Blackjack Posted September 20, 2007 Share Posted September 20, 2007 Impressive work! Fun game..... thank you. Quote Link to comment Share on other sites More sharing options...
seemo Posted September 23, 2007 Author Share Posted September 23, 2007 Hi, here's another update of Lead What's new: - some code review - slightly reduced the fx volume for 'seq' audio option - fixed a bug that often prevented scramble stages (from the second on) from turning left/right - re-defined stage parameters - the third power-up now is a shield that allows the player to avoid a game-over condition once ( this is a mix between the 'timed' shield and the extra life that moonshot22 suggested : Thank You Ron ! ) Simone @Tidegear: I was hoping that you were experiencing that 'out of side' bug because of the emulator/platform you were using... a suspect made stronger by my first attempts/checks on the code, that unfortunately proved useless ... anyway, I kept on investigating, and finally found the cause . I would never challenge your 'mental sanity'... whatever that thing is lead_8k_20070923.bin Quote Link to comment Share on other sites More sharing options...
Freakservo Posted September 27, 2007 Share Posted September 27, 2007 ...The extra life element was the only suggestion left that I can think of. With that added, Lead feels complete. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted September 27, 2007 Share Posted September 27, 2007 Great update, as usual! I like the new Catch graphics. You have a real talent for good sprite design. There's a lot of variety in the game, but everything looks like it all belongs together. The only suggestions left I can think of, would be for the end of the Catch level. If you miss, it should probably say (for example) "85 Caught!" Instead of "85 Catch!" If you get them all, it would be nice to add the word "Perfect!" above the "500 Bonus". Everyone likes a little positive reinforcement. Quote Link to comment Share on other sites More sharing options...
Tidegear Posted September 28, 2007 Share Posted September 28, 2007 I still wish we could get some kind of boss(es) in the game but Simone can only do so much! Quote Link to comment Share on other sites More sharing options...
johnny_boy Posted September 29, 2007 Share Posted September 29, 2007 This is insane! Lead is STILL being perfected? Talk about dedication. What a fun game this is, even though I can't get very far. Quote Link to comment Share on other sites More sharing options...
jbrodack Posted September 30, 2007 Share Posted September 30, 2007 such a great game. I really appreciate the addition of diagonals since I primarily play this on my gp2x. anyway love the variety and how you've really perfected the game. it even includes the 1k original if all you want is shooting. this is about as perfect a game as you can get on the 2600 Quote Link to comment Share on other sites More sharing options...
seemo Posted October 4, 2007 Author Share Posted October 4, 2007 Hi, another update - on scramble stages, enemies flash when you are within their 'hit' range - at the end of a catch stage, the message says '+500 / perfect !' for a perfect stage, or 'xx / caught !' for a 'normal' stage - you can now carry a maximum of three smart bombs, so that you get a power-up for every fourth additional smart bomb Thanks to Eric "r_type2600" for this suggestion ! (the last 'bonus points' power-up got splitted into two 249 'bonus points' power-ups) - reworked a little the sides movement routine Simone @jbrodack & johnny_boy : thanks for your kind words, and welcome to AtariAge ! @nathan : thanks for your appreciation ! lead_8k_20071004.bin Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted October 5, 2007 Share Posted October 5, 2007 Awesome work, Simone! The flashing on the Scramble stages is very helpful. I like the three-bomb limit much better. It's nice to be able to get to the later power-ups sooner. Some of those higher levels are tough! This should keep people busy playing for a long time. Quote Link to comment Share on other sites More sharing options...
r_type2600 Posted October 6, 2007 Share Posted October 6, 2007 Another excellent update, Simone! You didn't mention it, but I think you also reworked the colours a bit, didn't you? Anyway, the game somehow feels richer and deeper now...great! Could of course also be that I'm just completely hypnotized all the way again - glad to see the expanded '+500 / perfect!' message make it! A small observation: wouldn't it be more intuitive to revert it, e.g.: ' perfect ! / (empty line) /+500 ' Cool you decided to reduce the smartbombs - I believe this now really gives the player more freedom in how to approach and play the game: no need for a perfect run anymore in order to experience all gameplay elements! The smartbombs definetely get much more use now - on the heels of the above, it might be a good idea to change the score unit value to 3 in order to break up the current rigidy of even scores. Not sure, but I think it would further add to the 'freefloating' spirit of the game... Quote Link to comment Share on other sites More sharing options...
Guest moonshot22 Posted October 13, 2007 Share Posted October 13, 2007 Hi Simone! Lead just keeps getting better and better! Thanks for taking such care in "tweeking" a great game! I have a few questions for you. Upon completing the final level, does the game continue on? Also, I was wondering if you would consider removing the narrowing of the playfield feature for the first "scramble" stage. I think it would be cool if it didn't come into play until the 2nd time you reach it. I know it's been mentioned a few times here, are you planning on making this available on a cartridge? I sure hope so!!!! Do you already have the artwork worked out? If not, do you think it would be a good time to hold the usual contest for the artists here? It woud be awesome if this were available by Christmas. cheers---Ron Quote Link to comment Share on other sites More sharing options...
wrenchien Posted October 13, 2007 Share Posted October 13, 2007 (edited) Hi Simone! Lead just keeps getting better and better! Thanks for taking such care in "tweeking" a great game!I have a few questions for you. Upon completing the final level, does the game continue on? Also, I was wondering if you would consider removing the narrowing of the playfield feature for the first "scramble" stage. I think it would be cool if it didn't come into play until the 2nd time you reach it. I know it's been mentioned a few times here, are you planning on making this available on a cartridge? I sure hope so!!!! Do you already have the artwork worked out? If not, do you think it would be a good time to hold the usual contest for the artists here? It woud be awesome if this were available by Christmas. cheers---Ron i second that one. would one created with labelmaker 2600 count as acceptable? Edited October 13, 2007 by wrenchien Quote Link to comment Share on other sites More sharing options...
Legend Posted October 15, 2007 Share Posted October 15, 2007 Ever think about supporting paddle control. The game is great. It seems like it would be a cool as a paddle game. Every time I kinda wish I was playing with a paddle. Something about it just gives off that vibe to me. Anyways, just putting it out there. Again, Great game. -Legend Quote Link to comment Share on other sites More sharing options...
Rom Hunter Posted October 21, 2007 Share Posted October 21, 2007 Brilliant game, Simone! Belongs in my personal top five homebrews now. One thing: Perhaps the player could start again in the same level as the one he dies in, instead of the previous level? IMO you're pushing it a bit too much by sending the player back one level (not good for the morale). Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted October 21, 2007 Share Posted October 21, 2007 Perhaps the player could start again in the same level as the one he dies in, instead of the previous level? IMO you're pushing it a bit too much by sending the player back one level (not good for the morale). I have to disagree with you there. I'd like to see it pushed back even another level. So what he has now is probably a good compromise. The problem with continuing at the same level is that it's too easy to work your way through a game, without ever learning how to actually get good at it. The suggestion for restarting back a couple of levels came from Tempest (the game, not the guy), and it worked extremely well there. Quote Link to comment Share on other sites More sharing options...
Rom Hunter Posted October 21, 2007 Share Posted October 21, 2007 (edited) The problem with continuing at the same level is that it's too easy to work your way through a game, without ever learning how to actually get good at it.I agree, Nathan. That's exactly why I think you should start at the beginning of the level you died in, not at the beginning of the level you've already mastered. IMO forced to repeat something you've already overcome becomes eventually disappointing. I feel like I'm being extra punished for not making it through a certain level now, instead of being encouraged to master it. Edited October 21, 2007 by Rom Hunter Quote Link to comment Share on other sites More sharing options...
4ever2600 Posted October 21, 2007 Share Posted October 21, 2007 Same here... PLEASE set it to where you start the level you died in so you don't have to go ALLL THE WAY BACK TO THE BEGINNING... This is the only thing that makes me stop playing the game... I feel like it's a board game! LOL No seriously... GREAT FRIGGIN GAME! Quote Link to comment Share on other sites More sharing options...
r_type2600 Posted October 21, 2007 Share Posted October 21, 2007 Siding with Nathan here: - continuing from the same level will ruin most of the fun of the game. It doesn't represent a challenge at all to try the same level over and over again until you eventually luck out and make it to the next level. No focus, no risk, no thrill, no excitement, no fun. It's like watching a DVD on fast forward in five minutes. You'll see all scenes, perhaps catch the storyline, but completely miss the drama and emotions. Then you'll put in a drawer never to be looked at again. The essence of classic gaming is to master the game, not to play through it. Granted you will be required to sharpen your concentration, keep focused, sweat, then eventually curse and throw the joystick against the wall. And then you'll come back to the game in the evening. Or the next day. Or in a week. To give it just one more try. And once you finish it, you will try for a better score. That's excitement. That's fun! Quote Link to comment Share on other sites More sharing options...
Rom Hunter Posted October 21, 2007 Share Posted October 21, 2007 (edited) Siding with Nathan here: - continuing from the same level will ruin most of the fun of the game.It doesn't represent a challenge at all to try the same level over and over again until you eventually luck out and make it to the next level. I don't understand this. Now you have to replay the previous level over and over again. And not only that: the previous level is a completely different challenge too. Let me put it this way: If Rocky gets knocked down by Mr. T, I don't think he wants to fight with Apollo Creed first again. Edited October 21, 2007 by Rom Hunter Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted October 22, 2007 Share Posted October 22, 2007 Let me put it this way: If Rocky gets knocked down by Mr. T, I don't think he wants to fight with Apollo Creed first again. But if he got knocked out by Mr. T, they wouldn't let him start his next fight in the same round. Quote Link to comment Share on other sites More sharing options...
Rom Hunter Posted October 22, 2007 Share Posted October 22, 2007 Let me put it this way: If Rocky gets knocked down by Mr. T, I don't think he wants to fight with Apollo Creed first again. But if he got knocked out by Mr. T, they wouldn't let him start his next fight in the same round. LOL True. Therefore I plead for a new fight with the same contender. Ding. Ding. Quote Link to comment Share on other sites More sharing options...
r_type2600 Posted October 22, 2007 Share Posted October 22, 2007 Siding with Nathan here: - continuing from the same level will ruin most of the fun of the game.It doesn't represent a challenge at all to try the same level over and over again until you eventually luck out and make it to the next level. I don't understand this. Now you have to replay the previous level over and over again. ... not exactly: lose on that one, and you'll be set back one more level. And so on.. No easy way out here: if you wanna progress, you've got to be focused and sweat for it! If Rocky gets knocked down by Mr. T, I don't think he wants to fight with Apollo Creed first again. The point is that Rocky's gonna fight, not bribe the referee... Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted October 22, 2007 Share Posted October 22, 2007 I like the idea of having to play the previous level again. And isn't that exactly what Kaboom! does too? Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted October 22, 2007 Share Posted October 22, 2007 ... not exactly: lose on that one, and you'll be set back one more level. And so on.. No easy way out here: if you wanna progress, you've got to be focused and sweat for it! Exactly! You have to get good at the game to move forward. Otherwise, you'll move backwards. Just being able to play the same level over and over until you luck your way through it doesn't make you any better at the game. Quote Link to comment Share on other sites More sharing options...
Rom Hunter Posted October 22, 2007 Share Posted October 22, 2007 Hmm... Still not convinced. I'm sorry, guys. Anyway: keep up the good work, Simone! You made a terrific game. Quote Link to comment Share on other sites More sharing options...
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