jpfalcon2003 Posted September 8, 2006 Share Posted September 8, 2006 Can't wait till this one's done. Quote Link to comment Share on other sites More sharing options...
BrianC Posted September 9, 2006 Share Posted September 9, 2006 Keilbaca also gave me an extra Coleco Galaxian Table Top Arcade Unit he had. Powered it up as soon as I got home and played a few rounds, way cool. Thanx again, keilbaca . I love that thing. I find mine at a yard sale for way too cheap. I like how it has a space invaders clone and a two player variation as well as the standard Galaxian mode. Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted September 10, 2006 Share Posted September 10, 2006 Keilbaca also gave me an extra Coleco Galaxian Table Top Arcade Unit he had. Powered it up as soon as I got home and played a few rounds, way cool. Thanx again, keilbaca . I love that thing. I find mine at a yard sale for way too cheap. I like how it has a space invaders clone and a two player variation as well as the standard Galaxian mode. The upright Galaxian is fun too. First game I bought 25 years ago! My Game Room Quote Link to comment Share on other sites More sharing options...
BrianC Posted September 10, 2006 Share Posted September 10, 2006 (edited) Keilbaca also gave me an extra Coleco Galaxian Table Top Arcade Unit he had. Powered it up as soon as I got home and played a few rounds, way cool. Thanx again, keilbaca . I love that thing. I find mine at a yard sale for way too cheap. I like how it has a space invaders clone and a two player variation as well as the standard Galaxian mode. The upright Galaxian is fun too. First game I bought 25 years ago! My Game Room The arcade Galaxian rocks! I took a closer look at that picture and it looks like the Galaxian upright is actually a multi-game machine and the Pac-Man next to it has what looks like the Pac-Man from the cartoon in the screen. I'm guessing that Pac-Man is a multi-game machine too? The VFD table top on it looks very nice. Baby Pac-Man too! Edited September 10, 2006 by BrianC Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted September 10, 2006 Share Posted September 10, 2006 Keilbaca also gave me an extra Coleco Galaxian Table Top Arcade Unit he had. Powered it up as soon as I got home and played a few rounds, way cool. Thanx again, keilbaca . I love that thing. I find mine at a yard sale for way too cheap. I like how it has a space invaders clone and a two player variation as well as the standard Galaxian mode. The upright Galaxian is fun too. First game I bought 25 years ago! My Game Room The arcade Galaxian rocks! I took a closer look at that picture and it looks like the Galaxian upright is actually a multi-game machine and the Pac-Man next to it has what looks like the Pac-Man from the cartoon in the screen. I'm guessing that Pac-Man is a multi-game machine too? The VFD table top on it looks very nice. Baby Pac-Man too! Yep, the Galaxian has the Macro multi-game and the Pac has the 96 in 1 multi-game by Mike Doyle. I also have a Tempest with Clay Cowgill's multi-Tempest and a cockpit Star Wars with the Star Wars and Empire Strikes back multi-game. Space Wars, Hang-On, Pole Position, Operation Wolf, Asteroids, Tron, Homemade cocktail 3in1 (Galaxian Space Invaders Galaga) round out the current collection Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted September 18, 2006 Author Share Posted September 18, 2006 (edited) The screen roll/jitter problem was occuring in the fireball routines. I've revamped them and haven't had any problems with the screen since. In the original routines, each corner of the fireball was checked to see if it had hit a brick. Now only the corner that "points to the king" is checked - ie: for grey the top-left corner of the fireball is check, whil for green the bottom-right is checked. I came up with this solution during a round of Super Breakout(HSC game of the week) when I noticed that it wasn't checking all corners and could "pass thru" the edges of the brick. After making the change I ran the game in Stella for a few hours with: breakif { _scan == #263 } entered into the debugger and didn't have any breaks. I'd appreciate any feedback on what this does to the gameplay. mm20060917PAL.bin mm20060917NTSC.bin Edited September 18, 2006 by SpiceWare Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted September 25, 2006 Author Share Posted September 25, 2006 I didn't like how the the 1 corner checking was working out, so I added back checking of all 4 corners. To make sure there's time, I added a "time remaining" check for the 2nd fireball. I also did something that I hope addresses the problem where a fireball would get past your shield then bounce around inside the castle wall and take out a large number of bricks. I changed it so that after the fireball's new direction is calculated, it's checked to see if it's towards the king of the castle. If it is, the direction is changed to be away from the king. Seems to help. mm20060924NTSC.bin mm20060924PAL.bin Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 2, 2006 Author Share Posted October 2, 2006 Catch now has a new option. Besides Yes and No there's now Limited. Limited catch will only let you catch a fireball if it did not hit the back of your shield. Also added back in the overshoot-compensation that removes the jitter from the faster AI players. mm20061001NTSC.bin mm20061001PAL.bin Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 7, 2006 Author Share Posted October 7, 2006 (edited) The biggest change is the AI players' speeds now vary depending on the game speed and the number of fireballs in play. When I redo the menu I'll relabel the Speed settings as follows: 1 = Childrens 2 = Slow 3 = Fast 4 = Wicked I've also modified the Limited Catch to support limiting at a player level so that, for instance, player 1 could be limited while the other players have normal catch. Please note the current menu doesn't fully support setting each player. For now, the dots added above the M in limited will denote which players are limited. The first dot is player 1, second player 2 and so on. When the dots come off they come off from the end. All players with Limited Catch Players 1 & 2 have limited catch, players 3 & 4 have full catch. I would greatly appreciate any feedback on how the different AI speeds work, such as is the childrens setting option appropriate for children. mm20061006NTSC.bin mm20061006PAL.bin Edited September 9, 2007 by SpiceWare Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 12, 2006 Author Share Posted October 12, 2006 (edited) Scrolling Menus are done. I ran out of space for the labeled speeds, hope to get that taken care of in the next release. mm20061011NTSC.bin mm20061011PAL.bin Edited October 14, 2006 by SpiceWare Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 14, 2006 Author Share Posted October 14, 2006 Made a few changes fixed problem where players 1 and 3 could move too far up the screen causing the graphics to be corrupted. Maxed out the fireball speeds when all human players have died so the current round will end quicker. fixed AI Catch to release the fireball if an AI player is killed while holding the fireball. Redid the AI Catch Button routine so each AI player is independently changed. The old routines would move AI1's catch button value to AI2, AI2 to AI3 and AI3 to AI4, which resulted in the boring "release-catch" cycles between the AI players. Any feedback on the AI player speeds for the kid level(speed = 1)? Are the AI players OK or should they move slower? mm20061014NTSC.bin mm20061014PAL.bin Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 16, 2006 Author Share Posted October 16, 2006 I've noticed a problem with Medieval Mayhem resetting to the main menu with all the options reset to powerup values. I know this happens in the 10-14 version. Has anybody seen this in an earlier version? Quote Link to comment Share on other sites More sharing options...
+Wonder007 Posted October 16, 2006 Share Posted October 16, 2006 Wow, I am very impressed with this SpiceWare. You have done a WONDERful job. I am so looking forward to this title when it is done! :) Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 18, 2006 Author Share Posted October 18, 2006 Thanks! I've figured out what's causing the game to reseting. I'm working on fixing it so the condition doesn't occur anymore. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 20, 2006 Author Share Posted October 20, 2006 (edited) Just a few changes. Fixed the reset-game bug. Descriptive labels of Kids, Slow, Fast and Medieval are now used instead of 1 thru 4 for the values of Speed. AI players on the Kids level are slower than before, AI speeds swapped - player 1(grey) is now fastest AI and player 4(purple) is the slowest. This makes it so 1 player games can be made more difficult by picking a corner other than grey. mm20061019NTSC.bin mm20061019PAL.bin Edited October 20, 2006 by SpiceWare Quote Link to comment Share on other sites More sharing options...
bones Posted October 21, 2006 Share Posted October 21, 2006 love the names for the diffuculty levels. Now I can go all Medieval on yo ass with 2 player games Quote Link to comment Share on other sites More sharing options...
Zach Posted October 21, 2006 Share Posted October 21, 2006 Just a few changes. I haven't checked up on this for a while, but I am really impressed with the progress you've made. If you still have time and space, a zero-player version might be fun as an attract mode or Easter Egg. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 21, 2006 Author Share Posted October 21, 2006 In a few versions I had it set where you could select 0 players. It worked fine unless the 2nd fireball is launched with 4 players still alive as the image starts to jump up/down due to insufficient processing time. I plan to look into an attract mode towards the end as it depends on how my RAM usage ends up. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 22, 2006 Author Share Posted October 22, 2006 (edited) I have an attract mode working. I was able to utilize 2 bits that used to set "Catch" and "Limited" but aren't used anymore because the change to a per-player catch setting. Edited October 22, 2006 by SpiceWare Quote Link to comment Share on other sites More sharing options...
Jacob Rose Posted October 22, 2006 Share Posted October 22, 2006 (edited) This was the first time I've played it since you added the scrolling menu - lots of options! One I would use often is the "To Win" setting, but it's way down at the bottom...I do like how Reset starts the game per Atari tradition, so you don't have to scroll all the way down to start the game, but maybe Start should be first in the list? Edited October 22, 2006 by Jacob Rose Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 22, 2006 Author Share Posted October 22, 2006 Maybe - but it's a pain to reorg the menu. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 22, 2006 Author Share Posted October 22, 2006 A few more changes Attract Mode Tweak to Distance Calc Tables to improve gameplay Tweak to trophy display Textured Castle This will be shown at next weekend's VGXPO, so I'd appreciate any feedback if you spot problems. mm20061022NTSC.bin mm20061022PAL.bin Instructions to play using Stellastart Stellaload Medieval Mayhemhit TAB, a menu will pop upselect Game Propertieson the CARTRIDGE tab set SOUND to STEREOselect the CONTROLLER tabchange both controllers to PADDLEShit OKhit EXIT MENUrestart the emulator for the change to take effect. Under OS X use APPLE R, under Windows and Linux use CONTROL R. You'll get a message "New Console Created" when it restarts. Quote Link to comment Share on other sites More sharing options...
espire8 Posted October 23, 2006 Share Posted October 23, 2006 (edited) I like what you have so far, and the wall texture is a plus! Took me a few ronnds to get used to the new appearance as I was accoustomed to the eariler atari version. Well, Heh heh, I don't think we're in warlords land anymore! Edited October 23, 2006 by espire8 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 23, 2006 Author Share Posted October 23, 2006 Thanks! Took a bit of effort and a lot of trial & error to get the right texture. Quote Link to comment Share on other sites More sharing options...
cd-w Posted October 23, 2006 Share Posted October 23, 2006 Maybe - but it's a pain to reorg the menu. Perhaps you could put the menu in a loop, like on the minigame multicart, so that you can move up to get to the bottom of the menu? Chris Quote Link to comment Share on other sites More sharing options...
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