Revontuli Posted December 5, 2019 Share Posted December 5, 2019 (edited) Dragon's Cache - Match wits and treasures against friends and rivals! Dragons greedily try to raid a legendary lost hoard of jewels in this puzzle-drop/match game! Play for score, race to reach a given score, or play in a battle mode! Play solo or challenge an opponent! Now available for purchase at the AtariAge Store: https://atariage.com/store/index.php?l=product_detail&p=1238 I'm keeping the older text from the original post and updates, but give the game a try! Development versions: DragonsCache_8_4_2020a.bas.a78 - Older Beta build, working out glitches with high score screens and multiple matches DragonsCache_8_4_2020a.bas.bin - Binary file DragonsCache_7_26_2020.bas.a78 - Fixes some bugs that come up after multiple matches DragonsCache_7_26_2020.bas.bin - Binary file DragonsCache_6_7_2020.bas.a78 - Some menu bug fixes that occurred after a game over in various modes - hopefully the fixes stick! DragonsCache_6_7_2020.bas.bin - Binary Version DragonsCache_5_24_2020.bas.a78 - Updated title screen, cycling with the leaderboard in "attract mode" DragonsCache_5_24_2020.bas.bin - Binary Version DragonsCache_3_26_2020.bas.a78 - Battle mode changed, attacks temporatily "Speed up" opponent's side. DragonsCache_3_26_2020.bas.bin - Binary Version DragonsCache_3_06_2020.bas.a78 - Level and Scoring bugs fixed, colors brightened as a test, and Battle Mode Instruction screen added DragonsCache_3_06_2020.bas.bin - Binary Version DragonsCache_3_05_2020.bas.a78 - High Score shows up in Scoring modes (didn't make sense in other modes) DragonsCache_3_05_2020.bas.bin - Binary version DragonsCache_3_03b_2020.bas.a78 - High Score system added, initial test DragonsCache_3_03b_2020.bas.bin - Binary version DragonsCache_2_25_2020.bas.a78 - Audio bug fixed DragonsCache_2_25_2020.bas.bin - Binary version Earlier builds: DragonsCache_2_19_2020.bas.a78 - Win counter added for 2-player modes. Resets when you return to title screen. DragonsCache_2_19_2020.bas.bin - Binary version of above build DragonsCache_2_14_2020.bas.a78 - Minor bug fixes DragonsCache_2_14_2020.bas.bin - Binary version DragonsCache_2_9_2020.bas.a78 - Music track selection added. DragonsCache_2_8_2020.bas.a78 - Initial Beta The Battle Mode rules are as such: -A matched set up gems adds to your power meter, but will stay on your board. -Press both buttons to activate the powered gems - they will vanish, and so will your opponent's falling gemstones! -Activating the powered gems depletes your meter, unless the falling gems create another match. -If you activate the powered gems with a full meter, you also add an unbreakable layer of blocks on your opponent's board! -The goal is, as usual, to have your opponent's board fill up with gems before your own. [EDIT: Older development updates] Please keep in mind there's still a lot I still need to do, but I want to see how well it plays outside my own PC. I'll likely still refine things, and I'm sure (positive) there are bugs, but the best way to find them is to have others take a look. Some anticipated bugs I'm currently hunting down: -"Garbage" glitched gem shows up sometimes -Sometimes blocks don't appear on the opponent's side in battle mode, even if you use a fulled charged power meter -Under certain circumstances, battle-blocks turn into solid unbreakable blocks (which should normally just appear on the bottom rows after a fully charged attack by your opponent). -The Title menu glitches after playing several games and returning, and then trying to adjust the number of gems. [Edit: Original post below] (And excuse the temporary graphics and colors for the moment...) I'm been thinking about game genres that are absent/underrepresented on the 7800, and by coincidence found myself with friends playing a few rounds of head-to-head Tetris, Columns, Puyo Puyo, etc. I decided to try implementing a head-to-head Columns-style game for this Atari console. Right now it's just finished its "proof of concept" phase, to see if I could implement it in 7800Basic: I had to do some double buffering and semi-cellular automata to get it functioning, but I'm pretty sure it runs decently in 12-color glory! (the "cache" in the title might be considered a bad programming pun). The layout seems to fit within the 7800's display system, although I have to be very strategic about where I place text and blocks. From what I can tell, it should handle 2-Player simultaneous play, chaining matching combos, score matches of 3+ blocks in a given direction, have a "next block" properly displayed, as well as having the random queue of "next blocks" always be the same for each player for fairness. In other words, I have most of the major technical challenges figured out, now I need to switch my brain to art and design mode. Working out rules for a good head-to-head mode, balance scoring, make proper menus, make actual non-temp graphics, implement a nice unifying graphical theme, you know, the fun stuff I'm still working on Dragon's Descent, but I still need to work out a viable way to test stuff on hardware and bug-check in general, and wanted to try a few other ideas while I was at it. I intend to post something playable soon - the current build has too much odd debug stuff currently (the "score" is currently a frame counter, for instance), and I want to do at first -actual- pass on graphics before posting a build for folks to play. DragonsCache_7_25_2020.bas.a78 DragonsCache_7_25_2020.bas.bin Edited December 8, 2020 by Revontuli 21 2 Quote Link to comment Share on other sites More sharing options...
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