+atari2600land Posted November 23, 2020 Share Posted November 23, 2020 Long-time followers of my Odyssey 2 exploits may remember a game I was making called "Plumber" that was a little (a lot?) like the arcade game "Mario Bros." Well, I decided to come back to this game and work on it some more. I'm requesting feedback about the game. I don't have much room left to make huge changes, but I will see what I can do with minor ones. plumber14.bin 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 24, 2020 Author Share Posted November 24, 2020 Made it easier to hit the crab from below. ROM is now just 2k instead of 4k. pipedown15.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 25, 2020 Author Share Posted November 25, 2020 Did some work on the jumping and other stuff. pipedown16.bin Quote Link to comment Share on other sites More sharing options...
Mikebloke Posted November 25, 2020 Share Posted November 25, 2020 I've got a sd device coming in the post and my videopac is out at the moment, I'll give it a try when it arrives. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 25, 2020 Author Share Posted November 25, 2020 Major updates. changed the way the guy looks fixed a bug related to not dying when you're supposed to a couple other things I forget ATM. Space is at a premium. I have ten bytes left. pipedown17.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 26, 2020 Author Share Posted November 26, 2020 I removed the fireball. pipedown18.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 29, 2020 Author Share Posted November 29, 2020 Got the fireball back in but it only appears if you get a certain amount of points. I set it to ten but that will probably change. pipedown20.bin 1 Quote Link to comment Share on other sites More sharing options...
Mikebloke Posted December 1, 2020 Share Posted December 1, 2020 On 11/29/2020 at 3:28 PM, atari2600land said: Got the fireball back in but it only appears if you get a certain amount of points. I set it to ten but that will probably change. pipedown20.bin 2 kB · 2 downloads I couldn't wait so I emulated it, but I do want to try it on console too when my cart comes. I think my main comments right now would be two things: 1) I think the gap on the bottom level could do with being a pixel or two more on each side. 2) I did wonder if the hit box for knocking over enemies be slightly bigger, I don't know if its different for turtles and crabs - and I know crabs take two hits but it felt I hit them a few times and they wouldn't always go down. I believe the sound is an indication of a hit, but I thought many times "I must have hit it that time!" Other than that, it kept me busy for 10 minutes which for the G7000 is a good amount of time I can't remember general limitations of G7000 well, is the 2k limit just a personal challenge / closer to original cart releases similar to the 2600 or is it a physical device limitation? (I assume they can handle more as the later games get quite complex). Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted December 1, 2020 Author Share Posted December 1, 2020 1. The gap on the bottom level can only be widened by multiples of 8 pixels since it's using the grid. 2. The Odyssey 2 has collision detection between sprites, which is what I'm using. The 2k limit is easiest for me to program. Thanks for trying the game out, did you use a Videopac? Quote Link to comment Share on other sites More sharing options...
Mikebloke Posted December 1, 2020 Share Posted December 1, 2020 29 minutes ago, atari2600land said: 1. The gap on the bottom level can only be widened by multiples of 8 pixels since it's using the grid. 2. The Odyssey 2 has collision detection between sprites, which is what I'm using. The 2k limit is easiest for me to program. Thanks for trying the game out, did you use a Videopac? Ah that's a shame regarding the gap, Its manageable and playable, just a shame it can't be slightly bigger. Regarding collision detection this makes a lot more sense, its registering when hitting to the feet specifically, where as I was probably aiming for the centre where the player doesn't make contact with the feet at all. I just tested this out and it appears to be the case. I think I was originally thinking from from the original aspect of "hitting the floor" which causes the ripple to knock enemies over - but I imagine using the built in collision saves a lot of bytes. Only tried on emulator so far, my device is on its way from spain, so hopefully will receive in the next week or so. I only have a European standard G7000 which should play exactly the same as the US odyssey2 - so I don't get the 7400 abilities for background etc. Quote Link to comment Share on other sites More sharing options...
Mikebloke Posted December 1, 2020 Share Posted December 1, 2020 (edited) I did wonder if it was possible to increase the chance of hitting a crab by making it "realistic" with a couple of extra legs, but I think it would look ugly. Aiming for the feet is not a terrible problem, now I realised it its easy enough to aim. Regarding the gap, increasing it by a tile on each side would open the possibility of a 'power' block in the middle that could knock enemies on the screen over when hit - however I imagine you don't have the bytes left for that without increasing back up to 4k. Edit: rubbish attempt to give crab extra legs Edited December 1, 2020 by Mikebloke Quote Link to comment Share on other sites More sharing options...
Mikebloke Posted December 3, 2020 Share Posted December 3, 2020 (edited) Plays nicely on a real console, sorry I didn't last long enough for fireball in this one, but I did do before! Edit: I also tried your fly swatting game, it is much harder on a real console than on emulator! Edited December 3, 2020 by Mikebloke Quote Link to comment Share on other sites More sharing options...
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