Sknarp Posted July 2, 2019 Share Posted July 2, 2019 (edited) Help CRT, the chromatic alien life form, to find his way through 255 levels of increasing difficulty. Collect Rainbow Gems for power, defeat Evil Things that want to suck all the color out of existence, and bring color to the universe. Thank you to Zeropage Homebrew for giving me some ideas on things I could fix, and thank you Karl G for providing the statusbaronly mini-kernel. Final Version: Gem rooms: 25 points each, restore HP (40% chance) Mob rooms: 100 points each, chases player (40% chance) Boss rooms: 500 points and full HP upon kill, uses a beam attack (20% chance) level 2: pfpixels flip randomly each new level level 4: permanent wall 1 (right) level 6: permanent wall 2 (right) level 8: permanent wall 3 (center) level 10: permanent wall 4 (left) level 16: rainbow strobing playfields level 18: 1 pixel reverse scanline level 20: 2 pixel reverse scanline level 22: 4 pixel reverse scanline level 24: playfield flashes visible/invisible Enemies: 1 to 3 + (level/4) enemy spawns Gems: 4 + (level/4) gem spawns Bosses: 4 to 5 + (level/2) Boss HP Main screen: select level from 1-255 using up/down, start with fire or select. Game: move with up/down/left/right, shoot with fire, collect gems, kill enemies, advance to the next room when the north wall opens up. Reset switch returns to title screen. Left Difficulty Switch toggles the constant HP drain. Game Over: use the Reset Switch to return to title *Not Recommended for people with photo-sensitive epilepsy* CRT_Final.bin Edited July 10, 2019 by Sknarp Finished 3 Quote Link to comment Share on other sites More sharing options...
Sknarp Posted July 7, 2019 Author Share Posted July 7, 2019 (edited) CHANGELOG Original WIP (alpha): Spoiler Level 3 and onward: left side of screen has pfpixels randomly flipped on each new room loaded Level 6 and onward: Obstruction added to right side. Level 9 and onward: Second right playfield obstruction Level 12 and onward: Final large obstruction (stretching into the middle play area) Level 15 and onward: Extra enemies on shooting screens equal to level / 4 ( so 4 extra spawns at level 16 and so on) Level 20: Crazy rainbow strobing starts Level 22: Reverse-moving scanline added as distraction Level 23: scanline doubles in width Level 24: scanline doubles again Level 25: playfield becomes invisible There's no ending, it's just survival/score based like classic Atari. You use up/down on the titlescreen to select a starting level from 1-15, and then press fire or hit the select switch to start playing. Beta: Spoiler Level select increased from 1-15 to 1-255 gem and enemy spawns are more balanced and more directly based on the level party lights no longer make jarring noises enemy movement slightly more random hitting an enemy with your shot now resets the shooting delay "invisible" levels given a more fair lightning-flash effect health bar & game over added BW switch can be used to disable the constant HP drain Reset switch returns you to title from game/game over small tweaks to the score handling and coloring CRT has 4-directional sprites fixed a glitch that occasionally caused an enemy room to be empty Final: Spoiler Boss rooms added + boss attack & sfx reworked the level #s for playfield changes fixed mistake of repeated sprite data in the source reworked timing of certain counters small tweaks to random-driven events moved the HP drain toggle to left difficulty switch reached the maximum for a 4k ROM Final version added to first post. Edited July 11, 2019 by Sknarp Final version added to first post. 1 Quote Link to comment Share on other sites More sharing options...
Sknarp Posted July 9, 2019 Author Share Posted July 9, 2019 (edited) fighting a boss Collecting a gem Official Website Edited July 11, 2019 by Sknarp Quote Link to comment Share on other sites More sharing options...
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