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Since the game is still WIP, I decided that it is better to continue here.

 

Below you find the latest versions:

Robot_City_20191110.zip

Robot_City_20191118_RC1.zip

Robot_City_20191124_RC2.zip

Robot_City_20191125_RC3.zip

Robot_City_20191126_RC4.zip

Robot_City_20191201_RC5.zip

Edited by Thomas Jentzsch
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This is what I call creativity and you need much of it of you want to do a joyful 4k game.
I don't know how you came up with the idea and how you stuffed the CPUs decisions into that space, but, damn, impressive.

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Love this game, Thomas! It's simple yet challenging! You've done it again!!!

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I think im gonna play this one a lot- and im looking at the Magnavox original and yours is more than a faithful port- wowow

Edited by chewy
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18 hours ago, MemberAtarian said:

This is what I call creativity and you need much of it of you want to do a joyful 4k game.
I don't know how you came up with the idea and how you stuffed the CPUs decisions into that space, but, damn, impressive.

Thanks. The idea is from a prototype for the Odyssey 2:

 

 

I changed the game speed to have a bit more action. But the basic idea is identical.

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Another day, another update.

 

Changes:

  • tank AI now depends on game selected (less targeted at player in lower games)
  • speed increases with each cleared sector (we have a game now)
  • a 2nd player can control the tanks and overrule their AI (this might be fun, not sure)
  • some fixes

As always, any feedback is welcome. Especially game balance and difficulty (ramp up) are interesting.

Robot_City_20191111.zip

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Coming along really nicely, sound effects are great too 👍 Not sure if it's a bug or intended but the explosion sounds seem to hang until moving the players chopper again?

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6 hours ago, TwentySixHundred said:

Not sure if it's a bug or intended but the explosion sounds seem to hang until moving the players chopper again?

That's a bug. The sound is always one of the last things I tackle.

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Over the last days, I completed the game. So this is RC 1 (ROM added to 1st post).

 

Changes:

  • more sounds added
  • scores depend on game played
  • high scores (no high score if 2nd player controlled the tanks)
  • the cart version will support the SaveKey too
  • tanks which cannot be revived show as shields only
  • PAL 60 version
  • polishing, optimizing and bug fixes

I hope some of you find the time, play test the game and help me finding any hidden bugs.

 

 

Edited by Thomas Jentzsch
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55 minutes ago, Thomas Jentzsch said:

tanks which cannot revived show as shields only

Bumping into those shields still kills you, though. That's probably as intended, but I guessed incorrectly that they were harmless since they were inert.

 

The game is looking and sounding great!

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RC 2 is out (see first post). Changes:

  • tanks turn at half speed now 
  • pause key (right difficulty = A) added
  • missing game over tune in PAL-60 mode enabled
  • fixed a bug which affected tank missiles on real hardware only (and filed a bug for Stella :)

I really would like to have some more feedback about the game and how it plays for you. E.g.

  • are the difficulties of the 5 variations OK?
  • is the difficulty ramp up good?
  • are the controls exact and responsive?
  • are the colors looking good on real hardware?
  • anything else you want to mention...
  • last not least: how far can you get e.g. in variation 3?
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Hi Thomas,

 

What level of difficulty is variation 3 supposed to be? I can breeze through the first 2 screens with no problem.

 

I really like this game. So simple in concept and yet so much fun!

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At the title screen, you can select the game variation. Variation 3 is the default

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