Mr SQL Posted September 9, 2011 Author Share Posted September 9, 2011 Here's a new build with the bug fixed that Yart had found and absolutely no flicker on any game screens It's also tuned to be a little tougher. We just played it for a couple of hours with no crashes and having to reload. Comments on this build were that the different screens started to feel like colour therapy with a hypnotic pleasing effect, and that the cities looked martian RT thanks for the info on the debug screenflash, that's a great utility! Just played a couple of rounds on the good ol 2600. Fun game, first time I've played it honestly, but it was challenging in a variety of ways. may I make a suggest? Don't have a ship on the bottom following you, make it so you have two or three on the bottom that are stationary but still shoot at you . . . just an idea. Good job! Thanks disjaukifa! That's a cool idea, maybe I will revise it to have more ground ships in subsequent screens or have it alternate; agree they would have to be stationary if there was more than one. I was also thinking of writing another video game with the new compilers beyond-semigraphic abilities but still keeping the focus on gameplay. Very cool you played it on the real hardware btw Quote Link to comment Share on other sites More sharing options...
disjaukifa Posted September 9, 2011 Share Posted September 9, 2011 Here's a new build with the bug fixed that Yart had found and absolutely no flicker on any game screens It's also tuned to be a little tougher. We just played it for a couple of hours with no crashes and having to reload. Comments on this build were that the different screens started to feel like colour therapy with a hypnotic pleasing effect, and that the cities looked martian RT thanks for the info on the debug screenflash, that's a great utility! Just played a couple of rounds on the good ol 2600. Fun game, first time I've played it honestly, but it was challenging in a variety of ways. may I make a suggest? Don't have a ship on the bottom following you, make it so you have two or three on the bottom that are stationary but still shoot at you . . . just an idea. Good job! Thanks disjaukifa! That's a cool idea, maybe I will revise it to have more ground ships in subsequent screens or have it alternate; agree they would have to be stationary if there was more than one. I was also thinking of writing another video game with the new compilers beyond-semigraphic abilities but still keeping the focus on gameplay. Very cool you played it on the real hardware btw Hey man, While graphics are nice and everything, I would focus more on game play. The game you have so far with great, a couple of improvements here and there and you've got yourself a really winner here. By all means make more games no one will complain about that , but I'm just saying get this one hammered out and finished!!! If you need me to do more testing on real hardware just let me know Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted September 9, 2011 Author Share Posted September 9, 2011 Here's a new build with the bug fixed that Yart had found and absolutely no flicker on any game screens It's also tuned to be a little tougher. We just played it for a couple of hours with no crashes and having to reload. Comments on this build were that the different screens started to feel like colour therapy with a hypnotic pleasing effect, and that the cities looked martian RT thanks for the info on the debug screenflash, that's a great utility! Just played a couple of rounds on the good ol 2600. Fun game, first time I've played it honestly, but it was challenging in a variety of ways. may I make a suggest? Don't have a ship on the bottom following you, make it so you have two or three on the bottom that are stationary but still shoot at you . . . just an idea. Good job! Thanks disjaukifa! That's a cool idea, maybe I will revise it to have more ground ships in subsequent screens or have it alternate; agree they would have to be stationary if there was more than one. I was also thinking of writing another video game with the new compilers beyond-semigraphic abilities but still keeping the focus on gameplay. Very cool you played it on the real hardware btw Hey man, While graphics are nice and everything, I would focus more on game play. The game you have so far with great, a couple of improvements here and there and you've got yourself a really winner here. By all means make more games no one will complain about that , but I'm just saying get this one hammered out and finished!!! If you need me to do more testing on real hardware just let me know Thanks, I would definitely like you to test the next build! Let me know if you have any more ideas (anyone else too). Agree 100% on gameplay being paramount. Quote Link to comment Share on other sites More sharing options...
Hydro Thunder Posted September 9, 2011 Share Posted September 9, 2011 I definitely give it a big thumbs up! Particularly like the sound effects, excellently chosen! Great first effort! Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted September 10, 2011 Author Share Posted September 10, 2011 I definitely give it a big thumbs up! Particularly like the sound effects, excellently chosen! Great first effort! Curious Sofa, Thank you, I'm glad you like it! Quote Link to comment Share on other sites More sharing options...
disjaukifa Posted September 30, 2011 Share Posted September 30, 2011 Been a while, any updates on this? Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted September 30, 2011 Share Posted September 30, 2011 I still crave some kind of scoring. I want points for hitting that baddie at the bottom of the screen and tearing down buildings. Quote Link to comment Share on other sites More sharing options...
disjaukifa Posted September 30, 2011 Share Posted September 30, 2011 I'd love to see this game finished, we have a slew of awesome homebrews coming out (Seaweed Assault, Frantic, etc) however there is something special about games like this that I crave, maybe its just the shear simplicity of it. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted May 30, 2013 Share Posted May 30, 2013 This is awesome! Could you explain how you give a pfpixel a random position? I don't really understand it. Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted May 31, 2013 Author Share Posted May 31, 2013 This is awesome! Could you explain how you give a pfpixel a random position? I don't really understand it. Thanks Rabbit 2600, I'm glad you like it! It might be easier to explain what's going on in English than looking at the source code: The routine that draws the random city scape has a couple of loops that call bB's random function to determine the height and width, as well as the placement of each random building to be drawn (there are just a few). This creates one city scape, but it lives within a larger loop so a few city scapes are overlaid atop one another to create the effect. Take a look at the source and let me know if it's clearer now - I can explain in more detail if you have questions on any specific spots. Quote Link to comment Share on other sites More sharing options...
CrazyChris Posted May 31, 2013 Share Posted May 31, 2013 (edited) How about the ability to fly up, and then a count down timer, or fuel gauge? Edited May 31, 2013 by CrazyChris Quote Link to comment Share on other sites More sharing options...
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