almightytodd Posted October 9, 2014 Share Posted October 9, 2014 Fun game and nice concept. I especially like how the Galactopus comes down and destroys the city at the end. Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted October 11, 2014 Author Share Posted October 11, 2014 Here's the latest version. I addressed the issues neotokeo brought up and have started working on Galactopus' movement. I still need to do a lot of tweaking but in the later levels he will dodge your shots and fire more aggressively. Also, with the right difficulty switch in the A position you now lose the energy you've collected when you die. Galactopus20141011.bin Galactopus20141011.txt 2 Quote Link to comment Share on other sites More sharing options...
PFL Posted October 11, 2014 Share Posted October 11, 2014 Cool. Have you thought about adding bonus stages to break up the game a little? Something like Galactopus dropping just the enregy thingies with a multiplier on each consecutive bit collected, resetting if you miss one... that kind of thing? A couple of variations like that would make a huge difference I think. Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted October 11, 2014 Author Share Posted October 11, 2014 I've thought about adding bonus stages or intermissions. I was kind of imagining something like the bear stage in Carnival. It'll depend on how much room I have left. Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted October 11, 2014 Share Posted October 11, 2014 (edited) Galactopus has some moves now. I don't know if it can be considered a bug but at the game start, push the fire button to start the game and hold down the fire button the first shot is away from the ship on the right side of the screen. If you push the fire button and let go before firing then the first shot lines up correctly. Here is a video where I re-start the game several times so you can see what I am saying. It alternates between holding the button down and then just pressing and letting go. Edited October 11, 2014 by neotokeo2001 Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted October 12, 2014 Author Share Posted October 12, 2014 OK Mr. Never-Takes-His-Finger-Off-The-Fire-Button, here's a new version. If that will be all, I'm going to go play the new version of DK Arcade. Galactopus20141012.bin Galactopus20141012.txt 3 Quote Link to comment Share on other sites More sharing options...
bogax Posted October 12, 2014 Share Posted October 12, 2014 I've thought about adding bonus stages or intermissions. I was kind of imagining something like the bear stage in Carnival. It'll depend on how much room I have left. You have a number of opportunities to optimize for space. If you do assignments to like values consecutively on one line it will save space So for example if you're zeroing a bunch of variables put the assignments to 0 consecutively on one line and bB wont keep reloading 0 it'll load it once per string of zero assignments. I did some of that. It saves about 50 bytes You have redundant code you could get rid of. One big instance of redundancy is with the animation of Galactopus Here I've moved that to a subroutine. I also rearranged it a bit so that b gets incremented before Galactopus and made the Galactopus sprite selection on temp1 so c is not needed. I don't know if that messes anything up. I didn't test this to see if it actually works You could probably save some bytes by putting Galactopus into data statements or one sprite definition but that's more complicated (but only slightly) Galactopus20141011_opt.bas 1 Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted October 24, 2014 Author Share Posted October 24, 2014 I took out the two player mode and added a bonus stage. Every couple of stages a pink Galactopus appears and drops Octonium pieces to collect (thanks to PFL for the suggestion and bogax for the byte saving help). Know bug: Galactopus can sometimes get "stuck" on the far left side of the screen and drop a piece that is impossible to reach. Each piece is worth 10 points (for now, I still need to add some sort of score progression and have the difficulty increase the longer you go). Galactopus20141024.bin Galactopus20141024.txt Quote Link to comment Share on other sites More sharing options...
classiccollector Posted October 24, 2014 Share Posted October 24, 2014 Glad to see this game is still being worked on, Great game idea. Quote Link to comment Share on other sites More sharing options...
PFL Posted October 25, 2014 Share Posted October 25, 2014 Cool. I'm looking forward to trying the new build out later this evening. Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted October 25, 2014 Author Share Posted October 25, 2014 I think I got the bug fixed. At least, I was able to play through several times without seeing it. I think at this point all of the game elements are in place and all that's left to do is finish tweaking the difficulty. Galactopus20141025.bin Galactopus20141025.txt 1 Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted November 2, 2014 Author Share Posted November 2, 2014 Time for the weekly update! Destroying Galactopus is now worth 50-1500 points. Previously it was 50-1000, but I added a 500 point bonus for a perfect round (used the fewest possible shots to destroy Galactopus). Pretty Pink Galctopus Bonus Round! Every few rounds a pink Galactopus descends and drops Octonium. Each piece you catch without missing one is worth progressively more points. Catch 10 in a row and earn a bonus ship. Every time you miss a piece, you lose some energy and the score multiplier resets. Once your energy is depleted, the round ends. Galactopus20141102.bin Galactopus20141102.txt Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted November 2, 2014 Share Posted November 2, 2014 The update is pretty cool! There is still a problem with the Galactopus shots. When the Galactopus moves from left to right it will always miss the player if you stand still, just brushing by on the left. The shot when Galactopus is moving from right to left is OK. Quote Link to comment Share on other sites More sharing options...
+TrekMD Posted November 3, 2014 Share Posted November 3, 2014 Just downloaded the updated version. Thanks for continuing to improve this game! Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted November 3, 2014 Author Share Posted November 3, 2014 The update is pretty cool! There is still a problem with the Galactopus shots. When the Galactopus moves from left to right it will always miss the player if you stand still, just brushing by on the left. The shot when Galactopus is moving from right to left is OK. Yeah, I know. The problem is, if I make Galactopus' aiming "window" small enough to always hit the player when you aren't moving, he won't shoot at you when you are. It seems that if both the player and Galactopus are moving, the player doesn't appear in the window and Galactopus won't shoot. Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted November 5, 2014 Author Share Posted November 5, 2014 0 bytes left! Improved Galactopus' aim and added the Green Galactopus. Galactopus21041105.bin Galactopus21041105-PAL60.bin Galactopus20141105.txt 2 Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted November 6, 2014 Share Posted November 6, 2014 Everything plays great. I have not been able to find anything wrong. I have not made it to the green Galactopus yet, my nemesis is the yellow with the reflecting barriers. Quote Link to comment Share on other sites More sharing options...
bogax Posted November 6, 2014 Share Posted November 6, 2014 0 bytes left! Improved Galactopus' aim and added the Green Galactopus. Here I've moved data statements to the end and added the noinlinedata optimization put galactopus in a data statement removed some redundant if clauses this frees 92 bytes but the galactopus data statement can't cross a page boundary and there's only 57 bytes between the end of galactopus and the next page boundary (and part of that is because I also moved some subroutines past the galactopus data statement) no idea how badly this will mess any thing up Galactopus20141105_2.bas Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted November 6, 2014 Author Share Posted November 6, 2014 But...but...I had 0 bytes left...I was done... Wow, seriously, thanks for taking the time to help with this game. I guess now I have no excuse to learn how to use player0pointer. I don't know what I'll use the extra space for at this point. Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted November 9, 2014 Author Share Posted November 9, 2014 Unless anyone finds any bugs that I've missed, Galactopus is done! Thanks to everyone for their help and suggestions. I'll get a PAL60 bin of the latest version up sometime soon, but it's definitely time to move on. Galactopus20141109.bin Galactopus20141109.txt 3 Quote Link to comment Share on other sites More sharing options...
iesposta Posted November 11, 2014 Share Posted November 11, 2014 Unless anyone finds any bugs that I've missed, Galactopus is done! Thanks to everyone for their help and suggestions. I'll get a PAL60 bin of the latest version up sometime soon, but it's definitely time to move on.Done?!I was just going to post I found 20 more bytes. Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted November 11, 2014 Author Share Posted November 11, 2014 If I keep adding things here, there won't be anything left for the sequel... Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted November 11, 2014 Share Posted November 11, 2014 If I keep adding things here, there won't be anything left for the sequel... Ms. Galactopus?? Quote Link to comment Share on other sites More sharing options...
Cybearg Posted November 12, 2014 Share Posted November 12, 2014 If I keep adding things here, there won't be anything left for the sequel... Anita Sarkeesian would be pissed. Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted November 15, 2014 Author Share Posted November 15, 2014 A couple of little changes and the promised PAL-60 version. A lot of the colors I used aren't in the PAL palette, so I used the closest matches I could find. This time I'm really done. Really. Unless I think of something else. But only if that something else is really good and will change 2600 gaming as we know it. And if it's that good I'll probably just save it for another game. Galactopus20141115.bin Galactopus20141115-PAL60.bin Galactopus20141115.txt 1 Quote Link to comment Share on other sites More sharing options...
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