Dave Neuman Posted December 9, 2006 Author Share Posted December 9, 2006 I compiled four Boss Movement test versions. You still have to go thru landing sequence but only three enemies appear in Armada to destroy. Each test has four different Boss movements on levels 1 thru 4. Which one do you like? BossTest100.bin BossTest101.bin BossTest110.bin BossTest010.bin Thanks, Dave Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted December 10, 2006 Share Posted December 10, 2006 I'll check these out shortly and let you know. Thanks! Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted December 10, 2006 Share Posted December 10, 2006 (edited) I compiled four Boss Movement test versions. You still have to go thru landing sequence but only three enemies appear in Armada to destroy. Each test has four different Boss movements on levels 1 thru 4. Which one do you like? BossTest 101. Bombs should not drop at beginning of a level until you hit an enemy. Maybe fuel was almost gone after landing and ship exploded within a second or two on Armada Screen? Nope. It happened with plenty of fuel. As I was testing the boss variations, I had it happen on a boss level, too. What seems to be happening is, the game will drop a bomb from the lowest level, even if there is no enemy ship there. It drops it from such a low level, it almost looks like your ship is just exploding on its own. It seems to happen most often on their first shot at you. Edited December 10, 2006 by Nathan Strum Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted December 10, 2006 Share Posted December 10, 2006 Another suggestion, as I'm going through the manual, I noticed you have it so you press up to thrust when landing, and also to activate the shields durring battle. I think it'd be better to have it so you pulled back (down) to activate the shields. For some reason (perhaps because Phoenix uses this) it feels more natural. Since I'm used to pressing up for landing, I never associate that action with the shields, so I almost never use them. Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 10, 2006 Author Share Posted December 10, 2006 Another suggestion, as I'm going through the manual, I noticed you have it so you press up to thrust when landing, and also to activate the shields durring battle. I think it'd be better to have it so you pulled back (down) to activate the shields. For some reason (perhaps because Phoenix uses this) it feels more natural. Since I'm used to pressing up for landing, I never associate that action with the shields, so I almost never use them. Boss Test 101 patterns in this build and shields can be activated by pulling back or pushing forward. SpaceBattleFinal129PM.bin Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted December 11, 2006 Share Posted December 11, 2006 Looking good! I find myself using guided missiles more as the game gets harder. But it's playing great! I like the addition of having the landing platform change directions, too. A couple of notes: the number of hits for the bosses resets after you get up to eleven. So you revert back to eight, then nine, etc., and continues this cycle. I think once it gets to eleven, it should stay there. Also, regarding the 'instant death' bug, I've seen something else happening which may be related. Sometimes on the first enemy shot, they'll send down a shot that's multiplexed (three bullets at once), the same color as the bottom group, instead of sending down just one. This seems to only happen with a full screen of ships. Along these lines, when you press fire to begin the armada wave, that instantly fires a shot. If that shot kills something, they'll begin firing at you immediately, and that multiplexed shot (or any other shot) can take you out if you aren't prepared for it. How about having it so when you press fire to begin the armada wave, it doesn't automatically also fire a shot? That would give you the choice of when to fire off the first shot, and subsequently when to have them return fire. (Although there should probably be a timer, so the player can't just wait indefinitely.) Quote Link to comment Share on other sites More sharing options...
Albert Posted December 11, 2006 Share Posted December 11, 2006 ..Al Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 11, 2006 Author Share Posted December 11, 2006 (edited) Looking good! I find myself using guided missiles more as the game gets harder. But it's playing great! I like the addition of having the landing platform change directions, too. A couple of notes: the number of hits for the bosses resets after you get up to eleven. So you revert back to eight, then nine, etc., and continues this cycle. I think once it gets to eleven, it should stay there. Also, regarding the 'instant death' bug, I've seen something else happening which may be related. Sometimes on the first enemy shot, they'll send down a shot that's multiplexed (three bullets at once), the same color as the bottom group, instead of sending down just one. This seems to only happen with a full screen of ships. Along these lines, when you press fire to begin the armada wave, that instantly fires a shot. If that shot kills something, they'll begin firing at you immediately, and that multiplexed shot (or any other shot) can take you out if you aren't prepared for it. How about having it so when you press fire to begin the armada wave, it doesn't automatically also fire a shot? That would give you the choice of when to fire off the first shot, and subsequently when to have them return fire. (Although there should probably be a timer, so the player can't just wait indefinitely.) Thanks! This is fun stuff Fixed "Instant Death" bug. Eliminated Large Base difficulty option. Delayed missile fire until Level Begin Sound is complete. Boss Hits to die is now Level 1 = 8, Level 2 = 9, Level 3 = 10, Level 4 = 11, Level 5 and up = 12 Fixed Triple missile glitch. SpaceBattleFinal1211.bin Made Base Double Wide and then Quad Wide in Boss Screen ... looks kinda cool! SpaceBattleFinal1211PM.bin Made Base Double Wide in Boss Screen and stays Double Wide in Boss Screen... looks better! SpaceBattleFinal1211PM1.bin Edited December 12, 2006 by Dave Neuman Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 11, 2006 Author Share Posted December 11, 2006 ..Al Al, Thanks for all your help! Nathan and Dave The artwork looks awesome Thanks go to everyone for bug testing and suggestions and the excellant input on gameplay and design from Nathan and Al over the past couple of months. Thanks, Dave Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted December 12, 2006 Share Posted December 12, 2006 (edited) Made Base Double Wide in Boss Screen and stays Double Wide in Boss Screen... looks better! That is cool. Makes the bosses more challenging, too. Found a bug though. If you hit Select after clearing the screen, then hit Fire to resume the game, sometimes you'll come back and your ship will be invisible (it can still fire - but it can't be hit or catch fuel). A couple of times, the screen just went black, and the game stopped altogether. I thought the continue feature had been removed. Also, does the Left Difficulty switch do anything now? Or is it just the Right switch (bomb speed) that affects the game? Edited December 12, 2006 by Nathan Strum Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 12, 2006 Author Share Posted December 12, 2006 (edited) Made Base Double Wide in Boss Screen and stays Double Wide in Boss Screen... looks better! That is cool. Makes the bosses more challenging, too. Found a bug though. If you hit Select after clearing the screen, then hit Fire to resume the game, sometimes you'll come back and your ship will be invisible (it can still fire - but it can't be hit or catch fuel). A couple of times, the screen just went black, and the game stopped altogether. I thought the continue feature had been removed. Also, does the Left Difficulty switch do anything now? Or is it just the Right switch (bomb speed) that affects the game? Select Bug fixed! Left Difficulty now disables Fuel Pods on Armada Waves. Reworked the Select and Reset switches to behave as follows: Cancel game by hitting either Select or Reset. Reset also starts a currently selected game option. Thanks, Dave SpaceBattleFinal1212PM.bin This one doesn't skip frames SpaceBattleFinal1213EX.bin Edited December 13, 2006 by Dave Neuman Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 13, 2006 Author Share Posted December 13, 2006 Hi, This final version will switch to Title Screen 3-4 seconds after "Game Over" and retain the high score until you reset, select or start. SpaceBattleFinal1213PM.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 14, 2006 Author Share Posted December 14, 2006 Hi, I've been playing all night and found a bug in the Boss Level. If you died immediatelty after destroying the second to last Boss, the Boss death animation would not appear on your next shot. Adding a Clear Carry before the addition fixed this. SpaceBattleFinal1214.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 14, 2006 Author Share Posted December 14, 2006 Hi, Tweaked the Boss Bomb drop a little bit I think I'm done SpaceBattleFinal1214PMBoss.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 15, 2006 Author Share Posted December 15, 2006 Hi, Took a Vacation Day Today (well yesterday now) and have been playing all day. Found a screen roll on level 17 at 130,000 points. Attached are the fixed binaries. SpaceBattle_NTSC.bin SpaceBattle_PAL.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 15, 2006 Author Share Posted December 15, 2006 Argh ... this one is fixed! I was kinda tired last night and put up wrong binary SpaceBattle_NTSC.bin SpaceBattle_PAL.bin Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted December 15, 2006 Share Posted December 15, 2006 Thanks Dave! Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 15, 2006 Author Share Posted December 15, 2006 Been playing all day again ... tweaked a screen jump at higher levels. Must put up Christmas tree now or Santa won't come to my house. SpaceBattle_NTSC.bin SpaceBattle_PAL.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 16, 2006 Author Share Posted December 16, 2006 (edited) Just for fun I tweaked the fuel levels Level 1 Armada 23 seconds Level 2 Armada 43 seconds Decrease each level until Level 14 Armada 31 seconds Boss Level Always = 23 seconds SpaceBattle_NTSC.bin Edited December 16, 2006 by Dave Neuman Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted December 16, 2006 Author Share Posted December 16, 2006 (edited) I tweaked the fuel levels a lttle differently on this one Boss Levels 26 seconds constant Armada starts at 26 seconds for first easy wave. 2nd Wave 43 seconds. decrease second per level approx until. 10th level 33 seconds. SpaceBattle_NTSC.bin Final Binaries SpaceBattleNTSC.bin SpaceBattlePAL.bin Edited December 22, 2006 by Dave Neuman Quote Link to comment Share on other sites More sharing options...
fire!fire! Posted January 13, 2007 Share Posted January 13, 2007 I just got the Space Battle cart from AA today and that is the best-looking manual I've ever seen. I looked at all the pages without reading them first, just to look at the layout. I got the cart in Red, which shows off the labels. Good job! Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted January 14, 2007 Share Posted January 14, 2007 I just got the Space Battle cart from AA today and that is the best-looking manual I've ever seen. I looked at all the pages without reading them first, just to look at the layout. I got the cart in Red, which shows off the labels. Good job! Thank you for the kind words! I had fun working on it, and a lot of credit goes to Dave Dries who created the fantastic background art for it. I posted a behind-the-scenes look at the Space Battle artwork in my blog. Quote Link to comment Share on other sites More sharing options...
CrazyChris Posted January 9, 2009 Share Posted January 9, 2009 Hi, What's the difference between SpaceBattleNTSC.bin and SpaceBattle_NTSC.bin? Thanks. I tweaked the fuel levels a lttle differently on this one Boss Levels 26 seconds constant Armada starts at 26 seconds for first easy wave. 2nd Wave 43 seconds. decrease second per level approx until. 10th level 33 seconds. SpaceBattle_NTSC.bin Final Binaries SpaceBattleNTSC.bin SpaceBattlePAL.bin Quote Link to comment Share on other sites More sharing options...
Dave Neuman Posted January 10, 2009 Author Share Posted January 10, 2009 Hi, Thanks for playing. SpaceBattle_NTSC.bin uses following fuel consumption values: Boss Level = 23 seconds of fuel Level 1 Armada 23 seconds of fuel Level 2 Armada 43 seconds of fuel Decrease fuel reserves by 1 second each level until Level 14 where fuel reserve remains constant at 31 seconds of fuel SpaceBattleNTSC.bin uses following fuel consumption values: Boss Level = 26 seconds of fuel Level 1 Armada 26 seconds of fuel Level 2 Armada 43 seconds of fuel Decrease fuel reserves by 1 second each level until Level 10 where fuel reserve remains constant at 33 seconds of fuel So SpaceBattleNTSC gives you little more fuel Hi, What's the difference between SpaceBattleNTSC.bin and SpaceBattle_NTSC.bin? Thanks. I tweaked the fuel levels a lttle differently on this one Boss Levels 26 seconds constant Armada starts at 26 seconds for first easy wave. 2nd Wave 43 seconds. decrease second per level approx until. 10th level 33 seconds. SpaceBattle_NTSC.bin Final Binaries SpaceBattleNTSC.bin SpaceBattlePAL.bin Quote Link to comment Share on other sites More sharing options...
CrazyChris Posted January 10, 2009 Share Posted January 10, 2009 Funny Thanks for the info. Chris Quote Link to comment Share on other sites More sharing options...
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