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ultima

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Everything posted by ultima

  1. I'm pretty sure you can put it in bank 7 by itself. I had used the title screen on sword of Iffrit but took it out for better play on the portable
  2. To be fair I only used the isometric view on a few of what I felt were messy areas and not the whole game. Yeah this game has been a weekend work forever hasn't it? lol Thanks for playing. Thanks! I do need to optimize the code again if the screen is jumping. Glad you enjoyed the music I programmed a superchip version with the resolution at 22 lines but couldn't fit all the screens, maybe on the next RPG. The whirlpool isn't going to Ambrosia lol (but don't think I wasn't trying to work that in) I can maybe fix that with the mushrooms. The priest restores all health so yeah if you had full health then you wouldn't notice anything. And the axe-knight just has drop items after the initial battle.
  3. Change log Added new dungeon Added new boss Added new title screen Added back elf Switched order of last two bosses Blah,blah ..ect
  4. Here's a couple 2D that look promising Blasphemous http://www.nintendolife.com/news/2017/06/blasphemous_a_dark_and_brutal_2d_non_linear_platformer_is_coming_to_switch Bloodstained: Ritual of the Night E3 2017 Trailer [ESRB]
  5. -Tried to fix the last boss fight -added a little isometric 3d (maybe it works, or maybe not) -still working out new dungeons coming soon - new sound effect on gate
  6. So far I'm thinking of the mobile game HOME and that it will be in DPC +. The tough part will be the text while searching but if I use micro fonts it might be just enough. Also want some guns with limited ammo, lots of dark locations using haunted house style light with a few jump scares, and whatever I can whip up for disturbing situations. Lol
  7. I changed the dragons attack and I did speed the birds up. Are you using the sword or bow?The bow is easier but I might slow them down a tad more if it helps. The drinking horn does not refill your health only mushrooms do that now. The drinking horn fills the right meter and if you hit an enemy it does extra damage until the right meter runs out. Actually the world is larger, I did remove 2 screens but added 4 and almost have the new area of Hel finished. If I have enough room there may be some special portal areas in the next build too. The drawbridge had to go because of the path layout it made more sense to not have a one way bridge there. It will be moved to another location where it is needed.
  8. Thanks I can't wait to play the new T.R.A.S.H.!!! It's made me think of making a survival horror game next.
  9. - Added areas to see the boat before boarding it - changed the dragon boss attack - added an ending - adjusted some things like hit points - added back cleric in church
  10. fixes to new build rem - *** made fmv for defeating viking with gold rem - *** made fmv for defeating fire demon rem - *** drinking horn activates berserker meter (on right of score) player does xtra damage till used up rem - *** fixed dragonship so it stays facing last l/r direction when going up/down rem - *** add sound effect for traps rem - *** add speed AI to birds rem - *** fixed fire demon (player was not receiving damage if wearing armor) rem - *** fixed player sword so holding fire keeps it out (but only does damage and sound on initial press) rem - *** fixed color of starting screen (top should be hedge color) rem - *** fixed castle colors rem - *** make serpents darker rem - *** fix arrow at starting of new game (loaded at seeing player) rem - *** Haldor's Longhouse if sword is picked up bow should immediately show on other side of room (and opposite for bow) rem - *** change map so access to mountains is available after opening gate (-close back entrance to castle) rem - *** remove switch sprite in dwarf cavern rem - *** fixed dwarf teleport problem rem - *** fixed finding armor more than once rem - *** fixed merchant to take gold by running over square (not firing) rem - *** added speed boots item
  11. This has about 24 fixes will make another update maybe this weekend.
  12. Ok after spending the past few months with my flashback portable and the last build of this game, I have wrote out a huge punch list of fixes and will begin putting them into the next build sometime in the coming weeks ahead. -planning some enemy A.I. fixes, color fixes, adding 4 more powerup items, and lots of general overlooked fixes
  13. Thanks Stan, the problem with the armor is an easy fix. The one with the dwarf is too but the player freezing sounds like I may be pushing too many cycles so I will reexamine it in stella to see if I can duplicate the problem. I'll tack these in my to do list for Sept thanks again
  14. Thanks for heads up I won't have any time to work on this for the next 3 months but the game is not finished I still have a lot of rom space left to pick up what happens at the ending. Sorry if the bosses are too easy I will try some changes to the A.I. when I get back from Alaska. Also the torch is coded in but not active for anything yet. For the grave I had thought of making a puzzle to enter Hel but that's still under construction. I also think the Maelstrom is a little too deadly and think it would be a good idea to work on it's area. The elves are getting moved. I'd also like to add that even though some enemies have too many hitpoints I haven't set it in stone what the hitpoints are for any monsters so that will likely get fixed in the future. I don't know if the farm animal has any secrets yet and if I remember the forest to the north was a location for the armor but I can't check it till Sept. The clergyman is out of the current build but the armor might appear in the church. He may in a future build wander around the map assisting the player. Also the old man may offer clues as to what item to search for based on how far along in the game you are. The village will likely expand too, along with a extra dungeon. Sorry no downloadable instructions, but in the thread its got some charts I've made that should be enough help till I can work out something solid. Basically find the sword of surtr (it will appear in your inventory at the bottom) and take it to Valhalla. If you find any bugs, have concerns or want to toss in some ideas I'd like to hear them. Thanks
  15. Cool!! I love pitfall! Can't wait to try this thanks
  16. -I've added an extra switch in the castle. (to prevent player from being trapped) - fixes the portable version to display the surtr sword only once in the score - plus there's some more little touches like the background not changing after the dragon battle - bugfix * a 1 in a million chance of killing the dragon and he leaves a dead fireball on the exit path that kills the player instantly (fixed) - added a titlescreen tune - stan jr asked " get the dotted circle (what is it?)" That's the "DEADLY AIM" bow upgrade *Next update I will see if its possible to add a little area to see the boat before boarding it (thanks stan) will also work on the ending and try to add some more content with whats left in the banks.
  17. -dropped game 1. now the goal is take the sword to valhalla (so far...) -armor is randomly located every game (reduces damage by 1/2)(player will turn green) - sword weapon does twice the damage of the bow -boss enemies killed stay dead - player takes more damage without armor (player is red) - bow has a power up called deadly aim (same damage but the speed on a connecting enemy hit is at machine gun level) - added random drop item drinking horn (refills life at full) - removed some inventory graphics to improve performance on portable *Next will add titlescreen music and improve ending add some polish to existing things...
  18. Bugfix Portable version still needs the score fixed so the key item will not be in your inventory but still works till i get a work around
  19. Added more poosibilites of the sword location in game 1. Also stripped out ragnarok scene till I get it working right.
  20. Hi thanks for playing. The ragnarok screen is a new ending im still working out the details but will be survivable as sort of boss rush challenge for game 2. Um game 1 is placing the sword in a random area every game, I may shake up the items in that too in a future update to give it a more unpredictable gameplay. The shopkeep with the key gives it free for now. The armor requires gold(hidden). There's a secret in the graveyard. And im working on an area that will use the torch. Well thats as far as I got for now
  21. My superchip version of an older sword of iffrit seems to be working on AFP.sword of iffrit sc.bin
  22. Lord of the rings has the problem enduro has with the text running off the bottom of the screen. I just picked up the fbp for $20 at target love it. I may just remap the controls and put a few fixes to my own homebrew for the portable seems the score and titlescreen dont work right and a few other oddities like a double wide sprite being a pixel off to the left, but with the extra on board buttons this little handheld rocks!
  23. I had this problem with sword of iffrit and found that removing all code from bank 8 except temp1 = temp1 opened up a few hundred more bytes. Before the savings I had my music code in bank 8.
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