+cmadruga Posted August 20, 2019 Share Posted August 20, 2019 (edited) Finally got some time over the weekend, and was trying to muster courage to go back to my Killer Bees+ project... But then got sidetracked by working on the attached. Anyway, thought about sharing it even though it will probably not go anywhere. (Arming bombs requires pressing one of the side buttons.) Edited August 21, 2019 by cmadruga 3 Quote Link to comment Share on other sites More sharing options...
fsuinnc Posted August 21, 2019 Share Posted August 21, 2019 Love it! Great start. Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted August 21, 2019 Author Share Posted August 21, 2019 (edited) The bomb can now explode the wall, and there is a second screen below with an enemy... Edited September 1, 2019 by cmadruga 6 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted August 25, 2019 Author Share Posted August 25, 2019 (edited) I still think this will go nowhere, but at least I'm having fun for now. Edited September 1, 2019 by cmadruga 2 1 Quote Link to comment Share on other sites More sharing options...
artrag Posted August 25, 2019 Share Posted August 25, 2019 Awesome work! Even more complete than I was expecting. You should definitely complete it. Greetings!! Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted August 25, 2019 Author Share Posted August 25, 2019 8 hours ago, artrag said: Awesome work! Even more complete than I was expecting. You should definitely complete it. Greetings!! Thanks, it means a lot coming from someone with your expertise! Quote Link to comment Share on other sites More sharing options...
CrazyChris Posted August 26, 2019 Share Posted August 26, 2019 IntyBasic? Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted August 27, 2019 Author Share Posted August 27, 2019 14 hours ago, CrazyChris said: IntyBasic? Yes! Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted August 27, 2019 Author Share Posted August 27, 2019 (edited) Here's the current state... Edited September 15, 2019 by cmadruga 1 1 Quote Link to comment Share on other sites More sharing options...
CrazyChris Posted August 27, 2019 Share Posted August 27, 2019 9 hours ago, cmadruga said: Yes! Thanks for the info! Chris Quote Link to comment Share on other sites More sharing options...
artrag Posted August 29, 2019 Share Posted August 29, 2019 cmadruga just an idea: how hard would it be to generate procedurally the levels? I expect you have encoded the levels as macro blocks with level elements. One could generate a level like a tree using passable elements and add connections between branch randomly. just an idea.... Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted August 29, 2019 Author Share Posted August 29, 2019 3 hours ago, artrag said: cmadruga just an idea: how hard would it be to generate procedurally the levels? I expect you have encoded the levels as macro blocks with level elements. One could generate a level like a tree using passable elements and add connections between branch randomly. just an idea.... Actually, that IS something I have thought about... interesting that you brought it up. That would open up the possibility not just of new levels not seen in the original, but of a possible new “rogue-like” game mode. To me it’s more a matter of nailing down the level generation logic. The elements are all already in place: macro blocks that indicate spawn points, explodable vs solid elements, etc. You see, the original levels are quite linear, but there’s nothing really preventing us from having levels that involve some backtracking, with multiple miners to be rescued, etc... It’s all about that generation logic. 1 Quote Link to comment Share on other sites More sharing options...
artrag Posted August 29, 2019 Share Posted August 29, 2019 Just for brainstorming, from what I've seen: the rooms can have from one up to five spawn points on the top there can be one or two exits on the sides (left/right) there can be from one up to five exits from the bottom I would partition a room in one to five vertical elements, corresponding to the number of passages from the top The idea was wandering about is a random tree generated by a pseudorandom sequence. The nodes/leafs are the elements fractions of the room. If the element is the one on the left or on the right, it can have as branch an exit on the right/left and an exit on the floor If the element in in the middle, it can have as branch only an exit on the floor Add a random possibility that elements of the same room can be connected with free or destructible passages... Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted August 30, 2019 Author Share Posted August 30, 2019 Looks like a reasonable first stab at it, however we would need to consider what to do with water. In the original, once you hit a screen with water, 1) you can only exit right/left AND 2) the following screens will all have water too. #2 would not necessarily be a requirement for the algorithm, but I always thought it was nice thematic touch on the original game. It brings the idea of being so deep you have hit a water table... 1 Quote Link to comment Share on other sites More sharing options...
artrag Posted August 30, 2019 Share Posted August 30, 2019 You could define a random depth at which the water starts and prune all the nodes that falls above that depth You have to take care of the fact that the node depth as to be counted only for branches on the floor/ceiling, taking into account that branches on left/right do not count in the depth 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted August 31, 2019 Author Share Posted August 31, 2019 (edited) Testing a few basic things in the meanwhile... Edited September 15, 2019 by cmadruga 3 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted September 1, 2019 Author Share Posted September 1, 2019 (edited) Do you think something like this Atari 5200-esque look is the way to go? Or is it better to stick with a 2600 look? Edited September 15, 2019 by cmadruga 4 Quote Link to comment Share on other sites More sharing options...
artrag Posted September 1, 2019 Share Posted September 1, 2019 I prefer this more complex graphic 1 1 Quote Link to comment Share on other sites More sharing options...
+Steve Jones Posted September 1, 2019 Share Posted September 1, 2019 I agree with artrag about the graphic look 1 Quote Link to comment Share on other sites More sharing options...
+intellivotion Posted September 1, 2019 Share Posted September 1, 2019 the more graphically complex the better 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted September 1, 2019 Author Share Posted September 1, 2019 Thanks for the feedback, folks. This is not to say that those tiles are final. I put those together in like 10 mins, and am open to contributions or suggestions. While I’m excited about it, I still see this as a (fun) experiment. Quote Link to comment Share on other sites More sharing options...
fsuinnc Posted September 1, 2019 Share Posted September 1, 2019 I prefer the 2600 look (but would definitely play it either way). love the water motion. Very nice job. 1 Quote Link to comment Share on other sites More sharing options...
carlsson Posted September 1, 2019 Share Posted September 1, 2019 All versions except for the 2600 and ZX Spectrum have patterned walls, so that should be the norm of H.E.R.O. https://www.mobygames.com/game/hero/screenshots 1 Quote Link to comment Share on other sites More sharing options...
Kiwi Posted September 2, 2019 Share Posted September 2, 2019 Very cool!!! H.E.R.O. is one of my favorite Atari 2600 game. I used to come downstairs overnight and play this game when I was a kid. I thought the guy you were recusing was reading a book down there. One detail that you might miss that you're able to blast the wall away with your laser blast, it takes a lot of shots, but that's one way to get by if you run out of bomb. Quote Link to comment Share on other sites More sharing options...
TIX Posted September 2, 2019 Share Posted September 2, 2019 (edited) 19 hours ago, cmadruga said: Thanks for the feedback, folks. This is not to say that those tiles are final. I put those together in like 10 mins, and am open to contributions or suggestions. While I’m excited about it, I still see this as a (fun) experiment. Excellent job so far, also a favorite of mine on all platforms ! I recently completed a sprite hack for the Atari 8-bit version of H.E.R.O, final version here -> HERO discussion -> https://atariage.com/forums/topic/285756-hero-sprite-hack/page/3/#comments If you are interested, I will be glad to help upgrade this graphically.. Edited September 2, 2019 by TIX Quote Link to comment Share on other sites More sharing options...
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