dmsc Posted January 21, 2019 Share Posted January 21, 2019 Hi! Nice... not too much work, I think. Good thing about high level languages, changes like those tend to be easy. Yes, they're very distinguishable in a single color. It's a great little bit of code for a ten liner + a little more. The only thing about colors for a game like this is that you run out and have to start recycling after 4; not too difficult for 6 pieces, if you make them look different enough, though. The default colors look nice on NTSC, but they're not so great on PAL. Maybe you'd like to set up a table for PAL? (more work ) I added following code: if peek($d014) = 1 ' PAL se. 0,3,8 se. 1,11,10 se. 2,8,6 se. 3,14,14 else ' NTSC se. 0,4,8 se. 1,12,10 se. 2,9,6 se. 3,2,14 endif With those, I think the colors selected are similar enough on PAL/NTSC according to Altirra and my notebook display. Here are a couple with some of the other patterns hacked in. joyas7.xex joyas7a.xex joyas7.png joyas7a.png Thanks for all those, I don't know which border looks better, so I will keep the one I already had. Attached is the game with PAL/NTSC selection. joyas.xex joyas.bas 2 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 21, 2019 Share Posted January 21, 2019 (edited) Good thing about high level languages, changes like those tend to be easy. Yeah, I know these are all simple changes. These would even be simple enough in machine language or whatever (since everything would already be set up in the existing code for the program). I added following code: if peek($d014) = 1 ' PAL se. 0,3,8 se. 1,11,10 se. 2,8,6 se. 3,14,14 else ' NTSC se. 0,4,8 se. 1,12,10 se. 2,9,6 se. 3,2,14 endif With those, I think the colors selected are similar enough on PAL/NTSC according to Altirra and my notebook display. PAL/NTSC color tables are simple, which is why I can't understand why more people don't set up their programs with colors matched for NTSC and PAL. I'm not really a fan of the "Setcolor" command. I always just poked the hex values (easy in TBXL) into the color registers. The first number of the hex value is the "hue" and the second value is the "luminance". So it's quite convenient to work that way. Thanks for all those, I don't know which border looks better, so I will keep the one I already had. Attached is the game with PAL/NTSC selection. The colors looked pretty well matched. I probably should have waited, as you're changing these as quickly as I hand them to you. But it's easy to alter the patterns. So, I'll add the others patterns to this last version too. Edited January 21, 2019 by MrFish 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 21, 2019 Share Posted January 21, 2019 And... here are the 2 other patterns hacked into the PAL/NTSC color-matched version. joyas7 - pal ntsc.xex joyas7a - pal ntsc.xex 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 21, 2019 Share Posted January 21, 2019 (edited) Thanks for all those, I don't know which border looks better, so I will keep the one I already had. You have to add an option, "Change Border Type using the <OPTION> key (or whatever)". [Edit: Maybe this is where dmsc bails out (simple program starts to get complicated ). Edited January 21, 2019 by MrFish Quote Link to comment Share on other sites More sharing options...
dmsc Posted January 21, 2019 Share Posted January 21, 2019 (edited) Hi! You have to add an option, "Change Border Type using the <OPTION> key (or whatever)". [Edit: Maybe this is where dmsc bails out (simple program starts to get complicated ). Yes, at least for the sample in the FastBasic distribution (it is already there: https://github.com/dmsc/fastbasic/blob/master/samples/int/joyas.bas) I think that will be too much. But I think I will implement it, perhaps with a "difficulty level" or "game type" option - like turn based v/s time based, or different scoring modes... Attached is the "changing border" version. I also changed the "exit" key to OPTION and allowed to start with BUTTON or START. joyas.bas joyas.xex Edited January 21, 2019 by dmsc 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 21, 2019 Share Posted January 21, 2019 But I think I will implement it, perhaps with a "difficulty level" or "game type" option - like turn based v/s time based, or different scoring modes... It'd be nice to have some game type selections. Attached is the "changing border" version. I also changed the "exit" key to OPTION and allowed to start with BUTTON or START. Nice! The button doesn't seem to be working for starting. Here's an idea for the title screen. The little arrow would be used for optional joystick control for all function, which is something gamers like to have (no reaching for console keys). 2 Quote Link to comment Share on other sites More sharing options...
dmsc Posted January 22, 2019 Share Posted January 22, 2019 Hi! It'd be nice to have some game type selections. I implemented three game types, one counting moves, one with time and one with both ("hard"). There are three numbers in the last line now, the score, the moves/time left, and the total game time in seconds. Note that time stops during fall of pieces. Also, I skipped the points gained from the initial position, trying to make the game more balanced. Nice! The button doesn't seem to be working for starting. Yes, that was a typo. Attached version is fixed. Here's an idea for the title screen. The little arrow would be used for optional joystick control for all function, which is something gamers like to have (no reaching for console keys). joyas selection (scaled).png Looks great. Do you have that font as a binary file? joyas.xex joyas.bas 4 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 22, 2019 Share Posted January 22, 2019 I implemented three game types, one counting moves, one with time and one with both ("hard"). There are three numbers in the last line now, the score, the moves/time left, and the total game time in seconds. Note that time stops during fall of pieces. Good idea. I haven't been able to play it much yet, but I'll be checking it out more, soon. One thing I did notice, though, is that, with that much information, things start to become cryptic. When you're playing a game, you need to get your information quickly, especially when a timer starts getting involved; and with that, I say it's time to jack up the display list with a couple lines of Antic Mode 2. You'll be able to get all the information and more down there, and it will be much easier for people to understand what they're looking at. Also, I skipped the points gained from the initial position, trying to make the game more balanced. You just deleted one of the parts I liked best about the game. Seriously, I like the idea of the random draw at the beginning. The funny thing about it is that, even starting with a really high initial score (sometimes over 100 pts.), I still wasn't able to match the scores I got with a nominal starting score. But, I like the idea of playing without any initial score too. So, maybe another option? Looks great. Do you have that font as a binary file? Actually, I think the main style in that font is the same as one I created for The Last Word, word processor. So, I'll check it out, and make whatever little modifications need to be made. The font for the "Joyas" logo is different than the lower text; so, those characters should just be made out of some other free characters in the font. ----------------------------------------- At this point, I think it might be a good idea to open up another thread -- if we'll be continuing with things. I'm sure ivop doesn't mind seeing a game like he was requesting being developed before his eyes; but it should probably have it's own thread. 1 Quote Link to comment Share on other sites More sharing options...
ivop Posted January 22, 2019 Author Share Posted January 22, 2019 At this point, I think it might be a good idea to open up another thread -- if we'll be continuing with things. I'm sure ivop doesn't mind seeing a game like he was requesting being developed before his eyes; but it should probably have it's own thread. I don't mind it here, but a separate thread might be handy for future reference. I do like this version though! Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 23, 2019 Share Posted January 23, 2019 Not really a "Merge 3" game, but still a "Merge Type" game, Cubico is a lot of fun and addictive. Click any area where 2 or more blocks of the same color are touching each other to eliminate them from the puzzle. Quote Link to comment Share on other sites More sharing options...
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