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Insect Combat for VB


atari2600land

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I worked on this today, but it's too hot to work on this any longer today. If you read my blog and downloaded 042212a, there's now a 042212b to download. The Mednafen emulator speeds the music and the action up, on the VB it's the right speed. Link is in my signature. Let me know if there's any problems with the b version.

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  • 3 months later...

PVB member "morintari" who has been making the ant sprites for me, sent me his punching ant. So I put punching in the game. To punch, press A. You can only punch when standing still (not jumping or walking). Note that it doesn't really affect the game any (the health levels are the same and the other ant just keeps walking like he did before), but you get to see a cool animation of your ant punching. Link is in my signature.

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  • 1 month later...

I worked on this for a while and I'm pretty satisfied the way it works on real hardware, albeit it's a little slow. If you try it on Mednafen, it speeds the game up a little for some reason. Link to the latest ROM is in my signature. Please tell me if you see any bugs, er, glitches.

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Giant and Behemoth can now throw their opponents, while Rumblebee can sting his. To activate their special moves, you can press B. This is just for testing purposes only, they will be moved to button combinations later. Giant and Behemoth: Press B to pick up, you can walk around with your opponent. Press B to throw him down.

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  • 4 months later...

All 8 special moves are now programmed in the game. The hard part now is programming AI, since I have no idea how to. There might be some minor quirks on real hardware, but nothing significant. You can get the latest ROM and source code zip file in the link in my signature.

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  • 1 month later...

Made the opponent pace back and forth. The only thing that will stop the opponent is a special move or a punch. Just playing around trying to get a feel for just how hard it will be to program the opponent's moves and stuff. Also, the health meter works. It takes two punches or one special move to make the opponent's health meter drop a block.

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  • 1 month later...

Monthly update time. I've made it so the opponent can punch you. I didn't realize how buggy the game was from last time (no pun intended), and I think I fixed most if not all of it. I had to change the way the opponent goes back and forth though. Now the opponent goes back and forth to the edges of the screen, not the whole arena. I was having quite the time yelling at the stupid thing to make it work right. It took 7 hours in 2 days to code, test on real hardware, code more, test on real hardware again, not to mention the countless times I used Mednafen instead of a real Virtual Boy. That saved me from using my FlashBoy a lot. I was hoping to get this game finished by next August in time for the 20th anniversary of the Virtual Boy's release, but I'm not sure I can do it. I would like to finish the game, but I don't know if I can even do that. This is by far the most complicated game I've ever made, and I've spent 5 years on it (off and on, mostly off), so I'd like to complete the thing. So we'll see how it goes. Link to latest build, as always, in my signature.

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Yelling at your projects is just part of the learning process :) Seriously, don't expect to program awesome AI on your first try. It sounds like you've learned a lot about programming on the VBoy which is very impressive. Perhaps you could re-purpose these characters and the knowledge you've gained into some kind of side scrolling adventure with the bugs as bosses. That way you could program some specific pattern movements and come back to the full fighting game when you've got a better handle on the AI required for a 1 player fighter. Or you might just need to give yourself a break and move on to a new concept, applying what you've learned on this project on future experiments.

 

I had a lot of fun reading your thread. Seeing the ways that other members have reached out to help over the years was encouraging. This thread even had a lesson in random number generation!

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  • 1 month later...

Look at the new site and play the new rom.

Major additions and changes:

+ the opponent can now jump. and attack you.

+ choosing players now done by left and right instead of select.

+ you win and you lose messages upon winning or losing

+ special moves animation faster.

Link is in my signature.

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  • 4 months later...

After a few months of dormancy, I am back working on this again. Apparently the Virtual Boy does not reset everything when you turn it off, so you have to get rid of any possible text that might be on the screen when you turn it off and back on again. So play this on your FlashBoy (or emulator) and if there are any bugs you see (besides the fighters!) let me know.

http://www.atari2600land.com/insecticide/

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