Retrospect Posted September 20, 2018 Share Posted September 20, 2018 (edited) This is the final revision of my game. It's got all sorts of extra stuff thrown in now including a bonus stage between levels where you have to jump over snakes in a tunnel on your way to the next room. EA5 files for download here; can be turned into a cartridge bin file too. newmummytomb.zip . Edited September 23, 2018 by Retrospect 8 Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted September 20, 2018 Share Posted September 20, 2018 Nicely done! I love the opening title screen, although if you got speed mode turned on in Classic99 it zips right by... 2 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 20, 2018 Author Share Posted September 20, 2018 Nicely done! I love the opening title screen, although if you got speed mode turned on in Classic99 it zips right by... You might have a previous version of Classic99 whereby the CPU Throttle mode does that sort of thing? The latest version solves that. Have you managed to collect all 20 pieces of treasure? I can't! I had to cheat to do it. To cheat, break the program and type 200 CALL COLOR(12,16,1) Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted September 20, 2018 Share Posted September 20, 2018 I do have an earlier version indeed. I'll be sure to upgrade. I only played it once, I'm technically at work. But yes, it IS very difficult. Unless someone has a very good eidetic memory, it's probably going to be difficult to win without cheating. A suggestion on how to bypass that is to have individual traps "flash" occasionally. That way even after both torches are expended you have a means of potentially seeing a trap before walking into one. Coding wise, you'd probably have to store the coordinates of all the traps (two string arrays for row and column would work) So you could do a quick flash, maybe when a counter value runs to zero on your main loop. Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 20, 2018 Author Share Posted September 20, 2018 (edited) A suggestion on how to bypass that is to have individual traps "flash" occasionally. That way even after both torches are expended you have a means of potentially seeing a trap before walking into one. Coding wise, you'd probably have to store the coordinates of all the traps (two string arrays for row and column would work) So you could do a quick flash, maybe when a counter value runs to zero on your main loop. Well ... there's an old game called "Chalice" which has you moving through old ruins of a temple in the night time during a thunderstorm, and that game flashes the walls of the temple up everytime there's a thunderclap. Then back to darkness. I guess it would be easy to do this for my Mummy's Tomb game? Each time the player (or the mummy) makes a move, say two variables are paired (R1=INT(4*RND)+1 and R2=INT(4*RND)+1) and if R1 is same as R2 then CALL COLOR(12,16,1) for just a split second then back to black. See the way I think is that having a constant timer running in a stock TI Basic game could slow down gameplay by 50 percent easily EDIT: Just tried it. Makes game too easy! Edited September 20, 2018 by Retrospect Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted September 21, 2018 Share Posted September 21, 2018 bad value in 2010 when i got mummied and 2040 looks like they are call char when they should be hchar? Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 21, 2018 Author Share Posted September 21, 2018 bad value in 2010 when i got mummied and 2040 looks like they are call char when they should be hchar? Damn ... Thanks for the error report. I'll fix it up soon enough. Right now, I'm compiling a version that runs in XB and it's great. It'll be on here and on the facebook groups real soon. 1 Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted September 21, 2018 Share Posted September 21, 2018 Well ... there's an old game called "Chalice" which has you moving through old ruins of a temple in the night time during a thunderstorm, and that game flashes the walls of the temple up everytime there's a thunderclap. Then back to darkness. I guess it would be easy to do this for my Mummy's Tomb game? Each time the player (or the mummy) makes a move, say two variables are paired (R1=INT(4*RND)+1 and R2=INT(4*RND)+1) and if R1 is same as R2 then CALL COLOR(12,16,1) for just a split second then back to black. See the way I think is that having a constant timer running in a stock TI Basic game could slow down gameplay by 50 percent easily EDIT: Just tried it. Makes game too easy! A common problem in game design. Coming up with the right balance of difficulty! 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 21, 2018 Author Share Posted September 21, 2018 (edited) mummyXB.zip Here's the 32K Extended Basic version (there's an EA5 version in the folder too) Enhancements: Animated sequence where the man blows a hole in the pyramid to get into it, on the title screen Better sounds There's 3 mummies on the rampage in the tombs Everytime you succeed in collecting all the treasure you "level up" and different style treasure with different colours appear in the next room. (Will not change after level 10 but you'd have to be insane to GET to level 10) There's sometimes more than two torches in the room High score will score up to 32767 (you'll basically never get that far) Each time you level up there's more treasure and more traps in the rooms! The lengthy title screen music will play only once and then when you die and it goes back to title screen it's silent so you can get straight back into the game Happy Friday! Edited September 21, 2018 by Retrospect 3 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted September 21, 2018 Share Posted September 21, 2018 39..level 2.. very nice Joe! 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 21, 2018 Author Share Posted September 21, 2018 39..level 2.. very nice Joe! Thanks Gregory. I had the same highest score. It shows no mercy when you're on your last life you can guarantee you'll hit a trap! 1 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted September 21, 2018 Share Posted September 21, 2018 Fun game You really churn these projects out don't you! 2 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 21, 2018 Author Share Posted September 21, 2018 Fun game You really churn these projects out don't you! Cheers Vorticon. Aye, I like to have a dabble now and then. 1 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted September 22, 2018 Share Posted September 22, 2018 here is a cart bin score 69 level 4 later levels you seem to finish without getting all the treasures dunno if that's by design Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 22, 2018 Author Share Posted September 22, 2018 here is a cart bin score 69 level 4 later levels you seem to finish without getting all the treasures dunno if that's by design Thanks Gregory, and for the cart bin .... it's not by design no ... seems something might have cropped up ... well, I'm just sat finishing off the "final" version now, with 6 lives, 4 mummies, extra text, extra music, and I know why it's doing what it does it's just struck me now! When you progress to the next level, there's more treasure and more traps. The only thing that didn't get "more" was the counter for the treasure it's stuck at 20!!! Darn it. Hey thanks for the heads up. This'll be fixed real quick If anyone would like to put my finalized version on any sites feel free. It's shareware. It'll be ready in about half hour! 1 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted September 22, 2018 Share Posted September 22, 2018 Very nice! A couple of suggestions: -You might want to restore the instructions that were in the TI BASIC version. -It might be interesting to have the sound of footsteps that started to echo more strongly when you got near a trap. (I take it the traps are holes that you fall into, so an echo would make sense.) You wouldn't know if the trap is in front of you or to the sides so this may not convey any useful information. Food for thought. -If you haven't already done so, make sure you can't get trapped by the initial setup. i.e. you're in the upper left corner with traps to the right and below. Just scored 89. Pretty sure the max score of 32767 is safe! 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 22, 2018 Author Share Posted September 22, 2018 Very nice! A couple of suggestions: -You might want to restore the instructions that were in the TI BASIC version. -It might be interesting to have the sound of footsteps that started to echo more strongly when you got near a trap. (I take it the traps are holes that you fall into, so an echo would make sense.) You wouldn't know if the trap is in front of you or to the sides so this may not convey any useful information. Food for thought. -If you haven't already done so, make sure you can't get trapped by the initial setup. i.e. you're in the upper left corner with traps to the right and below. Just scored 89. Pretty sure the max score of 32767 is safe! Thanks for trying the game, Senior_Falcon. Yeah, the instructions are back in the game now, at least a sort of prologue text anyhow .... (forthcoming finalized version) .... as for the footsteps thing, it would be a bit beyond my scope to do so, at least it would bump up the byte count a little too far, the way it's all coded. I've redone some things, there's 6 lives now, randomly a heart will appear that is an extra life, there's a way to tell where the traps are too if you have chance to watch the movement of the mummies (there's four of them in this new version coming up) ... they will skirt around the traps ... it's see-able just about. Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 22, 2018 Author Share Posted September 22, 2018 TOMB32K.zip Thanks to everyone who played so far. And again to Gregory for pointing out an issue the previous version had which has been fixed now. Senior_Falcon's footsteps volume idea is excellent.... but too difficult for me to work into the code... but there are now six lives, and a random chance of a heart symbol appearing in the tomb for another life plus you get a bonus life every level you get through. Watch the motion of the mummies, (all four of them!) they do skirt around the invisible traps. Sometimes you get three torches in the tomb to help you out more. Text added as a prologue/instructions type thing. Music and text will play the first time you play the game then if you play again in the same session it skips this and just goes to the animation where Mr Banner fires the TNT to blow his way into the Pyramid. Also if you've ever watched any of the old Mummy films you'll recognise the music I've used. 4 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted September 22, 2018 Share Posted September 22, 2018 updated cart image mummy.bin 2 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 22, 2018 Author Share Posted September 22, 2018 updated cart image nice one Greg, tried to do it myself but I always fail! lol Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted September 22, 2018 Share Posted September 22, 2018 Game up on the tigameshelf.net site 2 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted September 22, 2018 Share Posted September 22, 2018 nice one Greg, tried to do it myself but I always fail! lol with modulecreator it's pretty damn easy.. you just have to convert the files to be v9t9 as Fred only uses that format.. I put the files in a folder under c:\modulecreator\ then use ti99dir to convert them to v9t9.. then run it.. works every time Greg 2 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted September 23, 2018 Author Share Posted September 23, 2018 last revision, i promise! I just couldn't help myself putting in a bonus stage with the few bytes I had left for code among other things. newmummytomb.zip 4 Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted September 23, 2018 Share Posted September 23, 2018 one more time! mummy.bin 2 Quote Link to comment Share on other sites More sharing options...
1980gamer Posted September 24, 2018 Share Posted September 24, 2018 in latest version of Classic99, this bin does not LOAD, that is after selecting the new cart, it is not inserted. Only 1 option on the menu. I tried a few other bin's with no problem. thanks. Quote Link to comment Share on other sites More sharing options...
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