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karri

Any Lynxers for ejagfest 3-4 November?

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The neon lights look great!

 

Quick question Karri, what kind of technique do you use to draw the road? And also it seems the car is stretched when you change line, is it voluntary?

 

Really looking forward to se the full game and how the different gameplay works together!

Edited by LordKraken

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Thanks!

 

The road is just a stretched and tilted pixel. The entire road on screen is built from 5 pixels.

 

The car is really tilted when I change lanes. I thought it would make a nice effect.

 

The code is pretty complex in order to get around the errors in the sprite engine. I need to build up the road from left to right because the right edge is never pretty of a scaled graphics.

 

Here is the code for the road.

 

roadseg.txt

 

When you read the code you may realize that this is not properly done. The objects do not follow the laws of physics. It is intended. I want the objects to slow down when they get closer to the player so that the player has time to react.

Edited by karri
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I tried to mimick your graphics with just bright colours. It is still fairly good imho.

attachicon.gifScreenshot from 2018-09-17 10-45-10.png

 

It looks great! :) :thumbsup:

 

The car is really tilted when I change lanes. I thought it would make a nice effect.

 

 

I immediately loved that effect :-D it's very exaggerated and cartoony. I guess it could visually slightly clash with the mood of the rest of the game for some, it probably depends on the end-players taste.

 

Thanks for sharing the code! I'm trying really hard to not start dreaming of some cartoony kart-racing kind of game for the lynx! Ah, what the hell, what does it matter if you have one million or one million and one projects going on! :grin:

Edited by Turbo Laser Lynx

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There is a catch on tilting the car. The action point must be at left bottom. If you leave the action point in the middle of the car then the car is split into two a s a V shape. I may actually use that as an effect when I blow up the enemy cars ;)

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Thanks!

 

The road is just a stretched and tilted pixel. The entire road on screen is built from 5 pixels.

 

The car is really tilted when I change lanes. I thought it would make a nice effect.

 

The code is pretty complex in order to get around the errors in the sprite engine. I need to build up the road from left to right because the right edge is never pretty of a scaled graphics.

 

Here is the code for the road.

 

attachicon.gifroadseg.txt

 

When you read the code you may realize that this is not properly done. The objects do not follow the laws of physics. It is intended. I want the objects to slow down when they get closer to the player so that the player has time to react.

 

 

Thanks for sharing that code! I'll have a look as well.

 

(spoiling) I've actually been working on a pseudo-3d race game myself since I discovered your updated template for 512KB binaries a few weeks ago and having a blast with it (trying to show something cool on ejagfest).

 

I want to see similar gameplay like Checkered Flag but with a rally theme going on.

 

Although I already have nice roads with curves going I do notice its difficult to handle effects like convincing hills and I keep running into integer overflows that screw up projection of the segments.

Is your drawing distance 5 segments?

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Yes Enthusi that website is the absolute reference for all these old pseudo 3d racing engines !

 

I wrote a small engine for the lynx myself but haven't figured a good racing game idea yet (but fear not Ninjabba, it won't be a rally game ;)).

 

This is fantastic to see so many ideas and such creativity in the scene :)

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Thanks for sharing that code! I'll have a look as well.

 

(spoiling) I've actually been working on a pseudo-3d race game myself since I discovered your updated template for 512KB binaries a few weeks ago and having a blast with it (trying to show something cool on ejagfest).

 

I want to see similar gameplay like Checkered Flag but with a rally theme going on.

 

Although I already have nice roads with curves going I do notice its difficult to handle effects like convincing hills and I keep running into integer overflows that screw up projection of the segments.

Is your drawing distance 5 segments?

 

Yes, but...

 

The idea of allocating segments to drawing distance is too heavy for me. You can only get a few frames per second if you follow that tutorial.

 

I did my road as a static drawing. The segments do not move at all. So there is no calculations involved. To create speed I must move other objects. So there has to be trees, cars, buildings. Currently I can juggle 20 objects. One building at a time, trees and cars. This gives a very good frame rate that is enjoyable.

 

If I want to have an illusion of a moving road I would allocate 4 colours to the road only and color cycle the palette.

 

Edit: I plan to give a little presentation at eJagfest about "Shaken, not stirred" with special tricks used in the game. Hopefully I can take a small beamer with me to connect my Lynx to a big screen for the presentation.

Edited by karri

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In my demo I managed to get 15 to 20 images per second, but it's the road only (and it's compiled with the old new cc65 - as always with me). I did use the palette trick to simulate the impression of moving. Now I motivated to have a look at it again ahah :D

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Hi guys,

 

this is NOT the final game binary. In case someone would like to have a taster of the Hard mode in "Shaken, not stirred" I have a fairly complete image now. All graphics will still be fine tuned and the villains will get details and some outfit. Shooting also has flaws so aim at upper torso.

 

In this game there is some controls:

 

Intro:

pressing and button skips the intro and places you at the warehouse with Penny.

If you decide to watch the entire intro you must drive to the warehouse to meet Penny in order to start the game.

 

Driving:

Right lane is the slowest, left is fastest. You can use joypad to move around up/down/left/right.

If you go outside the road you will still be moving, but slow.

If you go two steps right of the road your car stops.

 

Time:

In hard mode you get only 1 minute to solve the game. That is not enough.

You get 15 seconds more by shooting the grey cars in front of you.

You lose 15 seconds if you get shot by a grey car.

My guess is that you need around 8 minutes to solve the game. So keep driving and shoot cars.

If you run out of time the bomb explodes and it is end of game.

 

Navigating:

The GPS navigation is not implemented yet. So there is no use to press B-button while driving.

The idea is that you can pop up a map screen and make shortcuts to reach places of interest.

This will be implemented in the final game.

 

Scanning the area:

If you leave the road you can pop up the binoculars by pressing A. Here you see dots representing enemies and civilians (girls). You can have some tactics in how close/far from the enemies you want to be at the start of the encounter. The enemies start running towards you. Currently there is no benefit in this as the enemies start shooting instantly. In the final version the enemies will start shooting when the are close to you so you have some grace time to take out far away enemies without being shot at. There is no limitation of how far you can shoot.

 

Fighting:

There is two weapons available. B throws TNT and it affects all enemies and also the girl. A makes single target damage. There is still a bug in aiming so aim at the upper part of the body.

 

Healing:

Making love heals you completely. But for obvious reason making love does not work in the middle of a fight. You may also get martinis at the end of fights that heal you.

There is a health bar at the lower left.

 

Loot:

After successful fight you may loot a nightsight, TNT or martinis.

 

Levels:

You really must build up strength before taking on large groups of enemies. Every time you manage to clear an area your maximum health is increased by 1/8. So your maximum health increases like 1024, 1152, 1296, 1458, 1640, 1845, 2075, 2335, 2627, 2955, 3325... I just discovered a logical flaw in this. By just visiting Penny many times you can build up your maximum health without fighting at all. This will be fixed for the final game.

 

Purpose of the game:

There is 5 girls in the game. Each girl has a piece of knowledge about how to dismantle the bomb. If a girl dies you lose one hint. So protect the girls.

 

End game:

Once you have found the bomb and targeted it you enter the disarm mode. One mistake and BOOM!

The bomb will have lots of animations and blinking lights. To disarm it you need to press 4 buttons in a certain order. Could be blue, light green, red, white.

 

In order to have a fair competition in November I set up the testing binaries on the net. So everybody has the same chances to practice.

 

If you have comments about what should be done better let me know.

shaken.zip

Edited by karri
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I did get some feedback already about the game. There is no tutorial or description in what you are supposed to do in the game. I need to add some kind of instructions about the game objectives in the game. There will hopefully be an improved version shortly.

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Thanks Walter. The game has evolved a lot. Most of the tutorial is now written as part of the game. I appreciate testing reports. This game will be a eJagfest thing only with some nice bamboo carts. So I am not aiming for any Wyvern Tales kind of release. The goal is to solve the game in 15 minutes or so. If it takes much longer I need to make it easier.

 

And it is of course free to all SD cart owners or people using emulators. If there is left over carts after eJagfest I put them for sale in my shop.

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Hi Karri

The game is very beautiful.
I've played many times and I've always lost .... I'm probably bad :D I will train a lot.
Little things I noticed ....
I do not see my shots at the other cars when I drive.
the gray cars are in front of the blue cars and I can not shoot ....
I have difficulty in stopping the car in time. I overcome the various buildings. Can not I come back?
I'm glad to be able to buy it in your store.

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Thank you. The blue cars are cuvilians. Should I allow shooting the civilian cars in the game to reach the bad guy?

I can add this. But then you get a penalty of 10 seconds fir killing innocent people.

Stopping problem... Would it help if I post a text on screen a few seconds before the building comes up? Like "Casino next". You can also run slowly on the grass next to the road.

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I will add mode selectors Easy, Medium, Hard to the next version. Hopefully posting it early next week. It could be best to start with Easy as you have all the time in the world.

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It would be useful to read a text on the screen a few seconds before the building appeared. Like "Casino next".
Carina the idea of the penalty (when you kill civilians). In the end you gain 5 seconds ....
I thought of shooting forward, right and left. it's possible?
Mode selectors Easy, Medium, Hard: Excellent.

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It would be useful to read a text on the screen a few seconds before the building appeared. Like "Casino next".

Carina the idea of the penalty (when you kill civilians). In the end you gain 5 seconds ....

I thought of shooting forward, right and left. it's possible?

Mode selectors Easy, Medium, Hard: Excellent.

 

The joypad is already occupied for steering, Fire button for shooting, B-button for the map. I am getting a little short of controls for aiming. So unless we get a second joystick you are stuck in shooting where your nose points.

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I've been playing the game a bit and I love the driving, it's a lot of fun! Nice touch that the sun sets and then you get to drive in the night-time. I agree that it would be nice if the game would show you a bit more what your supposed to do, but still not like some modern "hold your hand game" :grin: (although I'm a 'casual gamer' now-a-days).

 

Since you asked for feedback, one issue I had was I didn't really understand how you drive to the destination you choose on the map. For example, if I choose a route to the spa I would still be driving indefinitely. I tried stopping at the right side of the road and check the map all the time too, but I didn't really grasp it. :?

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The part with the map was not written at the time I released the binary. Now the map works, the route function works, there is a tutorial part that explains everything, difficulty selector (Easy, Medium, Hard), you can shoot civilian cars, more graphics, less bugs.

 

Monday you get a new version. In case I have enough time. My week-end has mostly been playing a lion on stage.

post-2099-0-63510100-1537647836_thumb.jpg

 

The picture is from the rehearsals a month ago (I only have the head on). Currently we run the show and it ends two weeks from now.

Edited by karri
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As planned the next test release is here. A zillion bugs fixed and all planned features are implemented.

 

This version is not the one that will be released at eJagfest for the competition.

 

I apologize for a bug in the last version that made succeeding impossible. Due to lack of time I have not yet played the different difficulty levels. So if you manage to win the game please give me a note.

 

For noobs: Watch the intro without touching controls and you get into the tutorial section that explains what you are supposed to do.

 

The FINAL version is planned to be released in a new thread a week from now on Wednesday. So when you succeed at some level you can just post your result like:

Easy 12:10:05 8063
Hard 12:10:05 5D7B

The last 4 characters is a signature for me so I know the result is legit!

 

In order to find the best agent Hard > Medium > Easy. Shortest playing time wins. But you can send in results at any difficulty level for the next month.

shaken.zip

Edited by karri
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I tried to play this a bit and perhaps I just have to reduce the number of bad guys in hostile locations.

 

The system works if you start with locations that contain 1-3 enemies and the work upwards to more. But If you hit on 6 enemies at start you are pretty much toasted.

 

Opinions?

 

Do you die too fast?

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