TrekMD Posted July 13, 2012 Share Posted July 13, 2012 2 Quote Link to comment Share on other sites More sharing options...
Trebor Posted July 13, 2012 Share Posted July 13, 2012 Few more: Quote Link to comment Share on other sites More sharing options...
masematte Posted July 13, 2012 Share Posted July 13, 2012 Look Great Please put me on the List, i want a Pal Card Quote Link to comment Share on other sites More sharing options...
AtariBrian Posted July 13, 2012 Share Posted July 13, 2012 I tried this last week and sorry I havent read all the comments. Almost all side scrollers ... marios and so on have the run button as being the left of the 2 buttons or b on a nes controller. I think the controls/buttons are the opposite and makes it really hard to play it on all 3 different controllers I used... nes pad, 7800 proline, and 7800 euro. My nes pad for instance the b button should be run fast, not a. ... the buttons are reversed is what im saying...its hard to move your thumb the opposite cause your thumb pulls off the buttons.So it makes it hard for me to play/test this game. Not trying to start anything as im trying to be constructive here.But is or can this be changed ? Just very odd to see a button layout like this. And the game looks awesome by the way as do all your games. Quote Link to comment Share on other sites More sharing options...
thursday83 Posted July 13, 2012 Share Posted July 13, 2012 Count me in for a cart as usual, Bob. Looks great, obviously. I can't get my controller to work in emulation properly (ProSystem with stelladaptor...this happens in most emulation for me....arrgh....), but from the little first screen I played, I'm sure I will love it on cartridge. Plus, it's Bob. Forget about it. Buy it. Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted July 13, 2012 Author Share Posted July 13, 2012 Thanks, guys. @AtariBrian - You should read the posts I am going to make a difficulty switch to swap the buttons or not. @Trebor - Thanks for the screenshots! Although I can tell you are using the first version of the ROM by some of the placement of the enemies. @TrekMD - Also, big breakthrough: I got the components to connect my KORG X5D keyboard to my PC via Serial Cable, and then a Serial Cable to USB converter... and it works! I can capture the data from the keyboard in HyperTerminal (I had to copy it from an XP machine as Windows 7 doesn't have HyperTerminal). :-/ So, all I need is to create a program that takes the MIDI data and converts it to Pokey AUDF values. (I'll do TIA another time). Which reminds me: Does anyone know of an *accurate* "Pokey AUDF -> Note" table that I can refer to when creating my tables? Thanks, Bob 1 Quote Link to comment Share on other sites More sharing options...
Trebor Posted July 14, 2012 Share Posted July 14, 2012 @Although I can tell you are using the first version of the ROM by some of the placement of the enemies. Aw, crap...Forgot to update... *Goes and updates* Bob, with this second version I'm seeing a graphical glitch present throughout the game that was not there previously. It is probably a limitation of MESS and not sure if it can be fixed or worked around. I've attached a couple of captures: Notice the somewhat dashed line running horizontally along the very top left side of the playfield. Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted July 14, 2012 Author Share Posted July 14, 2012 ewwww. Where'd that come from... Ok - I'll look into that. Thanks! Quote Link to comment Share on other sites More sharing options...
Austin Posted July 14, 2012 Share Posted July 14, 2012 ]I'd rather just play through the game at whatever skill level I want instead of being forced to try it on a harder level to see more of it. That sounds like the type of thing people rage about in modern games. I agree that shortening the game based on the difficulty level is the improper way to implement varying skill levels. Adding more enemies and making things more challenging in general is the correct way to do so. Also, extended ending screens are great for those that manage to finish it on the hardest difficulty setting. 1 Quote Link to comment Share on other sites More sharing options...
AtariBrian Posted July 14, 2012 Share Posted July 14, 2012 Thanks, guys. @AtariBrian - You should read the posts I am going to make a difficulty switch to swap the buttons or not. @Trebor - Thanks for the screenshots! Although I can tell you are using the first version of the ROM by some of the placement of the enemies. @TrekMD - Also, big breakthrough: I got the components to connect my KORG X5D keyboard to my PC via Serial Cable, and then a Serial Cable to USB converter... and it works! I can capture the data from the keyboard in HyperTerminal (I had to copy it from an XP machine as Windows 7 doesn't have HyperTerminal). :-/ So, all I need is to create a program that takes the MIDI data and converts it to Pokey AUDF values. (I'll do TIA another time). Which reminds me: Does anyone know of an *accurate* "Pokey AUDF -> Note" table that I can refer to when creating my tables? Thanks, Bob will the buttons be able to be swapped before the game is done so i can play it and actually get somewhere and perhaps find any bugs or whatnot? Quote Link to comment Share on other sites More sharing options...
Trebor Posted July 14, 2012 Share Posted July 14, 2012 (edited) Fun...fun..fun... Note to self: The little narrow hole/opening at the end of the next to last screenshot is not a 'warp'/'bonus' or anything of the sort...Contrary to your former beliefs and hopes...But is instant death...lol Almost passed level 5...This version is much easier than the previous...Got this far on my fourth try with baby and wife distractions. First version, pure concentration and couldn't even get past round 2 on 3-4 tries. Wish I had more time to play, maybe tomorrow. Bob is the man! Game = Phenomenal - Can't wait to play it on the XM. Edited July 14, 2012 by Trebor Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted July 14, 2012 Author Share Posted July 14, 2012 @AtariBrian: I am concentrating on level creation at the moment - But I will add it as soon as I can. @Trebor: That little black hole should not be there - I just looked at my current version and it isn't; I must have seen it and removed it (I don't remember at this point). Also, there will be warp levels, and a 'secret' level to find. Also #2 - Figured out the data coming from my KORG keyboard. Data comes in 3 byte packets: Byte #1: Event (i.e. Keypress is $90, Key release is $80, Instrument change - which I will ignore - is $C0) Byte #2: Value of Key Hit Byte #3: Velocity (i.e. volume) So, I can use all of that to convert to Frequency, Volume, and Duration. This is going to be cool. Quote Link to comment Share on other sites More sharing options...
sqoon Posted July 14, 2012 Share Posted July 14, 2012 Sign me up for a copy of this great game. Quote Link to comment Share on other sites More sharing options...
Trebor Posted July 14, 2012 Share Posted July 14, 2012 @AtariBrian: I am concentrating on level creation at the moment - But I will add it as soon as I can. @Trebor: That little black hole should not be there - I just looked at my current version and it isn't; I must have seen it and removed it (I don't remember at this point). Also, there will be warp levels, and a 'secret' level to find. Also #2 - Figured out the data coming from my KORG keyboard. Data comes in 3 byte packets: Byte #1: Event (i.e. Keypress is $90, Key release is $80, Instrument change - which I will ignore - is $C0) Byte #2: Value of Key Hit Byte #3: Velocity (i.e. volume) So, I can use all of that to convert to Frequency, Volume, and Duration. This is going to be cool. :thumbsup: :thumbsup: All sorts of AWESOMENESS!!! Quote Link to comment Share on other sites More sharing options...
Greg2600 Posted July 14, 2012 Share Posted July 14, 2012 Bob, games look really good. Doubt I'll ever buy an XM to play it with sound, but great job nonetheless. Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted July 15, 2012 Author Share Posted July 15, 2012 Hi Guys: - Title screen implemented. 'Continue' lets you continue the last game but with a zero score. Top line scrolls through credits. - Right difficulty switch alters the button function. Switching it reverses the 'B' and 'A' buttons. - Re-worked zone color palettes. Originally was using one palette for all zones and changing colors each zone with a DLI. That was causing the color to change 1 and 1/2 scanlines too late. Now I'm alternating between two palettes and changing the *next* palettes' colors in the current DLI. No late color changes any more. Still only three levels. Bob Bentley.A78 Bentley.BIN BentleyP.A78 BentleyP.BIN 2 Quote Link to comment Share on other sites More sharing options...
TrekMD Posted July 15, 2012 Share Posted July 15, 2012 Excellent! Quote Link to comment Share on other sites More sharing options...
DracIsBack Posted July 15, 2012 Share Posted July 15, 2012 I see a game like this and I shake my head at the possibilities had the Tramiels decided to release games like it in 1987 instead of focusing attention on the XEGS instead. (sigh) Looking great, guys! 1 Quote Link to comment Share on other sites More sharing options...
mmervine Posted July 15, 2012 Share Posted July 15, 2012 Keeps getting better and better! Quote Link to comment Share on other sites More sharing options...
atomickneedrop Posted July 15, 2012 Share Posted July 15, 2012 very impressive. sounds like its still in the works, but i would definitely like a copy when available. Quote Link to comment Share on other sites More sharing options...
Trebor Posted July 15, 2012 Share Posted July 15, 2012 Great update, Bob! That line from the last verson is gone, and now the "opening" that occurs at the end of a round, looks a lot better. Before, it looked like a vertical and horizontal layer around the center was opening. Now it shows the center opening. Cool! Quote Link to comment Share on other sites More sharing options...
Trebor Posted July 15, 2012 Share Posted July 15, 2012 (edited) Here's a slew of screenshots. Bob, I'm not sure what the system limits are and/or fault with MESS regarding some of graphical issue you may see in a few of these. Most stand-out-ish are the cliffs with different coloring/transparent, and the "brown stripe" at the end of some of the rounds (Shown at the end of Level 1 Rounds 3 and 4 - but not present in rounds 5 and 6) exit 'door'. The line through the witches face too stood out as an issue. Honestly, none of it looks bad by any means, and perhaps some of it is either intended or unavoidable. Level 2 Round 2 is a real tough one for me. I did not get a chance/have the time to play it through. By I probably continued more times in that portion of the game than all the previous rounds combined....LOL. For the record, these screenshots do not give half the amount of credit and justice to the amazement and greatness of this game. The enemies’ behavior you have to understand. Timing, when to fire, when to jump and avoid changes often; same enemy despite what may seem a similar pattern can change up depending on when they appear on the screen and/or what obstacle you or it has to overcome. Even the jumping is changed up at times regarding timing of reaching a platform. I’m not just taking about spacing, but depth of field and how quickly or slowly Bentley is moving with or against it. The forth screenshot above with the green gem is an example of this – You don’t reach it or move across it like you would may of the other platforms in the game. While the game is looking great overall, when you hit the higher rounds in level 1, man that scrolling is gold; the parallax scrolling is awesome and plays a pivotal role in understanding the timing on the “depth of field” platforms. It is REALLY COOL! This game is overloaded with action and excitement...No sleeping or boring parts (Granted, I have to add "so far"), but really, you snooze, you lose. Love too when you die and start again, you have to reach for the gem. Sometimes there's little time to do so before the enemies attack, and also on occasion you need to plan what to do immediately before or after when a straight forward grabbing and attacking does not work...This game just keeps the excitement, reflexes, and thinking constantly going. Fantastic gameplay - Really fantastic with just the right amount of challenge...Except that damn Level 2 Round 2...LOL. Seriously love that I can't breeze through this title. When a game is (set) too easy it cheapens the experience and takes away from the overall value of the game. You have really struck quite an excellent balance with everything that I have seen so far, Bob. I can't say enough good things about it. Edited July 15, 2012 by Trebor 2 Quote Link to comment Share on other sites More sharing options...
TrekMD Posted July 16, 2012 Share Posted July 16, 2012 Those pics looks great! Thanks for posting them! Quote Link to comment Share on other sites More sharing options...
jongolo Posted July 16, 2012 Share Posted July 16, 2012 Oh my! This looks like the killer app for the XM when it comes out. If you're taking names, please put me on the list for a cartridge. Thanks for all the great work Bob, your games are amazing! Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted July 16, 2012 Author Share Posted July 16, 2012 Thanks guys - That's really nice of you. @Trebor - Thanks for the pics and the breakdown! I've fixed the 'Brown Stripe' at the end of some of the rounds, and the 'transparent ground' in level 1-8. The line in the Witch will take a little more time to figure out. Time is getting close! I'm still in the middle of level 4, and I've got level 5 (the last level) and the 'secret' level to work on. Also didn't get to work on the 'keyboard->Pokey Data interface' at all (after initially getting it to work). But I'm trying my best to get whatever I can done before the Expo. Thanks again, Bob Quote Link to comment Share on other sites More sharing options...
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