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StoneAge (WIP)


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On 12/21/2023 at 2:12 PM, Bakasama said:

I was wondering if a "breathing" animation can be put in. Since you're going to be standing still a lot, might as well make the caveman doing something while standing still

That's definitly something considered and we have looked into some animations.

 

On 12/22/2023 at 5:39 AM, fdr4prez said:

 

Back then, i should have explained deeper that I've never played any 7800 game :( 

 

I am more of an Intellivision and 2600 guy, but I am interested in your game since I loved the original game so much as a kid.

 

I just installed a7800 and played the latest posted version.  So this is my very first 7800 game that i've ever played :) 

Welcome to the darkside :)

 

On 12/22/2023 at 5:39 AM, fdr4prez said:

Three things that i noticed:

 

#1 = As we know, the 7800 has two separate fire buttons on the controller, but at the title screen it says to press the fire button to start the game and only one fire is detected and the other fire button does not start the game.  Also when you throw your axe, it is the other fire button that would throw it and the fire button that was used to start the game is ignored.  Can the game utilize both fire buttons to start the game and utilize both fire buttons to throw?  basically make the game controller universal.  I don't have an original 7800 controller to use with my 2600-dapter, so I am using the keyboard right now, but if I did have an original 7800 controller, then I'd hold the controller in my left hand and i'd be using my left thumb for the fire button.  Is that the current throwing button?

Yes it's intentional having a different button to start the game. Originally i had a button restrainer however over the years i notice many tend to mash/spam the action button causing it to restart the game even with debounce. I can add the ability to use both as action

 

On 12/22/2023 at 5:39 AM, fdr4prez said:

#2 = the volcano actually aims for you.  When the volcano launches lava balls, it targets your current position.  This means that you can't simply stand still for very long, since the volcano always targets your current location.  Maybe in amateur mode (or at least in the first few levels) the volcano would be random lava balls and pro mode would remain targeted lava ball throws.

Yeah the fireballs do indeed track the player so you can never stand still. I was going to have randomness so it's always something i can put on the ideas list.

 

On 12/22/2023 at 5:39 AM, fdr4prez said:

#3 = as you hold the egg, then the dino will never lay another egg.  Not sure if there is any good reason to do this.  Why would she stop laying eggs since you are simply carrying around the last egg?  If you are taking your time carrying around the first egg, then if the dino continues her egg laying timing pattern then there is a good chance that the next egg that is laid would be hatched before you get back to it.

It's coded to wait till the player has dropped off the egg, mainly for difficulty. Needs to be added to the ideas list, as when the baby dino is incorporated there will need to be a sense of urgency before it hatches.

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11 minutes ago, TwentySixHundred said:

Also sorry for the late replies but i have been hit with a rough virus/flu. Has left us in bed for couple of weeks now and i am only just starting to feel better.

glad to hear things are on the mend.

:sick2:

:nurse:

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  • 3 weeks later...

Update!

 

Changelog:

Build_20240120

  • graphics - background tiles revamped (KG)
  • graphics - volcano sprite revamp (KG)
  • graphics - fireball sprites revised (KG)
  • graphics - lava splat on cavemans head (KG)
  • graphics - egg stack changes (KG)(AQ)
  • engine    - lava splat routines (AQ)
  • engine    - pterodactyl logic refinement (AQ)
  • engine    - mama t-Rex continues movement during level intermision screen (AQ)
  • code       - various changes (AQ)

Latest Build: StoneAge_bankset_20240120.a78 StoneAge_bankset_20240120.bin

 

 

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On 1/21/2024 at 12:52 AM, Trebor said:

Outstanding!  These updates are fantastic!

Thanks mate, yeah TIX has gone above and beyond with the pixel art. Even when i mentioned we could use more colours, he insisted pushing his abilities with a monochrome background. I think it looks amazing and really highlights his skill when restrictions are in place. When he was designing the volcano animation i forgot to tell him by doing so it freed up an additional colour 😆🫣 But nonetheless it still looks brilliant.

 

On 1/21/2024 at 3:48 AM, fdr4prez said:

I've played a few levels; great update! 

Thankyou for the support 👍

 

On 1/21/2024 at 4:23 AM, fdr4prez said:

Is it possible to display the level # on the game over screen?

Most definitely can arrange that and thanks for pointing it out.

 

On 1/21/2024 at 4:25 AM, fdr4prez said:

It is unfortunate that you can't stand at your own hut protecting your eggs from the pterodactyl without the volcano dropping down on you.

 

This is a very challenging land to live in :) 

Very challenging when living in a world where a volcano is spitting lava balls at you while on a quest to steal eggs from a mama T-Rex 🤣

 

Yes a great point though and was thinking it should be a safe area. I just need to make it so the lava balls become unpredictable if hiding. That way the player can't use it to their advantage 😉👍

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30 minutes ago, TrekMD said:

Hmm, I downloaded the latest binary but I'm getting an error message on BUP.  Has anyone else had any issues using BUP?

Yes, "Unable to parse and load Atari 7800 File." 

image.png.02073f610b042e99bb24a2436090a250.png

I believe it is due to the size (96kb bin + header).  It probably doesn't recognize the bankset structure either.  Currently, BupSystem has issues with Attack of the Petscii Robots as well.

 

If @TailChao has the opportunity and desire to update BupSystem, hopefully in the future it will be able to run the games.

 

As mentioned, A7800 runs the file without issue.  It can also be played online via JS7800.

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5 hours ago, fdr4prez said:

at the higher levels, is the sky supposed to be alternating between to colors?

Ah yes thanks for the reminder, i was trying many different colour cycles and couldn't find one i was happy with. So i sat it on the backburner and keep forgetting to look into it. Don't know if i want a progressive day/night cycle or really what i should do about it at this stage 🤔

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I typically play on the amateur mode and gotten to levels 13 and 14, at few times.

 

I can say that at these levels you aren't an amateur any longer.

 

Is the "pro" selection just a faster version, or are there other differences that I've not seen?

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@fdr4prez Yes that is correct, there is no difference from armature and pro other than the fireball starting speed.

 

I have added the selection of the two more for the framework but haven't implemented many changes. I believe 1 stone axe rather than 3 on pro setting was a suggestion by Trebor and was also mentioned on ZPH IIRC.

 

This is an area i need to work on and having the feature on the titlescreen just reminds me to get it done sometime 😁

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Great, thanks. 

 

Maybe on Pro mode is where the eggs would hatch, so on Amateur the egg just stays there (like now). Although seeing the egg hatch is part of the charm of the original game, so if you do add the hatching eggs, then maybe there would be a timing difference between the modes for how long the egg would be available before it hatches. 

 

On the original hand-held, on Pro mode, there are two pterodactyl flying around, but I suspect that having two birds and the dino to deal with when you only have one axe would be a bit too challenging. 

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On 1/21/2024 at 4:21 PM, TwentySixHundred said:

 

On 1/20/2024 at 9:53 AM, fdr4prez said:

Is it possible to display the level # on the game over screen?

Most definitely can arrange that and thanks for pointing it out.

Along the top, you have a life counter, you have the axe counter, a big gap, and then the score. 

 

Is it possible to show the level in the middle of that big area between the axe counter and the score? So it is always displayed? 

 

Speaking of the life counter, I've not re-read all the posts, so please excuse me if it's been mentioned, but what is the scoring requirements for extra lives? when do you get an extra life? Is there max number of lives you can get?

 

I've gotten up to level 14 (at least I don't recall getting to 15) and I don't recall getting an extra life. 

 

Is it level based or point based? 

 

Maybe I've gotten an extra life, but never noticed. 

 

Or maybe no extra lives in this game?

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In between levels, while the eggs are disappearing, the volcano remains animated and the dino remains animated, but not the caveman, so I suspect that some caveman animation is being worked on or being discussed - maybe? 

 

It's unfortunate that he just remains still/solid while the rest of the screen is alive with motion. 

 

Since you have the title screen with the caveman cooking an egg over the fire, then at the end of each level maybe reuse that animation to show him cooking his eggs over the fire in front of his hut as they are counted down (disappearing). 

 

Now when his last egg has been "cooked" and the last egg and fire disappears, we know it is time to go collecting more eggs. 

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On 1/28/2024 at 4:17 AM, fdr4prez said:

Great, thanks. 

 

Maybe on Pro mode is where the eggs would hatch, so on Amateur the egg just stays there (like now). Although seeing the egg hatch is part of the charm of the original game, so if you do add the hatching eggs, then maybe there would be a timing difference between the modes for how long the egg would be available before it hatches. 

 

On the original hand-held, on Pro mode, there are two pterodactyl flying around, but I suspect that having two birds and the dino to deal with when you only have one axe would be a bit too challenging. 

Spoiler

As for the baby Dino, it's in the works at the moment, so baby dino will make an appearance in the following update 👍

Two flying pterodactyls most likely wont make the cut. It's possible towards the end of development i can experiment with a secondary. However due to the size of many of the sprites there maybe rendering time issues. So for the moment i would rather add the necessities first then look into it. Maybe/maybe not

 

On 1/28/2024 at 4:32 AM, fdr4prez said:

Along the top, you have a life counter, you have the axe counter, a big gap, and then the score. 

 

Is it possible to show the level in the middle of that big area between the axe counter and the score? So it is always displayed? 

I can probably add the level number to the information bar (will be testing for next update). Personally i would rather the level displayed on the left then have life and axe icons in the center.

 

On 1/28/2024 at 4:32 AM, fdr4prez said:

Speaking of the life counter, I've not re-read all the posts, so please excuse me if it's been mentioned, but what is the scoring requirements for extra lives? when do you get an extra life? Is there max number of lives you can get?

 

I've gotten up to level 14 (at least I don't recall getting to 15) and I don't recall getting an extra life. 

 

Is it level based or point based? 

 

Maybe I've gotten an extra life, but never noticed. 

 

Or maybe no extra lives in this game?

Correct there isn't anyway to gain extra lives. I would like to add the feature but limit the max to 3, so players have the chance to gain a reward but cannot rack lives.

 

On 1/28/2024 at 4:42 AM, fdr4prez said:

In between levels, while the eggs are disappearing, the volcano remains animated and the dino remains animated, but not the caveman, so I suspect that some caveman animation is being worked on or being discussed - maybe? 

 

It's unfortunate that he just remains still/solid while the rest of the screen is alive with motion. 

 

Since you have the title screen with the caveman cooking an egg over the fire, then at the end of each level maybe reuse that animation to show him cooking his eggs over the fire in front of his hut as they are counted down (disappearing). 

 

Now when his last egg has been "cooked" and the last egg and fire disappears, we know it is time to go collecting more eggs. 

This is a great idea that only the other day i was thinking about level intermissions. As it stands there isn't much to it, however i would really like to show the caveman having a break after a big night hunting. The return of him cooking an egg does sound appealing, along with reusing sprites. There is also 3 other animations of that scene, yet to be added and TIX has already done the artwork  😉👍

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  • 2 weeks later...
  • 3 weeks later...

Hi everyone, so i wanted to get this build released before i go much further. Next release im hoping to focus a little more on the audio side of things and baby dino's routines.

 

Special thanks to Mike @RevEng for providing a custom 7800Basic build and all the information to tight-pack graphics. This along with the answers to my questions really helped free some graphics bank(s) space 👍

 

Also special thanks to Konstantinos @TIX for the new updated sprites as they're always fantastic 👍

 

Changelog:

Build_20240225

  • graphics - mama t-rex idle sprites revised (KG)
  • graphics - mama t-rex eating sprites revised (KG)
  • graphics - mama t-rex egg knockback sprites (KG)
  • graphics - pterodactyl sprites revised (KG)
  • graphics - pterodactyl knocked out sprites (KG)
  • graphics - baby dino hatch/running (KG)
  • graphics - eggs partially hidden within cave (AQ)
  • engine   - pterodactyl knocked out routine (AQ)
  • engine   - egg knockback and baby hatch routines (AQ)
  • engine   - temporarily omitted the level colour cycle - till i tackle it correctly (AQ)
  • engine   - baby dino routines (AQ)
  • code     - graphics packing (MS)
  • code     - sprite alignments for graphics packing and optimization (MS)(AQ)
  • code     - some clean up of redundant code and routine flow (AQ)

LatestBuild: StoneAge_bankset_20240225.a78 StoneAge_bankset_20240225.bin
 

 

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  • 2 weeks later...

New build, a little earlier than usual but i wanted to get baby dino's features out there.

 

Changelog:

Build_20240306

  • graphics - baby dino running sprites (KG)
  • graphics - baby dino laughing sprites (KG)
  • graphics - HUD changes and level displayed during gameplay (AQ)
  • engine   - egg idle then pulsates when ready to hatch (KG)(AQ)
  • engine   - baby dino chasing caveman routine (AQ)
  • engine   - baby dino laughs when caveman retreats (AQ)
  • engine   - for every two levels you can get an extra life (AQ)
  • bugfix   - incorrect frame removed and knockback timing (KG)(AQ)
  • bugfix   - lava splat skipped when bitten by baby dino (KG)(AQ)

 

LatestBuild: StoneAge_bankset_20240306.a78 StoneAge_bankset_20240306.bin

 

 

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