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mika

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Posts posted by mika

  1. impressive! my favourite game of all time being ported to 2600, can't wait to play it

     

    but the enemies look even tougher than NES version, even you keep losing your hearts regularly in the above video. Consider making it N*ntendo hard, not frustratingly hard :)

  2. I have sent you a message with some more thoughts.

     

    Other than that just wanted to say it's a really great game, I love the visuals (is there space to add some female characters, they were always big part of pokemon franchise), and the exploration element, all the different locations and characters. Surprised it doesn't get more recognition, just pure concept of 'how would Pokemon look if it was developed 15 years earlier' is exciting enough! Hopefully as the occasional bugs get eliminated and the game gets polished it will become more popular.

     

    I will closely follow the development, may not have time to spend too many hours to playtest, but will try to give it few hours from time to time!

     

     

     

  3. 3 minutes ago, brpocock@star-hope.org said:

    Hmm. They're definitely more difficult than some of the other monsters.

     

    I've been working a lot on trying to make the difficulty curve appropriate, so maybe it's just not “fair” enough yet, particularly since in the No-save demo you can't switch back to a previous Grizzard. (There just literally isn't enough memory on the '2600 to store a second Grizzard's stats, much less several…)

     

    I'm redoing the combat core today to try to make things feel more fair, based on playtest feedback from yesterday and yourself just now.

     

    It should be possible to complete the demo quest without killing every monster, but they should not be one-hitting you quite so easily.

    i thought the problem was with my HP MAX never leveling up. I already had a common cure, which could cure my HP by something like 14, but my MAX could only go up to 10 anyway, so it was a bit of a waste. I was starting the fight against two pandas and had my 10HP, registered a hit on one of them for 2, but then on their first turn fire panda just killed me instantly. it happened multiple times as i was resuming - same with a doggo. that surely means their hit ability is higher than 10, so it looked like i couldnt have done anything to defend myself.

     

    but maybe i am just missing a trick?

  4. also, and I don't know if it's just the demo - I have basically beat all the wicked slime and horrid slime on the map, beat R.O.U.S. with my Wetnas (whose stats in the meantime went up to ATT4 DEF6, but HP MAX stayed at 10.

     

    when i then caught the fire Grizzard (sorry, forgot it's name), its stats went back to standard ATT4, DEF4. Any time i try to fight the doggos and pandas i just get beaten pretty much first turn.

     

    I can't see how I could build up to have a standing chance against doggos and pandas?

  5. also, when I cycle down thorugh my attacks early in the game, it looks like I have 4 attacks available, and after it goes to Run Away it loops back to Kick dirt.

     

    However when I cycle up through my attackes I suddenly get an access to Great Mojo, Burnt Edges, Double Flares, Stomp Down, Sure Splash etc. I'm only on my third combat, so i'm sure i didnt aquire these yet?

  6. 9 hours ago, Andrew Davie said:

    Ha. Well it's always nice to be able to win against a chess computer. This one has a serious bug/issue in handling check in the deepest levels of the search, and that absolutely has to be fixed.

     

    will there be some 'dumbed down' option for the beginners and less advanced players? looking at the goals you set yourself I understand that we still are somewhat far from the final version, but wouldn't it benefit the game if it allowed for some bad moves on the lower difficulty setting? or even programming various 'computer opponents' into it and letting the player either compete with super performance grandmaster or starting easy against chess club Joe.

     

    really enjoyed the show yesterday, btw! the game itself looks great

  7. Wow. I just played it in a C64 emulator. That IS impressive. But only as an academic exercise, or as a blatant copy of a game that is already available on so many other platforms.

     

    It would be cool to see someone do a game that pays homage to SMB, but is original. (I mean, using TODAY'S dev tools, not like Giana Sisters.)

    well, one thing we know is that it won't happen on 8-bit Atari

  8. I spent more time playing 2600 games, and what I have noticed that as often as there are some amazing technical advancements in homebrew programming community, the fluffiness of controls is quite often missing. i don't know if that's also the case in 8-bit homebrew scene. the good examples would be 2600 ports of Mappy and Aardvark. Panky the Panda would be the opposite for me. As cool as the game was, the way character controls is... rough (hey, 'rough' is an antonym of 'fluffy'!)

     

    the C64 port of super mario is perfect in terms of controls fluffiness - I have spent looooots of time with NES original, so except from obvious issue of no joystick second button the plumber behaves the same - there is the same joy of controlling him on the screen, the port is very succesful in replicating this.

     

    that's my interpretation of what fluffy means. definitely not the word I would use, but pretty clear (I think? :D unless I got it wrong haha)

    • Like 2
  9. Even the original NES version had some flickering. One example is if you don't use the warp in World 1-1. Toward the end of the level, if Mario is on the ground, you have Mario and 4 Goombas on the same horizontal line. Mario and the 1st and 3rd Goombas are solid. The 2nd Goomba flickers slightly while the fourth Goomba is very transparent due to flickering.

     

    Watch here: https://youtu.be/1qcTwuKozs8?t=77

     

    Obviously, 5 objects that are each composed of two players on the same horizontal line is a nightmare for PM graphics if you are striving for a flicker free game.

     

    If someone is considering using character graphics, one thing in the original that bodes well for the A8 is that Goombas share the same colors as the background Black, white? and (orange above ground and blue when underground) so you would have enough colors for the Goombas. Also, when you are underground, I don't think you have anything that you need to mask since the background underground is black. Above ground, there are a lot of shrubs, etc that would create a lot of overhead and tons more work.

     

    yes, I can confirm that there is quite a lot of flicker in NES, as I've played it yesterday. It also limits number of screen enemies (it may be max.4 at a time, or something like that) it's actually quite a handy "feature", cause you can utilise this to your advantage in later levels when you are chased by Bullet Bills - just don't lose them while they are following you, and tougher enemies will not appear in front of you.

  10. ok, I cannot delete my topic, or change its name.

     

    sorry, maybe got too excited - only because I love original SMB, and i really think it's cool that c64 version was created. just thought it's quite big news (judging from the reactions on the web), that somehow borders on relevance also on this forum.

    but I also now understood from emkay's post, that this kind of port would not be viable for 8bit Atari. I didn't fully realised this real sprite difference, so thanks for explaing this.

     

    and for all those irritated above - sorry. i didn't have intentions to annoy anyone, but now see how I did.

     

    edit: also, please note that the topic name was meant to be ironic.

  11. Another scrolling game with sprites....

     

    well, not just 'another' - historically it's the most important of them all. landmark, really - in videogaming. that's why it doesn't bring a shame to any platform to be able to run it's port, even if technically illegal.

    • Like 2
  12. yawn, looks like with all the commodore threads in the Atari areas there is an active concerted push to try to get folks over to that platform... must be a recruitment drive to get fresh blood into their stale and often crazy cadre....

     

    I really wish all the commodore threads would be in the commodore section provided to/for them...

     

    Now if it were about porting the game to Atari that would change everything... but that's not what any of these seem to be about....

     

    sorry, not meant to upset anyone and the last thing I would want to do is try to push folks to get over to c64!

     

    honest jealousy and wish that someone ported SMB to 8-bit Atari instead of them doing it on commodore.

    • Like 5
  13. so I had a chance to play the demo rolling 5 level version thanks to the tournament hosted in A2600 section and as a casual gamer all I can say is this is actually one of the best games I ever played for VCS. well done guys, super impressed, and already a strong contender for a number of atari 2019 awards.

     

    i know it wont be a popular opinion on this forum, but I am not a fan of most of games for the system - unforgiving game mechanics, unattractive visuals is what usually puts me off, and that includes the homebrew games too. Its not a complaint per se, I just understand that most of these games are for experienced arcade gamers, and for someone like me the nintendos of this world were made.

     

    However - saying all that - Aardvark stands out. Visually attractive, with slow learning curve it is perfect for a casual gamer - something that the console library is missing. ok, you may argue that this means the game is too easy (and I realise we are talking about demo version, with the programmers stating above in this very topic, that final release would present tougher challenge in the later levels) - but I hope that the first five levels stay as they are now.

     

    for those 5 levels the tactic is relatively easy - all you need to do is train your ants. in practice for me this meant:

    -clear two top rows, come back up.

    -clear top four, come back up

    -clear five-six, come back up

    -start clearing bottom rows, kill one of the queens, stay low

    -finish off bottom rows, kill second queen in the meantime for bigger bonus.

     

    no idea if I was clear describing my tactic, but what it means is that you order your ants to come out in order, so you kind of prepare the ants to come out one by one, row by row. It worked for all five levels, just assuming that full version will be bit harder to beat. btw. working this tactic means that spider is absolutely no threat to you, so I never worried about the night time - I am just too low by the time he comes out, so he never has a chance to get to me.

     

    I dont even know why I wrote all of this, haha - just probably my way of saying its a brilliant game and I love it - dont remember last time I was so fixated on the game tactic that much.

     

    Brilliant work guys, honestly.

     

    Just one more thing - if you plan to increase the difficulty please dont fall into easy trap of making the controls harder. I actually sometimes thought that tonguing down the next hole could be maybe even slightly more responsive, because there was couple or a few times that I got stuck during todays session. nothing serious, so it may stay as it is, but if you plan to increase the challenge in the future dont do so at the expense of almost perfect controls.

    • Like 3
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