+Propane13 Posted January 14, 2009 Share Posted January 14, 2009 Oh, one other thing. Kill the music on the cutscene after level 4. -John Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 14, 2009 Author Share Posted January 14, 2009 New version (I know, the second one today. I have nothing else to do, so...) Changes: +Level 2: Added the bird swooping down (or up, if the case) to try to get you. I also added two new screens at the end so now there's 32 screens instead of 30. +Level 3: Fixed everything about the giant's room, both in and after (i think.) You can no longer keep going into the giants' room and kill him multiple times. By the way, I forgot password "99" which is a shortcut to the giant's room; and the music at the end is gone. jack44.bas.bin jack44.bas Quote Link to comment Share on other sites More sharing options...
Primordial Ooze Posted January 15, 2009 Share Posted January 15, 2009 (edited) Hi, I fixed the greensleeves music in my game 2600 Hero with the updated version i recieved from you via pm. Please let me know if it still needs any fixing. 2600 Hero 2600Hero.bas 2600Hero.bas.bin Edited January 15, 2009 by 2600 Hero Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 15, 2009 Author Share Posted January 15, 2009 (edited) I did some sprucing up of the game code and added a sleeping dog sprite for level 3. Next up (if there are no bugs): adding a game over screen. jack45.bas.bin jack45.bas Edited January 15, 2009 by atari2600land Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted January 15, 2009 Share Posted January 15, 2009 I tried the Jack44 version last night for a while. Comments: 1. I like the level 1 trolls having 3 types of movement which seems randomly chosen each screen. Sometimes I couldn't finish a screen in time because I couldn't outwit the troll to get through a passage - but I feel that's okay, not suggesting that you change it. I wouldn't want the game too easy. 2. swooping birds - this is what the climbing-beanstalk level needed. I also noticed the one screen where you must fall out of it while pressing left to grab the beanstalk on the lower screen, which was nice. I didn't get to try going back down though but hope it works that way too, with the reverse gravity. 3. I died in the castle level. I didn't know what to do in the Giant screen and he kept killing me as I experimented. Some of the music in this level gets a bit out of key, doesn't it? Maybe the 2600 can't hit all the notes ? My opinion is the music should be a bit quieter. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 15, 2009 Author Share Posted January 15, 2009 I tried the Jack44 version last night for a while. Comments: 3. I died in the castle level. I didn't know what to do in the Giant screen and he kept killing me as I experimented. Some of the music in this level gets a bit out of key, doesn't it? Maybe the 2600 can't hit all the notes ? My opinion is the music should be a bit quieter. What you're supposed to do in the giant's room is shoot his feet by pressing fire. Shoot them 6 times and he goes away for good. You get 10 points for each successful shot. (and you get 100 bonus points.) I'll see if i can change the key the music is playing. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 15, 2009 Author Share Posted January 15, 2009 Changed the music in level 3 and added a "game over" screen. jack46.bas.bin jack46.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 16, 2009 Author Share Posted January 16, 2009 How is this for an ending song? jatbend.bas.bin Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted January 16, 2009 Share Posted January 16, 2009 How is this for an ending song? I like it! I also played the latest version a bit and i like the changes you made. The different movement types for the trolls and the swooping birds are a nice addition and prevent the game from being too easy. I didn't get far in level 3, the sleeping dogs look good. I noticed that the player-color in level 3 is different than in level 1, is that intentional? All in all it's nice to see the game getting better with every new build. Keep up the good work! Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted January 16, 2009 Share Posted January 16, 2009 the sleeping dogs were just squares when I played. Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted January 16, 2009 Share Posted January 16, 2009 the sleeping dogs were just squares when I played. They are in the latest version, jack46. Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted January 17, 2009 Share Posted January 17, 2009 Tried the latest version. The sleeping dogs look great. THe music in the castle seems less out of key - did you change it? It sounded much better to me for some reason. JatB is now hard enough, I believe. 2 games (one option #1, one #2) and I got the Game OVer screen both times. If I were a bit more careful I'd have done better. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 17, 2009 Author Share Posted January 17, 2009 I changed the music in level 3, i'm glad to hear it sounds better. Here's a version with the ending music implemented. Any suggestions on what to do next are greatly appreciated. jack47.bas.bin jack47.bas Quote Link to comment Share on other sites More sharing options...
Jakenut86 Posted January 17, 2009 Share Posted January 17, 2009 Just started playing this and haven't got past the village yet. But I took a look at the first post and I think that it would be kinda cool to have to fight the giant at the end. Kinda like in the movie "The true story of Jack and the beanstalk" where the giant follows Jack down the beanstalk and is ultimately killed by Jacks mother. Quote Link to comment Share on other sites More sharing options...
MausGames Posted January 17, 2009 Share Posted January 17, 2009 Just don't forget that you can still access the missiles using ENAM0 = 2 and ENAM1 = 2. If you don't have any use for that, then keep in mind that you still have: aux1, aux2, aux6, missile0x, missile0y, missile0height, missile1x, missile1y, and missile1height to use as general purpose variables in your game. You'll have to double check though to see which of those, if any, are re-purposed for player colors. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 17, 2009 Author Share Posted January 17, 2009 Just started playing this and haven't got past the village yet. But I took a look at the first post and I think that it would be kinda cool to have to fight the giant at the end. Kinda like in the movie "The true story of Jack and the beanstalk" where the giant follows Jack down the beanstalk and is ultimately killed by Jacks mother. You can fight the giant in his castle (level 3), provided you find him. It's not mandatory, but if you defeat him, you get 160 bonus points (10 for each shot to the feet and 100 for finishing him off.) Quote Link to comment Share on other sites More sharing options...
Jakenut86 Posted January 17, 2009 Share Posted January 17, 2009 Just started playing this and haven't got past the village yet. But I took a look at the first post and I think that it would be kinda cool to have to fight the giant at the end. Kinda like in the movie "The true story of Jack and the beanstalk" where the giant follows Jack down the beanstalk and is ultimately killed by Jacks mother. You can fight the giant in his castle (level 3), provided you find him. It's not mandatory, but if you defeat him, you get 160 bonus points (10 for each shot to the feet and 100 for finishing him off.) oh, like I said I haven't made it that far yet Was just throwing out an idea great work so far!!! Quote Link to comment Share on other sites More sharing options...
MausGames Posted January 17, 2009 Share Posted January 17, 2009 Would it be possible to add at least one additional type of enemy to level one, and maybe a few obstacles or bonus items? Maybe to add some more strategy to that level, you could make it possible to use the slingshot, but require the player to collect ammo for it. Since there is a time limit, I think this would work really well. If knocking out an enemy caused some sort of bonus item to appear randomly somewhere on the left half the of the screen, then the player would have to learn how to quickly travel forward and backward through the screens to collect ammo and items. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted January 17, 2009 Share Posted January 17, 2009 Hi Chris The game is great .....and it is much harder to play now.Not too easy and not too frustrating.Sometimes the timer is very hard in the first level,when the troll blocks your way. greetings Walter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 17, 2009 Author Share Posted January 17, 2009 Would it be possible to add at least one additional type of enemy to level one, and maybe a few obstacles or bonus items? Maybe to add some more strategy to that level, you could make it possible to use the slingshot, but require the player to collect ammo for it. Since there is a time limit, I think this would work really well. If knocking out an enemy caused some sort of bonus item to appear randomly somewhere on the left half the of the screen, then the player would have to learn how to quickly travel forward and backward through the screens to collect ammo and items. I wanted to add an enemy movement type, but i couldn't think of one. Also, having an item to use would make the troll flicker between it and the item, like how the giant leg's flicker in his room. I'll do it, but the ammo would have to be green because it'd be the ball. Quote Link to comment Share on other sites More sharing options...
MausGames Posted January 17, 2009 Share Posted January 17, 2009 (edited) If the item didn't appear unless the player shot the troll, then you wouldn't have use flicker. It could disappear, run off the screen, or melt, something like that. It would give the player an incentive to hunt the troll and collect ammo; they don't always block the players path. Edited January 17, 2009 by MausGames Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 17, 2009 Author Share Posted January 17, 2009 Here's a version where a green thing randomly appears (grenade, perhaps) in each screen in level 1. You throw it in a straight line. You only get one per screen, and can't have more than one at the same time, so aim well. It's still kind of buggy, but I think I might be able to fix it. jack48.bas.bin jack48.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 18, 2009 Author Share Posted January 18, 2009 New version. + Made the grenade-like thing a little bigger. You can now throw it diagonally, too, but only when you're pressing the joystick diagonally. + Changed the way the grenade-thing is randomly generated. Some levels will not have one due to it being covered by the playfield, but I think this won't happen much. + Changed screen 18 of level 1 to make it a little harder. + If you hit a troll with a grenade, you get 100 points and the troll goes away until you get to the next screen. + When you die in the castle, the dog goes all the way to the end of the screen. + If you play the game starting at level 1 and get to level 3, you now have 6 lives instead of dying the first time you hit a dog. jack49.bas.bin jack49.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 18, 2009 Author Share Posted January 18, 2009 (edited) Sorry to post two consecutive changes in less than 2 hours, but I just got IMO a brilliant idea about how to handle firing the thing. Changed the way you shoot. Now, you press fire & the direction you want the thing to go simultaneously. If you just press fire all by itself, nothing happens. EDIT: oops, uploaded the wrong version. version 50a is the correct one. jack50a.bas.bin jack50a.bas Edited January 18, 2009 by atari2600land Quote Link to comment Share on other sites More sharing options...
+Cafeman Posted January 19, 2009 Share Posted January 19, 2009 (edited) It's not a grenade - it's a watermelon! HAW HAW HAW! What fun, chucking watermelons at trolls! Edit - I'm not really being sarcastic. It looks like a watermelon, and fits the theme of a poor Jack, beanstalks, and beans more than a "grenade" would. Just thought I'd expound a bit since its easy to misunderstand on a forum. In fact, rather than shooting the Giant, how about lobbing square blocky food at his feet, like a mini-level of Food Fight? Others can chime if they disagree. Seriously it doesn't matter, what is there is good. Edited January 19, 2009 by Cafeman Quote Link to comment Share on other sites More sharing options...
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