quohog Posted August 10, 2020 Share Posted August 10, 2020 Hello! This is my first 2600 game project and my first time sharing any work on this forum, so my apologies if I'm doing it wrong! This is a WIP build of my game Tap-A-Mole. It's a whack-a-mole game that uses two keyboard controllers, mapped to a 6x4 grid of holes. "Oh, like Holey Moley," you might ask? Well, here's the funny thing--I had never heard of Holey Moley until I proudly shared my first build with a friend and he said, "Oh, like Holey Moley?" But I checked it out and our games look and feel so different, I think they can happily co-exist in this world. Although I will admit, now I'm jealous of that name... Anyway, Tap-A-Mole is structured more like Kaboom! (I didn't really want to end that sentence with an exclamation point, but you know...) The moles come in rounds, and when you finish off a batch, the next round of moles move faster and give you more points. If you miss a mole, it will steal one of your carrots. This will then lower you down a level, but in that "penalty round" you only have to get half as many moles, like in Kaboom! You get a carrot back every 1000 points. Lose all your carrots and the game's over! Tap-A-Mole is best played with the original Basic Programming-style keyboard controllers locked together so you can "touch type" with your thumbs. I also tested it with the Kids Controller and the Star Raiders pad and they both work, but it's hard to hold two controllers at once with either of those. Or you can play it on Stella and use your computer's keyboard instead. Just remember to open up Options->Game Properties->Controller and set both controllers to "Keyboard" and then exit Stella and reload the rom. Then you should be able to use the 1-2-3 and the keys below for the left keyboard controller, 8-9-0 and below for the right. You can also start Stella with the command line arguments "-bc Keyboard" to set that up. (Thanks to @CapitanClassic for helping me figure that out) This totally works although when I play this way I tend to hit tilde and tab on accident a LOT. If, when you start up the game, you just get a hammer banging away somewhere on the bottom row, that means it doesn't think you have keyboard controllers attached. (One of the items on my to-do list is get rid of the forever banging hammer and autodetect the missing keyboards.) Anyway, I'd love to hear what you think! And if you find any bugs of course! Especially if the game ever bounces up and down a scanline for you. That was happening on some crts, but not others. It seems to have been fixed, but you know how these things come back from the dead. There are a lot of things I COULD add to this game, but I'm trying to figure out what I SHOULD do before I call it complete. So your feedback there is really appreciated. I'd also love to hear your high score. My current is somewhere in the 4000s, but I've been playing a lot. You really have to "touch type" to get good scores. You can't be looking up and down at your keyboard when it gets fast. Thanks to @MikeMika, @Ed Fries, and @TikiDan for playtesting and making great suggestions. Thanks to everyone on this thread where I pilfered the code for reading keyboard controllers. Thanks to @SpiceWare, @Omegamatrix, @stephena, @mksmith and @Andrew Davie for being so patient with all my questions. And thanks to everyone who helped create Stella, dasm, playerpal, the AtariAge forum, and all the great tools that make this kind of thing possible! Hope you like Tap-A-Mole! Update 12/12/2020: New, almost done version 13 with: 2 player competitive mode! a/b difficulty! Honey Moles! starting bell ! sunrise! mole laughter! gratuitous flowers! New BETA version 16 with: score colors match hammer colors hammers swing toward center of screen for both players bug fixes! TapAMole.10.bin TapAMole.13.bin TapAMole.16beta.bin 27 Quote Link to comment Share on other sites More sharing options...
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