gambler172 Posted March 14, 2007 Share Posted March 14, 2007 Hi Chris The Black level is really great The barrier level before and the black level for last level would be great. greetings Walter Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 17, 2007 Author Share Posted March 17, 2007 (edited) I was doodling a few nights ago trying to come up with a logo for GoSub. I looked at the O and thought, "What can I put in that circle? Arrows." So howz about this for a label? Edited March 17, 2007 by atari2600land Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 17, 2007 Share Posted March 17, 2007 Hi Chris looks nice greetings Walter Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted March 17, 2007 Share Posted March 17, 2007 (edited) How about using periscope crosshairs inside the "O"? A search for "periscope view" images on Google or Yahoo will turn some up. Edited March 17, 2007 by Nathan Strum Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 17, 2007 Author Share Posted March 17, 2007 How about using periscope crosshairs inside the "O"? A search for "periscope view" images on Google or Yahoo will turn some up. Great idea! I tried, but I'm not much of an artist. Perhaps someone can do a better job? Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted March 18, 2007 Share Posted March 18, 2007 Here are a few different versions of my original label. I can make any changes that you want, Just let me know. Original New Orange New Blue New Black Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 18, 2007 Author Share Posted March 18, 2007 Great job, neotokeo! I like the new orange. Could you make the O a little shorter to make it more in line with the other letters, please? Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted March 18, 2007 Share Posted March 18, 2007 Original/Revised I think you should stay with black for the information at the bottom of the label. The small orange text doesn't show up well when printed out. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted March 18, 2007 Share Posted March 18, 2007 I like the one on the black background a little better. There's a stronger contrast, and it also gives a greater sense of being deep in the sea. Light blue suggests shallow water. Either way though, the label looks very nice! Quote Link to comment Share on other sites More sharing options...
gambler172 Posted March 18, 2007 Share Posted March 18, 2007 Hi Chris i like the one with the black background too. greetings Walter Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted March 18, 2007 Share Posted March 18, 2007 I like the one on the black background a little better. There's a stronger contrast, and it also gives a greater sense of being deep in the sea. Light blue suggests shallow water. Either way though, the label looks very nice! And it does have a tie-in with the game since the last level is black. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 18, 2007 Author Share Posted March 18, 2007 Make the O the same height as the rest of the letters on the black one. Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted March 18, 2007 Share Posted March 18, 2007 Make the O the same height as the rest of the letters on the black one. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 18, 2007 Author Share Posted March 18, 2007 Wonderful! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 21, 2007 Author Share Posted March 21, 2007 The octopus is working again! Expect an update with a few more new mazes soon. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 27, 2007 Author Share Posted March 27, 2007 Back to work! Two new mazes, levels 1 and 3 in this build (levels 14 & 16 once the game is finished, just let you start at the new levels so you get to play them automatically) and tell me what you think of them. There's still a little work needed before I can call it done (unless some huge bug comes up. *knocks on wood*) So, here ya go. gosub032607.bas.bin gosub032607.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 28, 2007 Author Share Posted March 28, 2007 (edited) Will *this* be the final version? Everything appears to be working nicely, so please report bugs/suggestions ASAP, as I'm seriously considering this the final version (unless there are some good suggestions that I can work in). Changes from last version are: * Octopus is now fully invisible, even when crossing walls. (Thank you, Mike!) * Octopus is now black instead of blue in the final level. (Thank you, Mike!) * Score changes in the GoSub 500 minigame involving final score colors. * A few changes in level design. -Chris gosub032807.bas.bin gosub032807.bas gosubinstructions.txt Edited March 28, 2007 by atari2600land Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted March 29, 2007 Share Posted March 29, 2007 I think you should have a longer pause after the player loses a sub. It is still too easy to accidently lose the next sub by inadvertently running into the wall. Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted March 29, 2007 Share Posted March 29, 2007 Will *this* be the final version? Everything appears to be working nicely, so please report bugs/suggestions ASAP, as I'm seriously considering this the final version (unless there are some good suggestions that I can work in). Changes from last version are: * Octopus is now fully invisible, even when crossing walls. (Thank you, Mike!) * Octopus is now black instead of blue in the final level. (Thank you, Mike!) * Score changes in the GoSub 500 minigame involving final score colors. * A few changes in level design. -Chris It's good that you've (or rather, Michael) fixed the invisibility problem, it now seems quite less predictable (which is a good thing). ...but there are just a few "quick-fixes" that need to be done before final release. 1. In your indy 500 mini-game, there are certain collision points between the subs where one will just pass through the other. (try colliding at the top) My suggested fix is some sort of software collision detection. 2. I don't really care for the fact that, on your game over screen, the "E" trails. It looks a bit un-professional. 3. Finish that much, and I'll be fine! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 29, 2007 Author Share Posted March 29, 2007 2. I don't really care for the fact that, on your game over screen, the "E" trails. It looks a bit un-professional. Fixed. Also, longer pause between deaths. Mike & I will see what we can do about the mini-game. But until then, I'm not posting a binary file with these minor changes because it's not what I think is the final version yet. Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted March 29, 2007 Share Posted March 29, 2007 Also, longer pause between deaths. Mike & I will see what we can do about the mini-game. But until then, I'm not posting a binary file with these minor changes because it's not what I think is the final version yet. Good, I look foward to seeing this games release. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted March 29, 2007 Share Posted March 29, 2007 (unless there are some good suggestions that I can work in). One suggestion I'd like to make is to use pfscroll to adjust the playfield positioning, so that the top and bottom walls of the mazes are the same widths: 490 pfscroll up : pfscroll up : pfscroll up : pfscroll up : rem <-- add this line here AUDV0 = 0 : AUDV1 = 0 : n = 0 : p = 0 : p1x = 0 : p1y = 0 : k = 0 : z = 0 : r=0 a = 13 : byte1=$BB music_timer = 6 goto 2000 bank4 1667 pfscroll down : pfscroll down : pfscroll down : pfscroll down : rem <-- and this line here playfield: XXXXX.XXXXX.XXXXX.XXXXXXXXXXXXXX X.....X...X.X.X.X.X............. X.XXX.XXXXX.X.X.X.XXXXX......... X...X.X...X.X...X.X............. XXXXX.X...X.X...X.XXXXX......... ................................ XXXXX.X...X.XXXXX.XXXXX......... X...X.X...X.X.....X...X......... X...X.X...X.XXXXX.XXXX.......... X...X..X.X..X.....X...X......... XXXXX...X...XXXXX.X...X......... end However, as you can see in the screenshot, doing this means you'll need to adjust the initial vertical positions of all the sprites-- especially the ball. Basically, you'll need to move them up 4 positions to compensate for the playfield being scrolled up 4 lines. Michael Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 29, 2007 Author Share Posted March 29, 2007 Yes, that looks a lot better than what I have now. I'll work that in. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted March 30, 2007 Author Share Posted March 30, 2007 And here is the latest version. Tell me what you think. gosub033007.bas.bin Quote Link to comment Share on other sites More sharing options...
Dragnerok X Posted March 30, 2007 Share Posted March 30, 2007 (edited) And here is the latest version. Tell me what you think. It's better, and I see where you have worked the game over screen in, but what happened to the indy 500 race-track? I presume it was cut off due to the pfscroll. Try cutting out one of the center rows from the track, it should become fixed. The subs are still "falling through" each other. Here's an idea. Allow the subs to be pushed just slightly, like I've done in Combat DX. Here's an adaption from my code. c = c + 1 if c = 7 then c = 0 if !collision(player0, player1) then goto 39 ; check if players are colliding, and if not, skip this if c <> 6 then goto 39; speed limiter ; notice how during this next section, _both_ players move upon collision. if player0x > player1x then player0x = player0x + 1 : player1x = player1x - 1 : goto 37 if player0x < player1x then player0x = player0x - 1 : player1x = player1x + 1 37 if player0y > player1y then player0y = player0y + 1 : player1y = player1y - 1 : goto 39 if player0y < player1y then player0y = player0y - 1 : player1y = player1y + 1 39 BTW: I like your "sound test" screen. Edited March 30, 2007 by Dragnerok X Quote Link to comment Share on other sites More sharing options...
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