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cmadruga

Entry 2020: Infiltrator

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Should you need voice sfx for cryes or other interactions let me know 

I have improved the voice encoder for psg intellivision 

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2 hours ago, artrag said:

Should you need voice sfx for cryes or other interactions let me know 

I have improved the voice encoder for psg intellivision 

Thanks for the offer! I would LOVE to have some voices included in this game.

Still doing work on the basic engine, will let you know when ready ;-)

 

 

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Actually, generally all topics under Programming are editable, except the subforums for respective contest where topics are not editable. I think we should ask an admin to enable editing for the entire contest subforum.

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3 hours ago, carlsson said:

Actually, generally all topics under Programming are editable, except the subforums for respective contest where topics are not editable. I think we should ask an admin to enable editing for the entire contest subforum.

Agree. I imagine this is due to some kind of default setting.

Edited by cmadruga

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Updated WIP:

 

New features:

- alternate Japanese game name

- title screen with animation

- dialog boxes with context sensitive messages

- able to pick up items

- power cells now recharge the cloaking suit

 

 

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New features shown:

- Enemy soldiers now capable of shooting. Have decent aim too!

If 2 enemies go aggro, one of them will shoot while the other will chase the player.

- Protagonist now has HP and can get injured by enemies

- Portrait on the upper right corner reflects protagonist health

- Chance of bleeding as HP drops. Chance increases as HP approaches zero. Enemies will be alerted by blood on the ground.

- New screens shown as player swims upstream.

 

 

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New features demonstrated:

- keycard access required for opening certain doors

- rooms inside buildings can be interconnected.

- more intricate enemy patrol routes

- right hand side dashboard being reworked.

- able to read notices on walls

- a helicopter... more to come on that ;-)

 

 

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Game is getting there...

 

New features demonstrated below:

 

- Elite enemies: this video shows a trooper wearing a "Kusanagi" suit, which enables intermittent cloaking.

(And you thought you were the only one going invisible, heh?)

 

- Inventory system: can be called by pressing a specific key. Provides item descriptions and allows player to equip/unequip items.

Equipping some items will actually unequip others in the same "category"... for instance, only one key card can be equipped at a time.

 

 

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Work in progress rom posted on the first message of this topic. 

Constructive criticism and bug reports are welcome.

 

Enjoy!

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I love the dog barks! Let me know if you need help with the SFX player or other samples

PS I die always soon after the river, me bad

 😞

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3 hours ago, artrag said:

I love the dog barks! Let me know if you need help with the SFX player or other samples

PS I die always soon after the river, me bad

 😞

Thanks for all the help with SFX and digitized sounds! I love the dog bark as well!
Do you have good samples for explosions and gun shots? I was going to look into that.

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Maybe you could simplify it allowing the sound on one single channel instead of using in turn the one which is not used by sfx or, if all are used, the one with the sound with the lowest priority (lower than the current effect)...

 

If you use statically one channel, you have only to test if the channel is used or not and, if it is used, if priority of the new sfx if higher or not

It would mean to replace lin atFX-ROM.BAS lines from 42 to 134 by just one "if"

 

Assuming to use always C3 it would be something like:

 

        if   (ayc<=ayFX_C3)  then    
            ' --- Stream will be played on channel 3
            ayFX_C3 = ayc                         ' new ayFX stream priority saved in RAM
            ayFX_a3 = aya
            #ptr_ayFX_C3 = #ayFX_BANK(1+aya)
            return
        end    if            
 

this because unused channels are with priority 255

 

These are explosions from MG an Zanac on msx

metalgear_11.afx metalgear_12.afx metalgear_13.afx metalgear_14.afx metalgear_9.afx metalgear_10.afx

zanac_12.afx

Edited by artrag

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4 minutes ago, Old Timey Retro Gamer said:

Great job with this game!  This plays very well. Now, I have to get better than "Weak Sauce"... LOL!

Thanks for giving it a try!

I'm generally open to any comments on level of difficulty. 

 

I will likely tweak some of the screens as part of the next update.

Edited by cmadruga

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2 minutes ago, cmadruga said:

Thanks for giving it a try!

I'm generally open to any comments on level of difficulty. 

 

I will likely tweak some of the screens as part of the next update.

You have done a great job on this. I like that it is challenging.  I think it would be boring if it were too easy.  My problem is that I need to stop trailing red footsteps.....🤣🤣🤣

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Added a link to Brian's play through of Infiltrator to the first message.

 

 

Edited by cmadruga
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On 11/3/2020 at 1:44 PM, cmadruga said:

Thanks for giving it a try!

I'm generally open to any comments on level of difficulty. 

 

I will likely tweak some of the screens as part of the next update.

I played it some more today. So I managed to make it past the mine fields, and collected the level 3 battery.  I also managed to find the night goggles and got through the forest levels. But the cloaking solders got me before I could get past a big gate. I think I was headed to a green truck or another helicopter.  At that point, I was getting mauled! 

25 times spotted, 29 times damaged, and 1 objective completed.  

 

Still weak sauce!🙄🙄🙄

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1 hour ago, Old Timey Retro Gamer said:

I played it some more today. So I managed to make it past the mine fields, and collected the level 3 battery.  I also managed to find the night goggles and got through the forest levels. But the cloaking solders got me before I could get past a big gate. I think I was headed to a green truck or another helicopter.  At that point, I was getting mauled! 

25 times spotted, 29 times damaged, and 1 objective completed.  

 

Still weak sauce!🙄🙄🙄

You made excellent progress, and thank you for sticking to it and playing again and again!

How did passing through that mine field go? Anything to report? 

 

"Weak sauce" just seems unfair given your progress.

I feel like I need to fine tune the rating system as part of the next update.

 

FYI, the math I have in place is this:

- each objective completed gives you a 25% rating boost

- each time you are spotted, and every point of damage you take removes 1% from the rating.

 

So your score was 25% - 25*1% - 29*1% = -29%. Since I'm not allowing ratings to be negative, it got capped at 0%.

"Weak sauce" is the label for when your rating falls within the 0-20% range.

 

So getting to 100% requires not only completing all objectives, but also being undetected throughout the game.

 

Maybe I should lessen the penalty from being spotted and getting injured.

 

If you have any suggestions, I'm open.

 

Edited by cmadruga
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