjusting the scanline count and colors. Once the NTSC version is locked I'll work on making a PAL build.For PAL60 you just need to change colors. Everything else is the same. For PAL you need the scanlines and colors. I would still like to offer the suggestion of the "motivator" being elemental. Moving the other way, up, in reds/oranges, to look like lava erupting, or moving the way it is now in blues/greens to be water. The purple just seems odd. I love the silhouette black against the colors. I have pictures on the wall like that. 1 Quote Link to comment Share on other sites More sharing options...
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