vhzc
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Everything posted by vhzc
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Thanks! Probably I will release the 3rd demo the next week.
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Thanks for your offer, but I have no interest to make a 8bit version for now.
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Really nice looking sprite and tilework.
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Wow, that was fast. Thank you very much for the testing and feedback. Did you use actual hardware? Is the "collect the codes" mechanic easy to understand? Yeah, I want to have more stuff to do for every screen. I can call him Richard, sure. But really I have no idea which Richard are you referencing here 😛
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Glad that you enjoyed the game. I think once you understand the pattern all the bosses are easy. But maybe I could tweak the difficulty on boss 5. Thanks for playing and for your feedback!.
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Thanks for your kind words and for testing. In the current stage of development all testing is greatly appreciated, even more when is done on actual hardware. I also had think about put some tunes to accompany the player during his journey, I am not too good at music, but I suppose I could try to do something in that area.
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I made my 2600 platform games using batari basic the jump is defined by a pseudo sine curve defined in a DATA set. In 7800 I use a similar method. To detect the floor and stop the fall instead of boxcollision is better to read directly x,y position to check the surroundings of the character.
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Good job guys, I almost thought I was making the game too hard, but you were able to get to the clear zone screen in just some plays. James finished the demo, but he is a shmup guy. What a nice little machine you have there! I have an Anbernic r352p, I think they are similars. Thanks everybody for testing. It is a great help.
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Hi guys. I am working on a new game. An horizontal shooter with mechanics similar to Scramble/Super Cobra/Caverns of Mars. You control a ship through a tunnel, shoot stuff and avoid another stuff. The game doesn't have lives, but an amount of energy that is being drained as the time goes. If you runs out of energy then the game is over. Tunnel is divided in zones. When destroyed your ship will respawn at the start of a zone or at a checkpoint. Once you clear a zone you energy is refueled. You also recover 1 energy point for every enemy destroyed. I want to keep it as a 48k game, but that could change. Embarrassingly, I still don't have a DragonFly or similar, so I personally only have tested it on a7800 emulator, so testing, especially on actual hardware, would be greatly appreciated. ToH_demo01d.a78 UPDATE: - More Screens (2 zones) - More enemies. - Cosmetic changes. - Difficulty tweaks. ToH_demo02.a7 UPDATE: - New Zone Added - More enemies. - Cosmetic changes. - Difficulty tweaks. ToH_demo03.a78 UPDATE: - More zones, bosses and enemies. - Cosmetic changes. - Difficulty tweaks. ToH_demo06.a78 UPDATE 2022-10-29 Release candidate 1 is here! ToH_RC1.a78 Also I added some merchandising in my teepublic store, in case you want to support the project buying a nice shirt, wall arts or other stuff https://www.teepublic.com/t-shirt/36109542-tunnels-of-hyperion
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Hi. I have used only standard bBasic kernel in all my games for the 2600 to date. And yeah, I turned off M0 to avoid blank lines.
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Thanks! I am glad that you enjoy my game.
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Yeah, button is there now. Thanks!
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New Demo: 20 new screens (an entre floor). New mid boss battle. A cameo ? And a lot of cosmetic changes oozy_the_goo_gaiden_demo2.a78 I don' t know why I can' t edit the my first post like I usually do. The edit button is missing.
