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LordKraken

BomberCats: a new Lynx game coming Fall 2018!

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The quality, and for that matter volume, of Lynx releases now are better than they were back in the day! Its amazing and for all of you who are writing games thank you.

 

This looks superb. ROM image or cart count me in.

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I'm still working on it yes, it takes a little longuer than expected because I decided to add a story mode and to investigate comlynx support.

More info soon :)

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People asks me regularly about the status of my game and since I'm way beyond the initial release date, it's probably a good idea to make an update :)

 

So life happened, I got a new job last summer and it was way harder than expected, to the point where I had to drop off my hobbies and refocus on work for a little while (for the record I work on AAA games and yeah, it can be tough). I restarted working on the game last spring, just to be blocked by a nasty bug that left me (almost) desperate.

 

Now the good news: I didn't start "The Inside World" from scratch. In fact I reused many of my bombercats "engine" functions. And yes, even the part with the blocking bug.... And I finally fixed it!!! So in other words, this simply means that I'm unblock!!!

 

There's not much left to do in the game actually:

- integrating the bug fix

- balancing the AI

- Creating more levels for the adventure mode

- Maybe... maybe... add a comlynx option

 

I will post a gameplay video soon!

 

Stay tunes, and thanks for asking me, that keeps me motivated :)

 

 

 

Edited by LordKraken
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8 hours ago, Guitari said:

Comlynx.. Yes please. 

like this?dynalynx.zip

up to 6 players, but never found enough lynxes to actually test it ...

(for test play, the players wont get killed)

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ahah I wish I could just drop your comlynx code in my game and it would work out of the box :)

(plus I'm still using BLL/newcc65 ^^).

 

But Carl showed some code, and now we have Handy with comlynx support thanks to nop90, so I have hope :)

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If I understand correctly the development of ComLynx has not been trivial. I might also be interested in trying it out on my Hero Quest game at some point in time. The idea would be that the game master runs the game on a PC. Windows, Linux, Mac. In that environment you can see all the players and create new scenarios.

The Lynx units could download the scenarios from the main server (the PC) and store the game locally in the eeprom (64k). After that the game continues between the Lynx units. Either by passing a Lynx around or if you have several units then by moving the focus to the next Lynx.

There is already tons of scenarios available in this format. I could have a few default scenarios on the flash for stand alone gaming without a PC.

 

herotakakansi.thumb.jpg.4169a71331edb5a33c7d491e18b8992c.jpg

I was thinking of making this game for the competition but as @enthusi is creating an ISOmetric rpg which looks very promising. So I thought that two isometric games at the same time is a bit of a waste of resources, So I made On Duty instead.

 

But if @enthusi decides to make it a single hero game I may pick up this again.

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1 hour ago, LordKraken said:

and now we have Handy with comlynx support thanks to nop90

it's a minimal quick and dirty implementation, that sometimes crashes. But at least works great for testing the comlyns while the game is in developement.

 

My open lynx projects are increasing, so don't know when I could work on it, but it's worth to be fixed.

 

For commercial games not working on it (Hand Made Software games can connect but the connection is not stable) I think the reason is the not perfect timing of the emultator that was pointed out in a recent topic. Also a not exact dimension of the internal UART buffer could cause the problem. I wasn't able to find info on it to check if the buffer in Handy is correctly sized. 

 

In the protocol I implemented the engine waits for the next data frame indefinively (this means that disconnecting the cable during the game will freeze all the lynx connected), while commercial games implement some sort of timeuot.

 

When transmitting my code sends data till the buffer is not full, then waits that it has some empty space for contining to send the data. Commercial games could know the exact size of the buffer and optimize the protocol on it to avoid waiting loops.

 

I'm happy with my protocol and I think that it's not bad that it's a little more resilient (at the price to be probably less efficient) because in a far future maybe could be possible to connect real Lynx with Lynx emulators, and my code should continue to work despite a not exact timing of the emulator. 

 

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@karri Oh let's not assume 'at the same time' for ;-) "Lacim's Legacy". It will indeed not be a RPG game with an actual Party etc.

It will stay real time with some arcade style. Spells, weapons, shields: yes, but no character classes and party members you chose from.

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At the risk of derailing this thread on the very cool BomberCats game:

 

HeroQuest is one of the best board games ever made. I still have two copies plus all US and UK expansions. 😁

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On 9/16/2019 at 8:09 AM, sage said:

 

like this?dynalynx.zip

up to 6 players, but never found enough lynxes to actually test it ...

(for test play, the players wont get killed)

I have exactly 6 lynxes! But not enough cables, or time...or friends.

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On 9/15/2019 at 1:50 PM, LordKraken said:

People asks me regularly about the status of my game and since I'm way beyond the initial release date, it's probably a good idea to make an update :)

 

Stay tunes, and thanks for asking me, that keeps me motivated :)

 

Thank you for the update.  This is my most anticipated Lynx game in many, many years.  I've been hoping for an update but didn't want to bother you with a PM.  :)

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1 hour ago, Guitari said:

I have exactly 6 lynxes! But not enough cables, or time...or friends.

sry was wrong. it up to 8 players 🙂

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