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Anguna (WIP)


gauauu

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I really appreciate your feedback.

 

I spent some time playing with balance, and did try changing the initial blue slimes to having only 1 hp, and I think it did improve the early game. I agree that the range of the sword combined with the offset from the player's body makes combat a bit trickier than you'd expect. Stronger enemies early on make it just feel annoying. I think as the player gets used to the mechanics of the sword, and gets some arrows to help with long-distance fighting, that I can make the enemies more challenging. But for now, I agree that they need to be more fun and rewarding to fight in the first few rooms.

 

I'm going to try leaving the blue slimes at 1 hp, but the other enemies (yellow slimes, green toady guy, boss dragon, overworld enemies, etc) at the higher HP levels. With the slight bounceback effect that I plan to add (but haven't gotten to yet), that may help.

 

 

I'm trying to get things cleaned up to release a first-half-of-the-game demo for people to try, hopefully that will be ready soon, including these changes from what you suggested.

Edited by gauauu
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Cool. I love giving feedback on these projects, (when it is welcome). I just don't have any programming knowledge to share. I look forward to seeing your game evolve.

 

I really like the sprite for the green enemy figure. The way he looks and also the way he behaves has a lot of character, one of my favorite touches in the game so far.

Edited by gliptitude
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I ran into a glitch in the castle you reach by crossing the water. When I got killed by a bad guy after throwing some switches I reappeared in a wall near the beginning of the maze and had to use an earlier password to get around it. Don't know if it was because I was playing on my Atari 7800 or not.

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Ah, yup, found the problem. I've only got 6 respawn rooms, but my index to check them checks 8 -- which means it's checking garbage data, and lets you respawn in that room where you aren't supposed to respawn. I've got a tentative fix (attached) although it's a bit too late for the initial cart release.

 

That said, to help with the possibility that anybody might be stuck, I think I'll set up an online password generator -- where you can plug in a password, and it will give you a new password that grants you the same progress/equipment, but reset to a neutral respawn location.

anguna-maybe-bugfix.bin

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On 7/30/2021 at 11:18 AM, Ian Smiler B said:

Will there ever be a PAL 50 or 60 release for Anguna for Atari 2600?

I absolutely love the game but can only play in emulators or on my Blaze Atari Retro Handheld Console.

I have a PAL Atari 2600 Vader so would love a PAL version of Anguna. 

 

I've made a pal60 version, but never really sufficiently tested it, and the colors are a big ugly. Feel free to try it out and let me know if it doesn't work. 

anguna-pal60.bin

Edited by gauauu
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3 hours ago, Albert said:

I would love to have a PAL60 version for the store.  I'm sure we can find some people in PAL-land to help select proper colors.  :)

 

 ..Al

If you think there's interest in that, we can make it happen. Other than reworking colors, we'd just need to recruit someone to do a full playthrough on PAL hardware to make sure nothing is broken later in the game.

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1 hour ago, gauauu said:

we'd just need to recruit someone to do a full playthrough on PAL hardware to make sure nothing is broken later in the game.

does @ZeroPage Homebrew have PAL equipment or just NTSC?

 

never sure what he has on tap over there, but the words "full playthrough" and "zeropage homebrew" definitely go together like peanut butter and chocolate...

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