walaber #76 Posted December 29, 2014 OK I've addressed the "power up appears early and wraps around the screen" issue. unfortunately because of the way the code it set up, it now means that spikes will disappear a bit earlier than they should when you leave them behind. Here's a "Release Candidate 2" build, if anyone has time to play test and give any additional feedback I'd really appreciate it! wall_jump_ninja_20141228_RC2.bin Quote Share this post Link to post Share on other sites
Brian O #77 Posted December 29, 2014 Looks great! This game is a lot of fun. It also feels like one of the games my kids download to their phones, which would explain why they like it so much. Can't wait to see the finalized label art. Quote Share this post Link to post Share on other sites
CoreyremarK #78 Posted December 29, 2014 Well here's a colored version... wasn't sure if you had a title yet so I mocked one of those up as well (and of course threw in the AtariAge logo!) whatta ya think? 1 Quote Share this post Link to post Share on other sites
walaber #79 Posted December 29, 2014 This is looking awesome! Since the game graphics are all silhouette, what would you think about giving the ninjas some rim lighting to indicate they are being lit from behind? And maybe the wall most in the foreground could be darker and have a wall texture/pattern on it? Overall this is looking fantastic!!! Maybe we should change the title screen letters to match better the final font on the label? In particular the "NINJA" part. Quote Share this post Link to post Share on other sites
CoreyremarK #80 Posted December 29, 2014 A couple of tweaks... added some subtle texture to the walls and silhouetted the ninjas a bit more... I can still "shadow up" the closest ninja some... I didn't want to lose too much detail with him. 4 Quote Share this post Link to post Share on other sites
Jinroh #81 Posted December 29, 2014 Wow, very great label! That art is pretty killer. Quote Share this post Link to post Share on other sites
LS_Dracon #82 Posted December 29, 2014 Yes, very good, I like the style. Quote Share this post Link to post Share on other sites
walaber #83 Posted December 29, 2014 Looking awesome!!! I better get working on the PAL version so we can get this thing on a cart! 1 Quote Share this post Link to post Share on other sites
Brian O #84 Posted December 29, 2014 Nice job on the label! Quote Share this post Link to post Share on other sites
walaber #85 Posted December 30, 2014 Tonight I took on the challenge of making the code support compiling to NTSC, PAL60, and regular PAL. This involved mostly providing alternate color data, and also allowing for different scanline counts. rather than stretch the game to fill the PAL screen I opted to center the content in the middle by adding blank scanlines above and below the game content. this required more code of course, which pushed me over 4K, so I had to look around in the code for ways to optimize. I found several I also fixed that there was 1 frame that wasn't the proper number of scanlines when transitioning between title screen <--> gameplay. Also required more code Here is a Release Candidate 3 set of builds, in all formats. can anyone with a PAL or PAL60 system please try this out on hardware and let me know if it runs/looks OK? All-in-1 zip file: wall_jump_ninja_20141229_RC3.zip NTSC: wall_jump_ninja_20141229_RC3_NTSC.bin PAL: wall_jump_ninja_20141229_RC3_PAL.bin PAL60: wall_jump_ninja_20141229_RC3_PAL60.bin 4 Quote Share this post Link to post Share on other sites
DT Kofoed #86 Posted December 30, 2014 (edited) Good on you, sir! This is a ton of fun, and well polished. [57 so far] Edited December 30, 2014 by DT Kofoed Quote Share this post Link to post Share on other sites
classiccollector #87 Posted December 31, 2014 Thank-you for this, This is a great game. Very addictive and fun. Anyone who hasn't tried this out yet is missing out on a great game. This has become one of my favorite games. Now off to beat my High score, Which is not all that high. Quote Share this post Link to post Share on other sites
walaber #88 Posted December 31, 2014 (edited) I took a stab at a new logo for the title screen with a slightly more "Ninja" style font for the game, and also added the word "Ninja" in Japanese (忍者) into the logo. thoughts? Edited December 31, 2014 by walaber 2 Quote Share this post Link to post Share on other sites
CannibalCat #89 Posted December 31, 2014 This game is awesome... addictive as hell! Quote Share this post Link to post Share on other sites
Brian O #90 Posted December 31, 2014 I took a stab at a new logo for the title screen with a slightly more "Ninja" style font for the game, and also added the word "Ninja" in Japanese (忍者) into the logo. thoughts? wall_jump_ninja_1.png I like this, but it's a but hard to read. Perhaps removing the symbols, and just keeping the word "NINJA" would make it easier to read? Quote Share this post Link to post Share on other sites
Brian O #91 Posted December 31, 2014 Just got 63, but screwed up the screenshot. Grrrr.... Quote Share this post Link to post Share on other sites
walaber #92 Posted December 31, 2014 Here's a modified version... easier to read? 2 Quote Share this post Link to post Share on other sites
Brian O #93 Posted December 31, 2014 Here's a modified version... easier to read? tap_gaiden_042.png Much. Looks great! Quote Share this post Link to post Share on other sites
Brian O #94 Posted December 31, 2014 One more suggestion: perhaps center the word 'NINJA' between the symbols? Quote Share this post Link to post Share on other sites
+Atarius Maximus #95 Posted December 31, 2014 Great game, I've had fun playing it tonight. Several times I found myself hitting the fire button too quickly after I died and not seeing how far I got... it'd be great if you could add the highest room number (high score) to the title screen. No big deal either way, fantastic work! Quote Share this post Link to post Share on other sites
KevinMos3 #96 Posted December 31, 2014 Several times I found myself hitting the fire button too quickly after I died and not seeing how far I got... it'd be great if you could add the highest room number (high score) to the title screen. No big deal either way, fantastic work! Consider that "thirded". I would love to see a high score along with AtariVox high score saving. Now that they are available in the AtariAge store again, I hope more homebrews will support it. Awesome job on this! I do greatly prefer the previous title screen though, without the colored bar going across the screen. With or without the Japanese characters, it looks much better with an outline than with the bar. Quote Share this post Link to post Share on other sites
+Philsan #97 Posted December 31, 2014 Does "Wall-Jump" have a dash (like titlescreen) or not (like label)? Quote Share this post Link to post Share on other sites
Rhomaios #98 Posted December 31, 2014 I heard rumors that Atari released a variant of Wall Jump with a dash in the label. It's uber rare! Quote Share this post Link to post Share on other sites
walaber #99 Posted December 31, 2014 Good call, I'll remove the dash from the title screen while I take yet another pass at the logo. I'm also going to try to squeeze in a high score display. 1 Quote Share this post Link to post Share on other sites
walaber #100 Posted January 1, 2015 (edited) Alrighty, here's Release Candidate 4, in NTSC + PAL60 + PAL flavors. I've adjusted the title screen one last time, simplifying it a little (and saving some ROM space in the process), which allowed me to add a best score counter on the title screen. It only lasts as long as the game has been running, as I don't have any room left in the code to squeeze in the VOX+ read/write routines Or I should say that all the low-hanging fruit for reducing ROM size is basically gone, and it's getting harder and harder to find extra bytes. I know I could make it work if I had to, but for my first game I think this is passing the return-on-investment threshold for me... I'd rather start on a new game! Here's two updated screenshots, one of the "Ninja Dash" (since I'd never posted a screen of that), and also the new title screen. BTW that score is legit (from Stella)... but don't compare it with previous versions, because the layout of the rooms has changed as a result of changing the code (the position of the walls is based on interpreting the code itself as a string of numbers that drive the placement logic). Screens: And build(s): All-in-1 ZIP wall_jump_ninja_20141231_RC4.zip NTSC: wall_jump_ninja_20141231_RC4_NTSC.bin PAL: wall_jump_ninja_20141231_RC4_PAL.bin PAL60: wall_jump_ninja_20141231_RC4_PAL60.bin Unless anyone reports and bugs or issues, I think these might be the final builds! [EDIT] looking at the "Ninja Dash" screen now there's an incomplete scanline at the bottom, I'll try to patch that up for the final build Edited January 1, 2015 by walaber 4 Quote Share this post Link to post Share on other sites