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the secret government waffle project


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OK, so how do I get that into the game?

 

Add this to the bottom of your code and call the procedure prior to defining the other sprites.

It is also simple enough to animate by repeatedly updating one or two of the GRAM definitions between 20 and 28 in the game loop, every so many frames

Show_Machine: Procedure
    MODE 1
    WAIT
    rem define the machine, 8 cards starting at position 20.
    DEFINE 20,8,screen_bitmaps_0
    WAIT
    SCREEN screen_cards
End
    
    
    ' 8 bitmaps
screen_bitmaps_0:
    DATA $F9F9,$F9F9,$F9F9,$F9F9
    DATA $C080,$F0E0,$FCF8,$FFFE
    DATA $FFFF,$FFFF,$FFFF,$F8F8
    DATA $FFFF,$FCFF,$FCFC,$0000
    DATA $F9F9,$F6F0,$F0F6,$F9F9
    DATA $FFFF,$40FF,$FF40,$FFFF
    DATA $F9F9,$F6F0,$F0F6,$FFFF
    DATA $FEFF,$F8FC,$E0F0,$80C0

    REM 20x12 cards
screen_cards:
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2EA9,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2EB1,$2EB9
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2EC1,$2EC9
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2EC1,$2EC9
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2EC1,$2EC9
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2EC1,$2EC9
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2EC1,$2EC9
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2EC1,$2EC9
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2EC1,$2EC9
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2EC1,$2EC9
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2ED1,$2EC9
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0
    DATA $26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$26A0,$0AA7,$2ED9,$26A0

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Here is an updated version

 

Modified the Mode statement in Show_machine

 

to be

 

MODE 0,7,2,1,3

 

which means Mode 0, white, red, blue, tan

 

I recreated the Screen statements to support the Color Stack definition from the Mode statement

I also added a section in the main loop to animate the machine.

 

Just change the 3 BITMAP definitions at the bottom.

 

post-38229-0-41278200-1433297380_thumb.gif

sgwp.bas

Edited by Tarzilla
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Thanks! Is there a way to have the waffles be behind the machine?

Yes.

 

I added a CONST to the top for MOB priority.

 

Take a look at your SPRITE commands for the waffles, I added

+ MB_A_PRIO

 

to each of the waffles. This basically tells the MOB to be behind. Be aware that you are using Color Stack mode so there are some extra issues.

 

Comment out the Print statements in the Show_machine procedure and notice what happens. Color stack mode requires more planning to get your stack right. I usually find it easier to use Foreground/Background mode as it my brain prefers it.

sgwp.bas

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Also, your score display routine is obsolete. The newest versions of Intybasic has optimized support for 0 padded numbers. I'd also move it to the top so it isn't wrecking the machine.

 

 


writescore: procedure

 Rem the new way to print numbers, the number in the <> is the number of digits
 Print at 0 color 0, <5>#score
 
 rem This is the old way
     'print at 236,(#score/1000%10+16)*8+0
    'print at 237,(#score/100%10+16)*8+0
    'print at 238,(#score/10%10+16)*8+0
    'print at 239,(#score%10+16)*8+0
    rem wait
    
end

[click to animate]

 

post-38229-0-11453200-1433306622_thumb.gif

 

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Also, your score display routine is obsolete. The newest versions of Intybasic has optimized support for 0 padded numbers. I'd also move it to the top so it isn't wrecking the machine.

 

 

writescore: procedure

 Rem the new way to print numbers, the number in the <> is the number of digits
 Print at 0 color 0, <5>#score
 
 rem This is the old way
     'print at 236,(#score/1000%10+16)*8+0
    'print at 237,(#score/100%10+16)*8+0
    'print at 238,(#score/10%10+16)*8+0
    'print at 239,(#score%10+16)*8+0
    rem wait
    
end

[click to animate]

 

attachicon.gifsample1.gif

 

 

Based solely on that animated GIF, I will make the following recommendations:

  • Have the waffles start at column 18 instead of 19. It looks weird when they go through the machine, making it look transparent.
  • Remove the little squiggly curves on the machine's edge (cards [19,0] and [19,11]). They confuse the silhouette of the machine, diminishing its effect.
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OK, I just played the game for a bit. I got a high-score of 147, w00t!

post-27318-0-80542500-1433323782_thumb.gif

 

Here's my unsolicited official review of the game so far:

  • It's a nice and fun, simple game.
  • I specifically like the silly story of the "Government Waffle Project" that envelopes it, I think it adds depth.
  • I like the idea of reversing the expected game-play: avoid waffles for points.
  • The music score is nice; it's spooky, and indeed reminds me of the X Files. Or is it the W Files? :lol:
  • I think player scoring should be based on the number of waffles you avoid, not on the time--unless you can somehow tie the survival time to the story.
  • The player's movements are smooth, but should accelerate the longer the disc is pressed. That, or allow for an action button to give "run" speed to the player.
  • The player should be able to move side-ways, there are times that it is nearly impossible to avoid a wall of waffles (a wallffle?).
  • If I press a button and the disc at the same time, the kid stops moving. Buttons and disc directions should be additive. The worse that should happen is that you ignore the button.
  • The graphics are crude but cute. I like the kid with the open arms, though I would try to animate his feet better and maybe make his arms swing a bit while he walks. As with GoSub, there's not much to the game, so the higher detail you can add to some elements, the better.
  • I feel (and it seems others agree) there should be a way to eat the waffles. I mean, waffles! So maybe a "syrup" power up that either slows down the waffles or stops them completely (like the stop sign), and gives the player a chance to run around eating them for points. During this period, either the music or colour changes so that the player can tell he's in a different "mode."
  • Power ups should be more frequent.
  • When the bomb goes off, the action just freezes. I understand that you want to give the player a rest, but... nothing happens. It's confusing just waiting an unknown amount of time for the game to resume. Perhaps lights should flash or the music changes for a few bars.
  • I think that challenge should not come only from speeding up the machine, but by adding hazards, such as the occasional mutant waffle (mutaffle? waffultant?) that slows the player down when touched, or a giant waffle (giganffle?) that is harder to avoid. These can be added in later stages
  • There should be a clear end goal to the game, rather than just looping forever avoiding waffles. Maybe there should be a countdown on the machine indicating the number of waffles left, or a gauge marking the operating temperature. When the waffles run out (or the machine overheats, whichever), it can stop, blow smoke for a while and give the player a few seconds respite. After that, it's back to the action, even faster than before! :o

Overall, it's a nice and addictive simple game, emphasis on the "simple." With such a silly unique story, it has great potential to be a fantastic game. As you experienced with GoSub, you've now past the easy part: you have a very good concept and the rough core of its implementation. Now comes the hard part: polishing it up and adding transforming it into a gem.

 

These are the details that turn a game like GoSub from a fun but forgettable maze runner into a multi-level, addictive, and re-playable game. The jump from a quirky quick-and-dirty Food Fight clone into a polished classic that stands on its own.

 

You said in the Atari forum that people hate your games. I think your games, as initially presented, are simple and flawed; but also quirky and amusing. I also think they have great potential. It's up to you to choose to follow up on them and bring their greatness to bear.

 

-dZ.

Edited by DZ-Jay
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So I don't avoid another potential lengthy deleting file session and fiasco...

 

By the way, I wanted to comment on this. To avoid a "lengthy deleting file session and fiasco," all you have to do is... not do the lengthy deleting file session. ;)

Edited by DZ-Jay
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Based solely on that animated GIF, I will make the following recommendations:

  • Have the waffles start at column 18 instead of 19. It looks weird when they go through the machine, making it look transparent.
  • Remove the little squiggly curves on the machine's edge (cards [19,0] and [19,11]). They confuse the silhouette of the machine, diminishing its effect.

 

I wouldn't do it this way either if it was my game, but posted it this way as a learning experience for anyone new to IntyBasic that might be playing along as it shows how to put the waffles behind as he asked. Since there is so much GRAM space available, I would just define 7 separate waffle cards and "fake" the card coming out of the machine with the SPRITE commands appropriate MOB card number. I'd also make the background and machine more 3d and elaborate, like Tapper's bar or a factory floor. I'm not familiar with the source of the Waffle story driving the game so I wasn't going to waste too much effort on that.

 

The squigles were for something I started to do as an animation example, I forgot to hide the layer when I experted the BMP. I'd also do different animation of the machine but the last file I posted shows exactly how to do that so I left that as a exercise.

 

Edited for horrible spelling

Edited by Tarzilla
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OK, gang, here's some new changes:

- made the waffles blank when they're in the machine and then made them visible at a certain point so it looks more like the machine is pushing them out.

- removed the unpopular STOP SIGN and put in a FORK which allows you to (temporarily) eat the waffles. When you can eat the waffles and not die, your man is flashing.

- changed the man's animation so his arms move up and down when he walks.

 

Thanks for the suggestions, all. Keep 'em coming.

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OK, gang, here's some new changes:

- made the waffles blank when they're in the machine and then made them visible at a certain point so it looks more like the machine is pushing them out.

- removed the unpopular STOP SIGN and put in a FORK which allows you to (temporarily) eat the waffles. When you can eat the waffles and not die, your man is flashing.

- changed the man's animation so his arms move up and down when he walks.

 

Thanks for the suggestions, all. Keep 'em coming.

 

Hi there. The fork is neat, but I can't really tell when it's about to stop. :o I can think of myriad ways of making this feature more user friendly and integrated into the game-play, but I will leave it up to you. I really recommend having something that clearly defines the state, and that alerts you when the special ability is about to end.

 

below are some ways in which this is addressed in other games:

  • Change to a special music that by its own nature ends in a natural way. When the music stops, the ability stops.
  • Change colours of objects or the player's avatar, and make it flash back to normal as the time runs out.
  • Flash the player's avatar faster and faster.
  • Display a countdown on the screen or a bar gauge that depletes as the time runs out.
  • Make a "ticking" sound at regular intervals; then the player can learn how many ticks he has until the end of the ability. The number of ticks can go down in higher levels.
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I think you could have a story with the government made the waffles with mind controlling ingredients. But you would have to change the ending from saying your dead if you had a storyline like that. With this story you could use the jam instead of a fork and say strawberry jam has a natural ingredient that counteracts with the waffles allowing you to eat them. That is of course until you run out of jam 10 seconds later. But with that i would switch red and green shirts so red was when you had jam. If you are commander kellog your uniform should be green anyway. Just some ideas. Take em or leave em. :)

Edited by pimpmaul69
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