Rom Hunter Posted March 4, 2007 Share Posted March 4, 2007 (edited) Once the octopus senses you, it swims towards you less faster than it does now. Once the octopus entangles you, it is very hard to escape from it (so even less cycles than it has now). IMO the darkening of the levels would be nicer if it goes from blue to black (instead of light blue to dark blue). And I still like the sonar idea for the last (black) level... Edited March 4, 2007 by Rom Hunter Quote Link to comment Share on other sites More sharing options...
yuppicide Posted March 5, 2007 Share Posted March 5, 2007 I just tried this game and it's pretty good. Some of the levels I think need work, though. There's one level with Pac-Man on the right and a blob of some sort on the left.. no challenge at all in that level except for getting into Pac's mouth. I am not a fan of the "The End" levels just because they're easy. In the post before this Rom Hunter says something about an Octopus. Where is this or are you speaking of another game?! I played through every level and see no octupus. This game reminds me of "Crazy Balloon" with less challenge. I still like it a lot though. I just think the difficulty needs to be harder somehow, as I managed to go through every level without dying. I also tried switching the difficulty switches and noticed nothing different? Like the added sonar ping. I kind of like the alternative sub picture better, but not totally sure because I keep thinking it looks like a fish as well. If this is going to production, you should host a contest here for someone to design a level and the best one will make it into the final game. If there were a way to have moving walls that would rock. Does the sub ever get faster? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 5, 2007 Author Share Posted March 5, 2007 I have had a level design contest and some of those levels were used. In game 2, the octopus is invisible if it's far away from the submarine. To use game two, use the select switch. I'll lose the end levels and (maybe) put some moving walls in. And the submarine does have one speed. Maybe I should speed it up? The blob in the Pac-Man level is E.T. on its side. I'll definitely put some harder levels in, as everyone seems to be complaining that it's too easy. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 5, 2007 Author Share Posted March 5, 2007 (edited) I redesigned levels 2, 3, and 4; putting in levels which I deemed "too hard" earlier. (level 4 I designed today.) Should all the levels be like this? Your opinion needed. Infinite lives for testing only. EDIT: death bug in level 2 I found is fixed. gosuba030407.bas.bin gosuba030407.bas Edited March 5, 2007 by atari2600land Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 5, 2007 Share Posted March 5, 2007 I redesigned levels 2, 3, and 4; putting in levels which I deemed "too hard" earlier. (level 4 I designed today.) Should all the levels be like this? Your opinion needed. Infinite lives for testing only. EDIT: death bug in level 2 I found is fixed. Hi Chris wow Level 3 and especially Level 4 is really hard.If you use them,use them near the end of the game.For the beginner mazes,they are too heavy. greetings Walter Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 5, 2007 Share Posted March 5, 2007 I just tried this game and it's pretty good. Some of the levels I think need work, though. There's one level with Pac-Man on the right and a blob of some sort on the left.. no challenge at all in that level except for getting into Pac's mouth. I am not a fan of the "The End" levels just because they're easy. In the post before this Rom Hunter says something about an Octopus. Where is this or are you speaking of another game?! I played through every level and see no octupus. This game reminds me of "Crazy Balloon" with less challenge. I still like it a lot though. I just think the difficulty needs to be harder somehow, as I managed to go through every level without dying. I also tried switching the difficulty switches and noticed nothing different? Like the added sonar ping. I kind of like the alternative sub picture better, but not totally sure because I keep thinking it looks like a fish as well. If this is going to production, you should host a contest here for someone to design a level and the best one will make it into the final game. If there were a way to have moving walls that would rock. Does the sub ever get faster? Hi there was a level contest,some time ago.Maybe you missed it greetings gambler172 Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 5, 2007 Share Posted March 5, 2007 Hi Chris Level 4 is much too hard.I could not beat it. Too frustrating.Maybe it is ok for the endlevel? greetings Walter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 5, 2007 Author Share Posted March 5, 2007 OK, level 3 and level 4 are going towards the end. I guess in my quest to make the game harder, I made it a little too hard? Quote Link to comment Share on other sites More sharing options...
+batari Posted March 5, 2007 Share Posted March 5, 2007 I was messing around with the game the other day to see if the sonar could be more useful. This is what I came up with. The game is a little screwy because I'm working with a different kernel version and I don't have all of the source files. Also I'm working with an old version of the game so I'll post the relevant code. Basically, replace all of line 606 with this: 606 bh = 4 CTRLPF = $31 gosub set_colors drawscreen if !c{1} then byte3 = $BB if c{5} then goto 614 if d=0 then AUDV0=0:goto skipsonar if aux4<>d then aux4=d:n=0 if n=0 then aux5=player1x/4-6:aux6=(player1y-2)/8 sonarping AUDC0 = 12 AUDF0 = 3 temp1=player1x-ballx if player1x<ballx then temp1=255-temp1 temp2=player1y-bally if temp2>127 then temp2=255-temp2 temp1=(255-temp1-temp2)/32 if temp1<2 then temp1=2 n=n+1:if n=1 then AUDV0=temp1 if n>2 then AUDV0=1 if n>16 then AUDV0=0 if n{0} then skipsonar if d>12 then skipsonar if n{1} then dosonar if d=1 then left if d=2 then right goto skipsonar dosonar on d goto skipsonar left right up down skipsonar skipsonar skipsonar skipsonar UR DR UL DL rem find distance for sonar ping left aux5=aux5-1 goto readsonar right aux5=aux5+1 goto readsonar up aux6=aux6-1 goto readsonar down aux6=aux6+1 goto readsonar UR aux6=aux6-1 aux5=aux5+1:goto readsonar DR aux6=aux6+1 aux5=aux5+1:goto readsonar UL aux6=aux6-1 aux5=aux5-1:goto readsonar DL aux6=aux6+1 aux5=aux5-1 readsonar if aux5=0 || aux5=31 then n=0:goto skipsonar if aux6=0 || aux6=11 then n=0:goto skipsonar if pfread(aux5,aux6) then n=0 skipsonar gosub_sonar.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 6, 2007 Author Share Posted March 6, 2007 Basically, replace all of line 606 with this: I did, and I got this: What does it mean? Quote Link to comment Share on other sites More sharing options...
+batari Posted March 6, 2007 Share Posted March 6, 2007 (edited) Basically, replace all of line 606 with this: I did, and I got this: What does it mean? You can fix that by putting "set smartbranching on" somewhere near the beginning of your program. Or, changing these two lines to "then goto" instead of just "then" would probably work: if n{0} then skipsonar if d>12 then skipsonar Edited March 6, 2007 by batari Quote Link to comment Share on other sites More sharing options...
Gateway Posted March 6, 2007 Share Posted March 6, 2007 Um, I'll use Neotokeo's. (Wish I had Photoshop.) What about Neotokeo's sub graphic? Should I change it to that? The game is coming together nicely! And I agree level 3 is too hard right now, mainly because the paths seem to be too narrow to fit your sub through smoothly, but then I have been trying it in z26 alternatively with the arrow keys, then the mouse, but I don't have a real joystick hooked up to try. You have to have exact timing to get through the narrow passages right now, maybe too narrow. As for the sub design, the only real problem I have with the sprite is that the periscope is right in the center, so that is the only thing that changes when moving in a diferent direction. It looks a bit like an alien face with an antenae on top instead of a sub( remember that Snork cartoon, LOL ). If you move the periscope one pixel to the front it may give a better sense of changing direction, OR go with neo's sprite design. Ultimately, it is up to you. Overall, I thing the game is missing some visual "scenery" or something though I'm not sure what to suggest since you are already using the playfield for the maze. Having moving walls, as somebody suggested, would be good, I think. Or a treasure to pick up along the way, if you still have the missle sprites available( perhaps more than one path through the maze to pick up this extra item. ) I like the octupus. Could you squeeze in an electric eel? Or perhaps, you could use missles as an on/off "laser" barrier to pass, like in the game Laser Gates.. Or some torpedo mines to avoid. Not sure how many bytes you have left. Just some thoughts. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 6, 2007 Author Share Posted March 6, 2007 modified mazes #2, 3, and 4 to make them easier. I have 1 byte left in bank 1 and 938 bytes left in bank 2, so bank 1 is pretty much full. If anyone wants to submit mazes, go ahead, just draw it up in bBasic language, or if you don't know bBasic language, have the first row be 32 X's and have side borders, and the maze side inside is 30 Xs long. gosuba030507.bas.bin gosuba030507.bas Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 6, 2007 Share Posted March 6, 2007 Hi Chris yeah,now it is easier.But you should use a really hard level for the end screen. greetings Walter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 6, 2007 Author Share Posted March 6, 2007 (edited) Changed levels 6 & 8, but before I change any more of them, I'd like your input on which levels need to be changed (it's ok to say 6 & 8 ). I've yet to see or hear of any new level designs (either post them here or PM me with them). And if you've seen the code, you'll notice that there's a "Game Over" screen that doesn't work. Well, I got it working! Yay me! If you get it, press fire to get back to the title screen. gosuba030607.bas.bin gosuba030607.bas Edited March 6, 2007 by atari2600land Quote Link to comment Share on other sites More sharing options...
+batari Posted March 7, 2007 Share Posted March 7, 2007 Changed levels 6 & 8, but before I change any more of them, I'd like your input on which levels need to be changed (it's ok to say 6 & 8 ). I've yet to see or hear of any new level designs (either post them here or PM me with them). And if you've seen the code, you'll notice that there's a "Game Over" screen that doesn't work. Well, I got it working! Yay me! If you get it, press fire to get back to the title screen. As suggested by Rom Hunter, the sonar could now feasibly be used to navigate a totally black level. Maybe the water could start out dark and change to black once you start moving, and only show the water again if the sub crashes. The 6th or 8th screen would probably be ideal for this, though the "end" screen would also work if you blocked off the dead end above the "D". Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 7, 2007 Share Posted March 7, 2007 Hi Chris Screens are ok.Plays very well. greetings Walter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 9, 2007 Author Share Posted March 9, 2007 Changed the .bas file from 8k to 16k to add room for more mazes, the last blackening level, and a demo mode on the title screen. (none of which are implemented yet.) I have a question, though: In Batari Basic, do you have to have 4 banks for a 16k game, why not just make it 3 banks and have it be 12k? gosuba030807.bas gosuba030807.bas.bin Quote Link to comment Share on other sites More sharing options...
+batari Posted March 9, 2007 Share Posted March 9, 2007 Changed the .bas file from 8k to 16k to add room for more mazes, the last blackening level, and a demo mode on the title screen. (none of which are implemented yet.) I have a question, though: In Batari Basic, do you have to have 4 banks for a 16k game, why not just make it 3 banks and have it be 12k? You don't need to put code or data in all 4 banks if you don't want to, but AA doesn't make a 12k board, so the binary size will still be 16k even if one bank is unused. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 9, 2007 Author Share Posted March 9, 2007 (edited) Here's a demo screen. I waited until just one go-around of the song, but I can put it anywhere. Now, to get rid of the red and replace it with green... -tech specs- 298 bytes free bank 1 3593 bytes free bank 2 3599 bytes free bank 3 813 bytes free bank 4 gosuba030907.bas gosuba030907.bas.bin Edited March 9, 2007 by atari2600land Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 10, 2007 Author Share Posted March 10, 2007 New level! I'm in the middle of redesigining the "The" and "End" levels. This'll be the last level so far, until I can design a good all-black level (which I think should be like the 3rd level in Tapeworm, you can see the level for a few seconds before it gets black. -- 182 bytes left in bank 1 3591 bytes left in bank 2 3589 bytes left in bank 3 557 bytes left in bank 4 8465 bytes left total gosuba030907a.bas.bin gosuba030907a.bas Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted March 10, 2007 Share Posted March 10, 2007 (edited) I've been playing some of the builds off and on for awhile (including today's), and I have a few suggestions. These are just my opinions - so feel free to ignore them if they don't mesh with your vision for the game. The game should be able to be started with the fire button. Reset should always restart the game, regardless of where you are (currently, it doesn't). Game Select should return you to the main game select screen, if you aren't already there. There should be a pause when you die, so the game doesn't immediately throw you back into the action. (Odds are you might not have let go of the joystick, and will slam right into a wall, dying again.) Also, it makes "Game Over" appear very abruptly. Give the player a second or two to realize they died, and to see where they made their last mistake. After playing Game 2, and returning to the main screen, it resets to Game 1. It should stay at the last game currently played. The octopus should move more slowly through the walls. The player could use this as part of their strategy. The player needs a way to fend off the octopus. It will often pin you down and not give you enough time to escape. Remember 20,000 Leagues Under the Sea? I'd suggest giving the player an electrical charge he can zap the octopus with. You'd get either a certain number of zaps per game, or a certain amount of charge that gradually diminishes the longer you use it. The sub doesn't feel like it's moving through water as you change directions. There needs to be some momentum implied, perhaps it takes it a second or two to get up to full speed after changing direction, instead of just instantly snapping into full speed. For diagonal tunnels (like the ones below), try to make them at 45° angles, so the player can use the joystick's diagonal positions to get through them. Odd angles are more suited to different control schemes, like Combat or Asteroids. A suggestion for the all-black level. If you equip the sub with the electrical charge, you can make the screen flash for a frame or two when it gets used, briefly illuminating the level (if the player has any charge left). I like the appearing/disappearing walls. Perhaps those could be incorporated into more levels, providing an alternate route, for those willing to take a riskier (but shorter) path? So the appearing/disappearing wall in a given maze could be difficult to get to, but might take half the distance of the regular route. When using diagonal directions, the periscope currently points in the opposite direction (i.e. if you're heading left/up it points right). Lastly, I'd suggest making the maze passageways a little wider, and have the octopus on by default (and have a "kid's version" with it turned off). To me, it's more interesting trying to avoid/escape the octopus, than trying to squeeze down impossibly narrow tunnels. I think the combination of both challenges makes for a better game, than simply trying to navigate a maze. Hope some of that is useful. Keep up the good work! Edited March 10, 2007 by Nathan Strum Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 10, 2007 Author Share Posted March 10, 2007 - I'll work on that. - I'll work on that. - What do you mean by that? - I'll work on that. - I'll work on that. - I'll work on that. - I'll work on that (I've never read/seen "20,000 Leagues" though.) - I'll see what other people think before I work on that (so, feel free to reply on this one.) - I'll work on that. - I'll keep that in mind. - I'll work on that. - I'll work on that. - I'd like some more opinions on this. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 10, 2007 Share Posted March 10, 2007 New level! I'm in the middle of redesigining the "The" and "End" levels. This'll be the last level so far, until I can design a good all-black level (which I think should be like the 3rd level in Tapeworm, you can see the level for a few seconds before it gets black. -- 182 bytes left in bank 1 3591 bytes left in bank 2 3589 bytes left in bank 3 557 bytes left in bank 4 8465 bytes left total Hi Chris nice level. Good idea with the barrier. greetings Walter Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 10, 2007 Share Posted March 10, 2007 (edited) New level! I'm in the middle of redesigining the "The" and "End" levels. This'll be the last level so far, until I can design a good all-black level (which I think should be like the 3rd level in Tapeworm, you can see the level for a few seconds before it gets black. -- 182 bytes left in bank 1 3591 bytes left in bank 2 3589 bytes left in bank 3 557 bytes left in bank 4 8465 bytes left total Hi Chris I would not change too much on the game.I like it as it is.Totally rewrite it would be "Nonsens".But a black Level would be a good idea;maybe for the last level???? greetings Walter Edited March 10, 2007 by gambler172 Quote Link to comment Share on other sites More sharing options...
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