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Scorched/Worms/Angry Bird kind of games


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I just realized: what we have here on this page is a discussion of Pirx and Probability Dragon which makes this thread the most Stanisław Lem-oriented thread on AtariAge at the moment ;) And the cherry on top is the third character - Beeblebrox from books influenced by some of Lem's works...

Edited by +Adam+
typo
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Probably so, although in terms of cinema the score is 1-1 - there is an Old World as well as a New World version of Solaris, the Soviet one and the more recent Hollywood one. 
 

Lem is not that well known here in Finland to tell you the truth. I was a sucker for his books when I was a kid and there were good translations available at my local library. Some of my friends were into Douglas Adams, but I was not drawn to his books - and my friends never got the humour and philosophy of Lem. 
 

I was an odd kid in many other respects, too - my friends all owned a C64 while I had the very marginal Atari. At least in Finland the A8’s didn’t sell well at all. I used to listen to music like Level 42 and Nik Kershaw while Kiss, Twisted Sister and WASP were the norm. I could go on…

 

Sorry for going of topic, but nostalgia and childhood reflection seems to be a big part of this forum anyway ?

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https://github.com/pkali/scorch_src

executable: https://github.com/pkali/scorch_src/blob/master/scorch.xex (click on download button)

 

Build 139
2022-05-09
The post midnight release with great, heavy new features:

  • #48, #10 - thanks to Miker we have a bunch of fresh sound effects. Not everything is perfectly implemented, but the game definitely got nicer! Thank you again @Miker!
  • #42 New weapon - Liquid Dirt by @Pecus. Try it from directly from the weapon store!
  • (fix) #53 - non-existing weapons are not displayed. This makes the defense menu empty when you are poor, but it is still better than the old way with "$0" prices
  • (fix) #49 - seppuku should always kill now
  • (138) new version of font from Adam
  • (138) 80's style background gradient
  • (138) roller procedure refactored in preparation to liquid dirt
Edited by pirx
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@pirx  This may not be what your planned look for the game was, or perhaps its not even possible... but I wonder how hard it would be to add a simple but effecting DLI graded background colour?

 

So like Albert has:

 

image.png.7ce15b794a5e4d7a4bb0a500787fd8c6.png

 

I reckon it would look great in the background as simple horizontal DLI colours I am guessing it won't take much memory or cpu time? 

 

Then again maybe it isn't possible what with the redraw of the terrain. 

 

One of the reasons I love T34 is the color. 

 

I really like the hi res of your game and the coloured tanks. Just wondered if this was a simple but effective way of adding some colour. Of course it couldn't clash with the rank colours I know. 

 

Anyway, thought I'd mention it. 

 

I always look forward to all the builds as they come out and it's great to have sound.. Looking forward to the odd potential digitized or synthized sound FX in future which I know you mentioned. 

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@Beeblebrox But you're aware that it's a different graphics mode from "Albert" and in the hi-res mode the changes of the background color would affect also the field pixels color? Which would mean that every time the ground slides down, it changes color. It could look strange for some players.

 

Perhaps ultimately in "Scorch" there should be several options of visualization to choose from, one of them could be a such colorization, but I wouldn't make it a default one.

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19 hours ago, +Adam+ said:

Perhaps ultimately in "Scorch" there should be several options of visualization to choose from, one of them could be a such colorization, but I wouldn't make it a default one.

Perhaps the default mode could be where only the active player's tank would be colorized with a player, whilst all the others would remain playfield bitmaps in hi-res mode? That way, the other three player sprites could be used to potentially colorize the explosions?

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You can drop this suggestion to our bug board https://github.com/pkali/scorch_src/issues

It might be confusing though - say you want to shoot Stefan. But which one was Stefan now? This one or that one? I was pondering the old technique of flipping 2 alternating sets of sprites frame by frame, also sprite multiplexing (no blinking when sprites do not overlap horizontally), but maybe this is all not really worth the effort - it will not be much nicer anyway. 

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Build 140.

Easier executable loading. Just click on `scorch.xex` here: https://github.com/pkali/scorch_src/releases/tag/140

 

2022-05-15 Huge internal changes by @Pecusx. The whole game screen has been inverted - ground is now background color, "sky" and empty areas are in fact pixels. This allowed for introducing better tank colorization, fully devised and lead by Adam. The process started and results are already promising - the colors of tanks and the status bar are closer. We might get even better ones in the next builds.

  • few new sfx added (end of round, weapon change, soil eating weapons)
  • added colors to tank name and level selection screen
  • Bug #57 possibly alleviated by using TRIG0S instead of TRIG0. Please test - it did not show for me. Other unlisted minor bugs and typos fixed. "Nightly" version moved to develop branch. master will be updated with stablish and playablish builds only.
Edited by pirx
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build 141

Download: https://github.com/pkali/scorch_src/releases/tag/141

 

Debug build. Thanks to all testers for finding numerous bugs. We tried to fix some of them and we have introduced some new for your enjoyment.
- https://github.com/pkali/scorch_src/issues/73 Fast forward. Press [START] to speed up the game where it can be sped up. Not in many places, mind you.
- https://github.com/pkali/scorch_src/issues/72 Screen glitches improved
- https://github.com/pkali/scorch_src/issues/70 AI shoot with more force than their energy allows. We might still have to revise this one
- https://github.com/pkali/scorch_src/issues/69 Explosions wrapping around the screen
- https://github.com/pkali/scorch_src/issues/67 Screen glitches after intro
- https://github.com/pkali/scorch_src/issues/65 Saved ~90 bytes by removing cosinus table
- https://github.com/pkali/scorch_src/issues/62 Empty list of defensive weapons gets corrupted. Plunged it with a new defensive weapon - "White Flag". Honor of the tank crew prohibits them from buying it (yet)
- https://github.com/pkali/scorch_src/issues/61 [SHIFT] was repeating the last key
- https://github.com/pkali/scorch_src/issues/57 Fire too sensitive on a real machine. Switched to shadow registers. First recorded use of Atari OS ?
- https://github.com/pkali/scorch_src/issues/55 Glitches in the status bar. This one was surprisingly tough.

Edited by pirx
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Download: https://github.com/pkali/scorch_src/releases/tag/142 (scorch.xex)
2022-05-30

Late build. The bugs we tried to squelch turned out to be more difficult than usual. Some progress has been made though even if it is not yet visible.

- 4x4 font rewritten by @Pecusx as a prep for Y standarization. It makes the messages to appear faster. This is a good change.
- #5 and #80 fixed (again) - no funkybomb traces staying on the screen
- #70 too strong Shooters fixed
- #63 - tank say goodbye when (mostly) visible
- several other small changes and improvements that will pay off in the following releases.

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New version!
Download the scorch.xex from https://github.com/pkali/scorch_src/releases/tag/143

Build 143

2022-06-05 Rewrite build. We redone several important parts of the game to allow for bug fixes and requested features. Generally it was a great success, but some new bugs appeared. This build is nice for the eye, but beware, no mercy for testers again :) Only visible changes listed, because you are possibly not as excited as we are for the new Flight routine and ground collisions by @Pecusx.

  • #84, #63 - tanks now say good bye properly!
  • #74 - Press [ESC] to quit the game at any point, with a confirmation when the round has already started. Please note the keyboard is not checked all the time, so press it for a while, especially when AI tanks are ru(i/n)ning the show.
  • #56 - there should be no occurrences of frivolous weapon purchases. Please report all tanks getting their munitions from uncertified sources!
  • #47 - It seems that the bad sequence of turns has been ameliorated. Fix is trivial, finding the culprit - far from it. Please pay special attention to fairness of shooting in case the fix is still longing for the fjords.
  • ATTRACT mode works how it should - screensaver saves screen only when HUMAN should input something.
Edited by pirx
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ZeroPage Homebrew is playing Scorch on tomorrow's stream LIVE on Twitch, hope you can join us!

 
Games:
 (WATCH AT 1080P60 FOR BEST QUALITY)
 

 

 
 
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C-C-C-Combo Breaker

 

No release this weekend - @Pecus did a huge job of bringing a multitude of defense weapons and underlying defense weapon framework to the game, but I failed miserably to finish the inventory system. in the `develop` branch on github you can view look at the current progress, inventory is available by pressing "I", right now it works well with assault weapons.

Stay tuned for the incoming breakthrough release from our team!

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https://github.com/pkali/scorch_src/releases/tag/144 click on `scorch.xex`

 

Build 144
2022-06-19

Father's day release is coming with the most anticipated new feature: defensive weapons. Thanks to @Pecus we have 5 completely new weapons and a more reasonably working parachute. The stub of the instruction manual describing these weapons is available here: ->link<-

The new inventory system has been added. Call it by pressing the "I" key or short-pressing fire. Select the weapon to use by moving the joystick or cursor keys right. Switch between offensive and defensive weapons by moving the joystick left. Fire/escape to quit inventory.

Another significant playability change is #54 - it is not finished yet, but keeping the joystick up or down makes force increase/decrease faster. Also - short press of fire calls Inventory, long press fires the shell. The timings are experimental, please let me know if this needs a modification/improvement.

Tickets closed:

#92 - less unnecessary cleaning of the offensive texts
#89 - improved collisions with tank
#71 - ditto
#11, #26, #8, #20 - new inventory system

 

(with French accent) attention ATTENTION, I've made up the weapon prices completely, serious insight needed ;)

Edited by pirx
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