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metalbabble

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Everything posted by metalbabble

  1. If you'll forgive the shameless plug, I don't know if I mentioned it here before but I actually made a sequel to Bit Quest earlier this year (surprisingly called Bit Quest II) A lot of the awesome feedback I received here went into making it. If you haven't seen it, check it out here: https://atariage.com/forums/topic/286977-bit-quest-ii-new-homebrew/
  2. Nice job on completing it, and with one of the achievements too! Thank so much, glad it was enjoyable!! Finding a good difficulty level is challenging; the feedback is definitely helpful and much appreciated.
  3. It's super-minor; The last boss takes extra hits, and the enemies that can shoot will shoot more frequently. That's basically it... Thanks for giving it a whirl!
  4. Couple of little tidBITs... First off, thanks Zero Page HomeBrew for the awesome stream today - all four homebrews you played were a lot of fun to watch. That marble craze game has some awesome music. Tower of Rubble and Color Gotcha look wicked fun too. Oh, and find any Tolken influence in Bit Quest II? Ok so, in terms of Bit Quest II, I just updated the game to 1.4, the key new additions are: Optimized some of the sub screen / map screen code. (Probably not really noticeable, but it gave me more room to work) Full color manual instead of just a text file. I still need to do a proper map, when I get to that I'll include it in this manual. ACHIEVEMENTS! I've added 3 achievements into the game. The ending will show up to 3 crowns: 1 for each achievement. The achievements are: taking no damage, finding all of the dungeon items (3 hearts, 4 keys), and completing the game by only traversing through a minimal amount of screens. (160 for the time being) Believe it or not, it's possible to get all 3. At this point I have a couple of more things I want to add. There's still some optimization to do, and I have the idea of adding in one more character power-up / upgrade. Download is still here Enjoy!
  5. Tower of Rubble looks great, nicely done. Love the player animation!
  6. Sweet, looking forward to the show! Thanks again!
  7. I just pushed up a version which should resolve the wall jump issue - another good catch there! The ROM is officially at 1.3 now! As far as tracking the latest version, I've included revisions.txt inside the zip with a list of all the changes since the initial posting. This is how I've been trying to keep it organized, if the zip file mentions 1.3, it's the latest (as of this posting). I suppose I could still rename the files if that's helpful. (I'm just nit-picky about the file names when browsing them on my harmony cartridge, haha.)
  8. I'll definitely check it out, thanks for the catch. I want to (maybe) try and figure out a way to show which dungeon you're specifically in. Each one was supposed to be sorta themed around the area it's found in. E.g. an island, a pyramid, an icy cave, etc. I'd like to do a proper manual at some point and maybe I could list their titles there. I'm literally down to under 10 bytes left of graphics bank memory, lol! (But y'know, there's always a way...)
  9. Map/Sub-screen now working without having to reset enemy positions. Should be all good! I ended up just storing a bit value (really is a quest of bits) that basically told my initialize room routine to skip over the code that sets the enemies' initial positions. No crazy variables needed Hopefully no new bugs are introduced, the line count should still be stable. The ROM is officially at version 1.2 now with the working sub-screen. By the way, anyone complete the game yet?
  10. Yeah, I think my plan is to move each sprite to y=200 and try and retain the old y positions for when you come out of the sub-screen. If I don't have enough memory left I might add ~100 to their y values then subtract it to bring them back.... Something along those lines. I could also try and just blank out the sprite data, I'll see. Thanks for sharing!
  11. From the album: My Games for 2600

    ROM available at atari.metalbabble.com

    © 2018

  12. From the album: My Games for 2600

    ROM available at atari.metalbabble.com

    © 2017

  13. metalbabble

    bitquest2

    From the album: My Games for 2600

    available here

    © 2019

  14. Ok, sub/map screen it is! I really did like that idea, thanks again Lewis2907. Use the "Game Select" switch to bring up the sub-screen. Shows map position and keys collected. The only minor issue with it I'm aware of is that when you return to the gameplay, the monster locations reset. Not a huge deal, but somewhat annoying and I'd like to fix it still. Also nit-picky, but if you play around with the switch on a real system it is possible to get it to bounce back and forth between the game and sub screen. Also not a big deal, but I plan on taking a second pass on it. In Stella, it's completely fine. I'm probably going to end up taking the attachments off the initial post and just use a link to my website, because as it is, the download count resets each time.
  15. Attached is a notebook sketch of the world map for Bit Quest II, if anyone's interested. I really like that map sub-screen idea, I think I'm going to try and add it.
  16. That map suggestion is a neat idea. I was trying to think of a way to do some kind of inventory screen where you could review the keys you found, etc. Maybe I'll have to upload a deluxe version
  17. Cool, so I've just posted an update which will hopefully resolve this line count flicker issue. I played through a few times with the debugger set up to bark if I crossed the 262 count, so hopefully I've caught all of the places that would happen. At this point, I've gotten pretty efficient at speed-running it, lol! In any case, thanks again this was really valuable info. The updated version should be attached to the original post above. It's also on my website, where you can always grab the guaranteed latest version. Direct download link here. I have a few next steps / refinements in mind, so definitely don't hesitate to let me know if you run into any more glitches!
  18. That's great info, thanks for providing all that. I didn't know about that feature in Stella, I'll definitely check it out. Thanks!
  19. Thanks for the feedback, it's great to hear! I saw the question about Snow Dogs, I actually had taken that down because I found it to be kinda buggy and sub-par, but I would be happy to send anyone the rom, just message me.
  20. Hi all, I just wanted to share a new homebrew I just finished up - Bit quest II. If you played the original, then I would say Bit Quest II is a logical evolution of that idea - it's much bigger and has more variety. It's an adventure-type game with an overworld and several dungeons with hidden items. It's sort of inspired by the original Zelda, along with games like Venture and Adventure for the 2600. It also incorporates a lot of feedback I received around the original. In any case, hope you enjoy! Some notes: * Joystick to move, fire button to attack. (Full instructions included) The premise is, the hero from the first Bit Quest is captured, so you have to rescue him. There are 4 keys hidden throughout the world which will unlock the final dungeon. * Uses DPC+ so you'll need to play in a compatible emulator, like Stella. * Max hearts can be increased by finding heart containers, and you can continue after a game-over. * (NEW) Sub-screen with Game Select switch Attached are some screenshots, and the download link is below. If you're interested in checking out my other homebrews including the first Bit Quest, my Atari page is here: http://atari.metalbabble.com/ Thanks & have fun! UPDATE: I've made a few tweaks to the game since the initial post, thanks to some great ideas and feedback. I'm taking the attachments off the post - to help streamline things. The up-to-date latest version of the ROM is up on my site. Direct download link below: ** CLICK HERE TO DOWNLOAD **
  21. Awesome LiveStream guys, I was totally busy yesterday but I managed to catch part of it! Thanks for including Sand Castles in it!
  22. So, I realize this is going to be some shameless self-promotion... but I wanted to share that I made a sequel to this game! The sequel is actually for Windows PC, it's called "Super Sand Castles". If you're interested, it's available for free right here: http://brianwayneshea.com/super-sand-castles/ It may not be an Atari game at this point, but I think it keeps the retro spirit alive... plus I use a lot of samples, sound effects, and other bits from the original! If you haven't played the original, it's at the beginning of this thread. (Oh, and speaking of the original - check out the attached picture of the physical cartridge, pretty nifty!) Thanks!!!
  23. OK! I think I got it (attached above). It seems like it was a stack overflow type of issue. I've found sometimes weird stuff like that happens when you perform too many gosubs. Almost like the call stack bleeds into graphics memory, or something along those lines. In any case, hopefully this tightens things up a bit. Enjoy, and thanks for the feedback and help beta testing
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