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bluswimmer

Cannonhead Clash (previously Bomb Game) (Atari 2600)

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25 minutes ago, bluswimmer said:
  • Added six new maps, bringing the total up to 10
  • Added a new random map function. This selects a random map every time the level reloads.
  • Pressing reset now takes you back to the title screen
  • Fixed a quirk in the CPU opponent where it would not walk off the starting platform on Level 3

Great updates @bluswimmer, love the new maps especially the multi-level map.

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Today I started work on procedurally generated levels, a feature that I think will make the game more interesting for experienced players. Currently, the algorithm is very naive, since it just chooses a random height from 1 to 8 for each column of blocks. It also causes screen rollover, though I think it's possible for that to be avoided by using a more efficient algorithm. Still, there's random levels in the dev build now, and they're playable somewhat...

 

randomlevel.thumb.PNG.2b3b0a5157db0795cf5a2cf91cc7bd7e.PNG

 

This will not be a replacement for the levels already developed, it will merely be an extra option for players to choose if they wish.

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49 minutes ago, bluswimmer said:

Today I started work on procedurally generated levels, a feature that I think will make the game more interesting for experienced players.

Nice, I was hoping you were going to implement this! 👍 Great work!

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Today I finished the procedurally generated level feature. The terrain looks a lot more natural now, and to my knowledge there's no screen rollover. This was quite challenging to accomplish. I had to reorganize large parts of the cartridge in order to get everything to work properly. The level is labeled as "!" if you wish to play with random terrain.

 

Enjoy!

cannonheadclashV3.bin

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17 minutes ago, bluswimmer said:

Today I finished the procedurally generated level feature.

Nice addition! It looks like each successive piece of terrain is either the same, one higher or one lower than the piece before it. I'm guessing that's to prevent pits that the player can get trapped in?

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2 minutes ago, ZeroPage Homebrew said:

Nice addition! It looks like each successive piece of terrain is either the same, one higher or one lower than the piece before it. I'm guessing that's to prevent pits that the player can get trapped in?

The terrain is generated using midpoint displacement. Right now the randomness is low enough that you probably won't run into many walls. Two high walls are able to be generated, though.

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21 minutes ago, bluswimmer said:

The terrain is generated using midpoint displacement. Right now the randomness is low enough that you probably won't run into many walls. Two high walls are able to be generated, though.

Ah, a much more complicated level generation method than I thought you were employing! I ran the game through about 40+ randomly generated levels and didn't see anything higher than a variance of 1 so I'm guessing it's pretty rare to run into a wall, which is good. Nobody likes being trapped in a pit, even you're evenly matched on both sides and you're both in a pit. 😉

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19 hours ago, bluswimmer said:

Today I finished the procedurally generated level feature. The terrain looks a lot more natural now, and to my knowledge there's no screen rollover. This was quite challenging to accomplish. I had to reorganize large parts of the cartridge in order to get everything to work properly. The level is labeled as "!" if you wish to play with random terrain.

 

Enjoy!

cannonheadclashV3.bin 4 kB · 9 downloads

That reminds me my L.E.M. random terrain.

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it's very funny! Congratulations. The characters are charismatic. It would be wonderful a v4. Thanks for the effort

Edited by dancero
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It is a pity that this console only had a button. If I had two, one could be the short shot and the other the long one. Then the game would be perfect

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18 hours ago, dancero said:

It is a pity that this console only had a button. If I had two, one could be the short shot and the other the long one. Then the game would be perfect

The longer you hold down the button the longer the shot is, no need for a second button!

 

image.png.b6b820c3de97ee4839bdd5906e8bf9eb.png

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Update time! This one is probably going to be the last major update, since I'm completely out of RAM and don't have much ROM to spare. Anyways, this one just adds some music to the start of the match, and some music for winning. Oh, and fireworks, I guess.

 

You can check out the latest update in this video or download it below. Enjoy!

 

Oh, and before anyone asks, PAL60 and SECAM60 versions will be coming soon...

cannonheadclashV4.bin

Edited by bluswimmer
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Hi all,

I've discovered a fairly major softlock in the game that activates if you press reset during the victory animation. This has been fixed and posted below. Additionally, I've tweaked the music timing and created PAL60 and SECAM60 versions of the game. All three ROMs are in the zip file below.

cannonheadclashV4.1.zip

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There needs to be one area for homebrews to be posted because gems like this get overlooked or unnoticed. At the moment there is about three to four places people post their homebrews for 2600 games alone. Im sure 25% only notice when someone posts to the 2600 main subtopic while another 25% in 2600 programing then another in bB while others post here in homebrews.

 

Half the battle is wondering where to post a homebrew that gets the most traffic yet not break the forum rules. Some are posting the same thread in multiple locations trying to get the traffic yet i don't know if that's bending the sites rules. Im hoping @Albert has something up his sleeve to resolve this.

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