+Ksarul Posted April 6, 2019 Share Posted April 6, 2019 I like it! I will have to burn a ROM for Turtles, as he loves this style of games. . . Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 6, 2019 Author Share Posted April 6, 2019 I don't know if it's tough, but some indication of the end of the course would be nice, rather than looping. And if you die and then fall, you get a solid ball at the bottom. I thought at first I had a second chance. Thanks for testing. So some kind of end sequence, after you finish all the levels? I think that's a good idea. My plan is also that when you start over there will be enemies on all levels. I have fixed the die and fall issue. 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 6, 2019 Author Share Posted April 6, 2019 The crazy thing is that the game is still only using about half of the CPU capacity. The other half of the time is spent waiting for a VDP interrupt. The source code is available from: https://github.com/Rasmus-M/obstacle 3 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted April 6, 2019 Share Posted April 6, 2019 Rasmus, do you code in C then cross-assemble or do you do straight assembly language? Quote Link to comment Share on other sites More sharing options...
Tursi Posted April 6, 2019 Share Posted April 6, 2019 Thanks for testing. So some kind of end sequence, after you finish all the levels? I think that's a good idea. My plan is also that when you start over there will be enemies on all levels. I have fixed the die and fall issue. No, I mean when you finish the course you're on, you can't tell it's the end. You just see more obstacles coming and all of a sudden it stops and says you're done. Maybe change the top and bottom to a checkered flag pattern or something instead of wrapping, if that's easy? (As a bonus, on the one level where the last obstacle is really tricky, you can see how close you are right before you die ) 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 7, 2019 Author Share Posted April 7, 2019 Rasmus, do you code in C then cross-assemble or do you do straight assembly language? I code in assembly. Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted April 7, 2019 Share Posted April 7, 2019 I code in assembly. I am duly impressed. The "apparent" facility in which you churn out code is nothing short of remarkable... You are one talented young man. 6 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 17, 2019 Author Share Posted April 17, 2019 (edited) Thanks for the good feedback on the previous version. I think this will be the final beta version. I have added two more levels (10 levels total), a finish line, and an end screen, and I'm running out of space in the 16K ROM. [Edit: and the Speed run level (4) is now twice as long.] You can play the game using a joystick (left, right, fire) or keyboard (s, d, space), depending on which key you press to start the game. Press S on the start screen to turn speech on/off. I would like some feedback on how difficult the game is, so it would be great if you would post the highest level you have reached. This game doesn't require 32K RAM, but I know some people would like an E/A#5 version, and I will create that when the game has been beta tested and no more changes are required. https://js99er.net/#/cart/bouncy's_obstacle_course obstacle-8.bin obstacle.rpk Edited April 20, 2019 by Asmusr 12 Quote Link to comment Share on other sites More sharing options...
jrhodes Posted April 17, 2019 Share Posted April 17, 2019 Any excuse to fire up the TI is a good excuse, and this is certainly a good one! I fired up the previous beta in classic99, loved it. Trying to refrain from playing any more until you release the EA5 version so i can try it on real metal via TIPI! Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 18, 2019 Author Share Posted April 18, 2019 (edited) Any excuse to fire up the TI is a good excuse, and this is certainly a good one! I fired up the previous beta in classic99, loved it. Trying to refrain from playing any more until you release the EA5 version so i can try it on real metal via TIPI! I found a way to build both versions from the same code, so here you are. obstacle.dsk Edited April 18, 2019 by Asmusr 6 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted April 24, 2019 Share Posted April 24, 2019 this is my actual highscore... damn... i hate the speedup of the 4th level 3 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 25, 2019 Author Share Posted April 25, 2019 (edited) I actually find that level to be one of the easiest: just plain jumps all the way through. But thanks for letting me know so I don't try to make it harder. Here is a video where you can see the places I'm having trouble with: Edited April 26, 2019 by Asmusr 5 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 26, 2019 Author Share Posted April 26, 2019 (edited) I'm posting a new version with some minor changes to difficulty. This is your last chance to have any influence on the difficulty of this game. >> I would like some feedback on how difficult the game is, so it would be great if you would post the highest level you have reached. obstacle-8.bin obstacle.dsk Edited April 26, 2019 by Asmusr 7 Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted April 27, 2019 Share Posted April 27, 2019 Dont know if you have still any space left, but would be cool if you do some sound effect when crossing the checker flags at the end of a level. 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 27, 2019 Author Share Posted April 27, 2019 Dont know if you have still any space left, but would be cool if you do some sound effect when crossing the checker flags at the end of a level. I have only 2 bytes left, but I think I could recover a few hundred bytes by compressing the sprite patterns. 1 Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted April 27, 2019 Share Posted April 27, 2019 I will have this on demo at VCF today and tomorrow. Should get you some feedback. 1 Quote Link to comment Share on other sites More sharing options...
JonnyBritish Posted April 27, 2019 Share Posted April 27, 2019 I got to level 3 with a score of 7446 The music is perfect, a bouncy tune for a bouncy game this game has the perfect combination of a fun theme and also a just one more go pull it has that fun frustration of getting so close you just have to try again! nice work and level 4 will be miine...oh yes it will be mine :-) 2 Quote Link to comment Share on other sites More sharing options...
JonnyBritish Posted April 27, 2019 Share Posted April 27, 2019 Is it the next flappy bird? Quote Link to comment Share on other sites More sharing options...
JonnyBritish Posted April 27, 2019 Share Posted April 27, 2019 Whoa what!!! After just getting to level 4 you turn it into a speedrun!!! You are just cruel Rasmus...just cruel!!! 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 27, 2019 Author Share Posted April 27, 2019 (edited) Dont know if you have still any space left, but would be cool if you do some sound effect when crossing the checker flags at the end of a level. I have added a sound when you cross the finish line. And since I compressed the sprite patterns I now have 200 bytes left. obstacle-8.bin obstacle.dsk Edited April 27, 2019 by Asmusr 5 Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted April 27, 2019 Share Posted April 27, 2019 I have added a sound when you cross the finish line. And since I compressed the sprite patterns I now have 200 bytes left. I like it a lot. Thanks for adding! Quote Link to comment Share on other sites More sharing options...
Nick99 Posted April 27, 2019 Share Posted April 27, 2019 I have added a sound when you cross the finish line. And since I compressed the sprite patterns I now have 200 bytes left. I played previous version earlier today and there is a difference, the new version have not as smooth scroll when playing the game. It have glitches around every second on my computer (PAL). Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 27, 2019 Author Share Posted April 27, 2019 I played previous version earlier today and there is a difference, the new version have not as smooth scroll when playing the game. It have glitches around every second on my computer (PAL). Hmm, I just tried on two real consoles (NTSC and F18A) and didn't see any problems with the smoothness. Let me know if it continues. Quote Link to comment Share on other sites More sharing options...
Tursi Posted April 28, 2019 Share Posted April 28, 2019 Very nice! The new levels are rather evil. I find it a little more tricky dealing with the vertical levels (and the final backwards jump, you know which one I mean) as it feels like the detection of the edge of the platform, particularly the right edge, is off by a couple pixels, meaning I usually fall before I jump in that direction (or miss the landing). If it's not hard to give the player a couple of pixels grace I think it'd feel better. I have a lot of trouble with the first jump up on the last part of The Bridge, and there's no redemption if you miss. I'm not sure if I like that or hate it. But on the other hand, practice is a good thing. It's an insanely well polished game, nice work! 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted April 30, 2019 Author Share Posted April 30, 2019 (edited) I find it a little more tricky dealing with the vertical levels (and the final backwards jump, you know which one I mean) as it feels like the detection of the edge of the platform, particularly the right edge, is off by a couple pixels, meaning I usually fall before I jump in that direction (or miss the landing). If it's not hard to give the player a couple of pixels grace I think it'd feel better. Instead of changing the collision detection I have made the platforms on the vertical levels slightly smaller with rounded edges. obstacle-8.bin obstacle.rpk obstacle.dsk Edited May 4, 2019 by Asmusr 8 Quote Link to comment Share on other sites More sharing options...
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