mickmuze Posted November 7, 2021 Author Share Posted November 7, 2021 Release version 0.3 This is mainly a bug fix release. Score should be working perfectly now Hearts are slightly more frequent but are now worth 75 points Adjusted the enemy and fire speeds slightly on both beginner and advanced difficulty Enemies movement is more consistent. In v0.2 the enemies would seem to randomly speed up and slow down slightly. They were all sharing the same fractional portion of a fixed point variable for their speed. They all have their own variables for that now. If you had all three hearts and got a heart it would take away a heart, this is now fixed. Enjoy! Let me know if you come across anything else that seems off 4 Quote Link to comment Share on other sites More sharing options...
mickmuze Posted November 8, 2021 Author Share Posted November 8, 2021 (edited) Released version 0.4 These are the bugs I have found: If the player went into the house without grabbing the heart when it was on the screen and all the enemies were dead, the next level wouldn't load the second row of enemies. It would still be the heart in its place. Say your pumpkin hit an enemy right below the 200 point mark. It would sometimes show you got the 200 points but only give you 150 points. It shows the correct amount now. When you die you would still collect a heart while you are twirling to your grave lol. You would then have one heart but still get game over since the game over sequence was already set in motion. You could also collect hearts as you lost a life and twirled back to the house. Now you just can't collect hearts if you are twirling around for any reason ? If the heart is on the screen when you get game over and you then start a new game, the heart would return on the screen instead of the second enemy On real hardware I noticed the screen would jump during screen transitions from a black screen. This would not be that noticable except when the score was also on the screen after you get game over. The score would jump slightly. Version 0.4 has all of the above fixed. Edited November 8, 2021 by mickmuze 3 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted November 9, 2021 Share Posted November 9, 2021 ZeroPage Homebrew is playing Tober's Nightmare on tomorrow's stream LIVE on Twitch, hope you can join us! Tue Nov 9 @ 6PM PT | 9PM ET | 1AM GMT+1Day WATCH: https://www.twitch.tv/zeropagehomebrew/ Games: Qix (2021 Exclusive WIP Update | 2600) by John Champeau @johnnywc, Nathan Strum @Nathan Strum (Graphics), Bob DeCrescenzo @PacManPlus (Sound) Tober's Nightmare (2021 WIP Update | 2600) by Mick Crocker @mickmuze Cone Ball (2021 WIP Update | 2600) by Kevin Kelley @KevKelley (WATCH AT 1080P60 FOR FULL QUALITY) 3 Quote Link to comment Share on other sites More sharing options...
mickmuze Posted November 9, 2021 Author Share Posted November 9, 2021 Squashed right between two awesome games ?? Looking forward to this one 1 Quote Link to comment Share on other sites More sharing options...
Jason_Atari Posted November 9, 2021 Share Posted November 9, 2021 This is a great game, really enjoying it. Is there any chance of a PAL release? 1 1 Quote Link to comment Share on other sites More sharing options...
mickmuze Posted November 9, 2021 Author Share Posted November 9, 2021 There will be a PAL60 release once I’m happy with where the project stands 2 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 9, 2021 Share Posted November 9, 2021 One thing that could be added to increase the difficulty would be if the targets disappeared from the screen for a few seconds at more advanced levels. Like throwing a pumpkin the moment the enemy activates his invisibility to save himself. an artificial intelligence given to them. 2 Quote Link to comment Share on other sites More sharing options...
Jason_Atari Posted November 9, 2021 Share Posted November 9, 2021 2 hours ago, mickmuze said: There will be a PAL60 release once I’m happy with where the project stands That's great, thanks for replying ? 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 9, 2021 Share Posted November 9, 2021 On 11/8/2021 at 10:03 PM, mickmuze said: There will be a PAL60 release once I’m happy with where the project stands This may help if you've not looked into it yet. You'll basically set values for color names based on the setting of COMPILE_VERSION to NTSC or PAL. Then everywhere you use a color you add in the luma value. So if your code was like this: lda #$28 ; orange pumpkin sta COLUP0 you'd change it to this: lda #ORANGE + 8 sta COLUP0 When you build just change the setting of COMPILE_VERSION and you'll build with the appropriate colors. 3 Quote Link to comment Share on other sites More sharing options...
mickmuze Posted November 11, 2021 Author Share Posted November 11, 2021 I wasn't aware of that way of doing it, thanks again SpiceWare! 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted November 11, 2021 Share Posted November 11, 2021 16 hours ago, mickmuze said: I wasn't aware of that way of doing it, thanks again SpiceWare! You're welcome! For Medieval Mayhem I used the same COMPILE_VERSION to define constants for TIM64T so it would also output at 50 Hz for PAL. However, after seeing some reviews that weren't totally happy with the PAL version I released a PAL60 version. It made people happy, so ever since I've done PAL60 versions of my games instead of 50 Hz PAL. 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 13, 2021 Share Posted November 13, 2021 Can you imagine Tober having other endings? With a more comical twist, like he's morphing into a pumpkin, an ogre, a ghost or maybe a frog? You can use the color key or one of the difficulty keys to activate one of these modes. Not removing the epitaph, of course. 2 Quote Link to comment Share on other sites More sharing options...
Gibstov Posted December 15, 2021 Share Posted December 15, 2021 Pretty cool...I missed this one around Halloween, was watching Mike and the New Retroshow, and he covered it. 1 Quote Link to comment Share on other sites More sharing options...
mickmuze Posted December 16, 2021 Author Share Posted December 16, 2021 Oh cool, thanks for the heads up. Didn’t know he tried it. 1 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted February 13, 2022 Share Posted February 13, 2022 @mickmuze Congratulations on winning Atari 2600 Best WIP (Original) for Tober's Nightmare. 5 Quote Link to comment Share on other sites More sharing options...
mickmuze Posted February 14, 2022 Author Share Posted February 14, 2022 Thanks @sramirez2008! I appreciate it 2 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted February 14, 2022 Share Posted February 14, 2022 How much more are you planning to add to this one before calling it done? This is one I'd love to have on cart (in time for Halloween would be a bonus). 2 Quote Link to comment Share on other sites More sharing options...
mickmuze Posted February 14, 2022 Author Share Posted February 14, 2022 I’d like to fill the entire cart, there is about 1kb left, I think, the last I was working on it. Currently working on a small win game animation for game 1. I’m hoping I am able to finish everything for a boxed release this Halloween. Got a lot of work ahead of me (I’d like to do all the box and manual design myself too, really enjoy that part). thanks for your interest in it 3 Quote Link to comment Share on other sites More sharing options...
Albert Posted February 14, 2022 Share Posted February 14, 2022 2 minutes ago, mickmuze said: I’m hoping I am able to finish everything for a boxed release this Halloween. Got a lot of work ahead of me (I’d like to do all the box and manual design myself too, really enjoy that part). That would be great, especially if the Portland Retro Gaming Expo is close to Halloween this year. ..Al 2 Quote Link to comment Share on other sites More sharing options...
+sramirez2008 Posted February 15, 2022 Share Posted February 15, 2022 2 hours ago, Albert said: That would be great, especially if the Portland Retro Gaming Expo is close to Halloween this year. Now your talking! 1 Quote Link to comment Share on other sites More sharing options...
Prizrak Posted August 23, 2022 Share Posted August 23, 2022 This game came to mind today and just wanted to remind folks how awesome of a game this is. 3 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted August 23, 2022 Share Posted August 23, 2022 2 hours ago, Prizrak said: This game came to mind today and just wanted to remind folks how awesome of a game this is. It is. By chance is it getting released at PRGE this year? 2 Quote Link to comment Share on other sites More sharing options...
mickmuze Posted August 24, 2022 Author Share Posted August 24, 2022 22 hours ago, Prizrak said: This game came to mind today and just wanted to remind folks how awesome of a game this is. Thanks Prizrak glad you enjoy it 20 hours ago, Karl G said: It is. By chance is it getting released at PRGE this year? Unfortunately no, I had some personal events come up that kept me away from coding or anything enjoyable for the last two months. Things seem to be improving now though and I just began work on this project again. I’m excited to be able to get back into it however this break did set this back for Halloween this year 2 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted August 24, 2022 Share Posted August 24, 2022 16 minutes ago, mickmuze said: Unfortunately no, I had some personal events come up that kept me away from coding or anything enjoyable for the last two months. Things seem to be improving now though and I just began work on this project again. I’m excited to be able to get back into it however this break did set this back for Halloween this year It happens, unfortunately. We can still play the current version this Halloween regardless. 🎃 🧹 👻 🧟♂️ Just out of curiosity though, what is left to do with this game coding-wise? It seems pretty complete to me. 1 Quote Link to comment Share on other sites More sharing options...
mickmuze Posted August 24, 2022 Author Share Posted August 24, 2022 (edited) 24 minutes ago, Karl G said: Just out of curiosity though, what is left to do with this game coding-wise? It seems pretty complete to me. So far I have already added an end boss and a little end game sequence for one of the game modes. I have also added a green flame that behaves much in the same vein as Evil Otto when the player runs out of pumpkins. Oh, and I added an Easter egg into the game. I need to decide what I am going to do with the other two game modes exactly and actually do that as well lol. Probably nothing too crazy here, just one with an ending and one that goes on forever for high score purposes.. and maybe just a more difficult game mode? I also plan on adjusting some of the later levels to make them more possible and fair. I’d like to add some sounds to the title screen, currently it is completely silent. I’m running low on space but I do have some ideas on adding a new item, but this may be cut back depending on what I am able to pull off. I really hope I am able to get this idea in there though. I may try to rewrite things to fit this. We’ll see 🤷🏻♂️ Edited August 24, 2022 by mickmuze Fixed typo 6 Quote Link to comment Share on other sites More sharing options...
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