vdub_bobby Posted April 20, 2007 Author Share Posted April 20, 2007 EDIT: Ok, try this. A lot of code (e.g. DrawScore) looks perfect now, but the kernel still not. Dang it! What tab settings are you using? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 20, 2007 Share Posted April 20, 2007 Dang it! What tab settings are you using? Usually 4, but I tried all settings between 2 and 12 on you old files without success. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 20, 2007 Author Share Posted April 20, 2007 (edited) Dang it! What tab settings are you using? Usually 4, but I tried all settings between 2 and 12 on you old files without success. Ok: try, try again. ElevatorsAmiss20070419Source.zip This time I replaced all tabs with 3 spaces and then went through and lined up all the comments with cycle counts by hand. Edited April 20, 2007 by vdub_bobby Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 21, 2007 Share Posted April 21, 2007 Works. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 23, 2007 Author Share Posted April 23, 2007 Yes! Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 24, 2007 Share Posted April 24, 2007 Why doesn't the maid stop in Child mode? Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted April 24, 2007 Share Posted April 24, 2007 Bob moved this feature to the NOVICE variant. Or are you asking _why_ he did that? Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 24, 2007 Author Share Posted April 24, 2007 For the CHILD mode, I have in mind actual children: something like ages 2-5. Coincidentally, my two oldest kids are that age. Anyway, they're old enough to make the connection between moving the controller and the moving object on the screen, but they have a hard time pressing buttons at the same time, pressing more than one button at once, and holding buttons down (to make Sonic walk on my genny, for example, they repeatedly press right on the D-pad rather than holding it down). So, while the maid stopping when the joystick is centered is very easy for most gamers, I think it is easier for very small children if the maid doesn't require constant input to do something. I haven't done much testing with them, though, so after I let them play it a bit I might change things around. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 26, 2007 Share Posted April 26, 2007 Some minimal cosmetic suggestions: 1. The maid should start 1 pixel away from the elevators. Currently it looks a bit odd that she risks standing so close to them. 2. The feet of the maid should (try to) touch the stairs. Maybe you could move the stairs one pixel further into the game. 3. While you are at it, make the stairs one step higher. 4. 'LVL' doesn't exactly match the ':' and the 'X up'. Why not use the (ROM) space for writing 'Level:'? Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 30, 2007 Author Share Posted April 30, 2007 Update! ElevatorsAmiss20070430.bin Changes: With Thomas' help, freed up a lot of space and then used some of that space to make the elevators and the maid move "through" the floors. Please let me know what you think of this; IMO it looks a little weird but all in all I like it. Also, would someone (Manuel?) please give me an opinion on the elevator "tick" noise? To hear this, turn off the music (with B-W/COLOR switch) and start a game. I'm thinking about removing it to free up space, though that isn't much of an issue at the moment. Also, could someone with a 7800 please verify that the 7800-detection code is working properly? You should be able to turn the music on/off by pressing the pause button if it is working. Thanks. Still to do: -check colors on hardware and make necessary tweaks -see about adding SaveKey support (save high scores) -gameplay tweaks -music/sound tweaks Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 30, 2007 Share Posted April 30, 2007 Nice update. Is it intentional that the elevators don't hide completely behind the floors? And they get displayed completely at the bottom floor. Maybe just make them turn a few pixels earlier. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 30, 2007 Author Share Posted April 30, 2007 Nice update. Is it intentional that the elevators don't hide completely behind the floors? Yes. They are supposed to be going through the floors, though maybe I should change that. Hm. And they get displayed completely at the bottom floor. Maybe just make them turn a few pixels earlier. Good catch. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 30, 2007 Share Posted April 30, 2007 Yes. They are supposed to be going through the floors, though maybe I should change that. Hm. I we look at this like pseudo 3D, then the elevators should be only visible at the "back" walls and not at the "front" floor. Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted April 30, 2007 Share Posted April 30, 2007 Please let me know what you think of this; IMO it looks a little weird but all in all I like it. Also, would someone (Manuel?) please give me an opinion on the elevator "tick" noise? To hear this, turn off the music (with B-W/COLOR switch) and start a game. I'm thinking about removing it to free up space, though that isn't much of an issue at the moment. I'm sorry, I must've missed this info earlier. I think it's a lot better than complete silence Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted April 30, 2007 Author Share Posted April 30, 2007 (edited) I'm sorry, I must've missed this info earlier. I think it's a lot better than complete silence Thanks for the feedback! I we look at this like pseudo 3D, then the elevators should be only visible at the "back" walls and not at the "front" floor. Yeah, I agree with you. EDIT: Source: ElevatorsAmiss20070430.zip Edited April 30, 2007 by vdub_bobby Quote Link to comment Share on other sites More sharing options...
r_type2600 Posted May 6, 2007 Share Posted May 6, 2007 Hello and hats off to this great little homebrew! Cool how this had developed into a simple, instant fun and addicting action game! A couple of suggestions, if allowed at this late stage: - would it be possible to color-code a bit the various stats at the bottom of the screen? In the heat of the action, it's difficult to locate the specific info you're interested in, with all being white right now. - this is more difficult to consider for sure: If there's anything missing in the game, it would be the reason why the maid is running up all the floors - An idea, which is probably way too complicated to implement is to attach a vacuum cleaner sprite in front of the maid: that would explain why she has to clear all floors. A simpler alternative would be to have her recover typical tools (broom, vacuum cleaner..) at the top left corner. Not very original but well proven; joining the long tradition of Donkey Kong, Kangaroo, Climber 5, etc... I understand that tight ROM is a big issue, had to drop these thoughts nevertheless.. Cheers, Eric Quote Link to comment Share on other sites More sharing options...
Albert Posted May 19, 2007 Share Posted May 19, 2007 I've fired off a label contest for Elevators Amiss! You can learn more about the contest and how to enter here: Elevators Amiss Label Contest I know there are plenty of talented artists amongst the members here, so I hope to see some pretty snazzy entries before the contest is over. ..Al Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted June 5, 2007 Author Share Posted June 5, 2007 Quick update! I took a few (too many) days off coding to, um...play Ninja Gaiden. But I'm back at it, and not a moment too soon! I should have a final binary tomorrow morning. Will be mostly the same as the most recent version, just minor tweaks to the colors and gameplay, except it will (hopefully) support saving high scores to the AtariVox/SaveKey! Hello and hats off to this great little homebrew!Cool how this had developed into a simple, instant fun and addicting action game! A couple of suggestions, if allowed at this late stage: - would it be possible to color-code a bit the various stats at the bottom of the screen? In the heat of the action, it's difficult to locate the specific info you're interested in, with all being white right now. Thanks, and that's a great idea - made that change already. Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted June 7, 2007 Author Share Posted June 7, 2007 Final Binary! Changes: -Supports SaveKey/AtariVox. How this works: it will load the high score when you turn the power on and when you press SELECT and when your game ends by losing all your lives. It will then alternate displaying the high score from the SaveKey and the last score. Note that when the power is turned on and when you press SELECT the last score is set to zero! -Colors tweaked a bit -Some minor under-the-hood stuff -Fixed a big bug that Zach caught -Fixed a rare (?) graphics glitch that Al caught I think that's it. If all goes well, it will be released this weekend at the MGC and will probably be available in the AA store shortly thereafter. Thanks to everyone who tested, commented, criticized, and encouraged. And special thanks to those folks who took the time to contribute their time and creativity: David for the maid sprites as well as all the folks who created and submitted labels and, especially, Thomas for helping tremendously with optimization and coding! Hope you enjoy the game! ElevatorsAmiss20070607.bin Quote Link to comment Share on other sites More sharing options...
Zach Posted June 7, 2007 Share Posted June 7, 2007 Congratulations on your latest homebrew, Bob! Quote Link to comment Share on other sites More sharing options...
espire8 Posted June 8, 2007 Share Posted June 8, 2007 Any thoughts on who's going to illustrate the manual or design it? Maybe Nathan? Wow, looks like your guess was right on PressureCooker...kudos! Talk about predestined! And thanks to you Bob for dedicating your time to completing this very unique game of yours. Looking forward to the store release! Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted August 30, 2007 Share Posted August 30, 2007 Last night I noticed that the 9th level of Manic Miner, "Wacky Amoebatrons", works like Elevators Amiss! You can see it on this screens picture, 3rd row first pic: http://jswremakes.emuunlim.com/Mmt/map-mm.gif Quote Link to comment Share on other sites More sharing options...
PressureCooker2600 Posted August 30, 2007 Share Posted August 30, 2007 (edited) link don't work oops....works now Edited August 30, 2007 by PressureCooker2600 Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted August 30, 2007 Share Posted August 30, 2007 Silly policies... Ok, then how about clicking the "Manic Miner Screen shot-map" link on this page http://jswremakes.emuunlim.com/Mmt/mmmaps.htm ? Does this work? Quote Link to comment Share on other sites More sharing options...
PressureCooker2600 Posted August 30, 2007 Share Posted August 30, 2007 it kinda does like alike except the "elevators" are big furry koosh-balls miner looks kinda fun....i'll have to look it up and try it Quote Link to comment Share on other sites More sharing options...
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