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#126  

    Dragonstomper

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Posted Mon Oct 22, 2007 8:06 PM

View PostRom Hunter, on Tue Oct 23, 2007 9:18 AM, said:

Anyway: keep up the good work, Simone!

You made a terrific game.

Amen!. Im a Lead Addict Already. this game gives me a rush and the twitch reaction i havent felt for a long time.
Thanks!

#127  

    River Patroller

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Posted Fri Nov 30, 2007 1:00 PM

Kinda related... kinda not

I just saw this video on YouTube of an updated musical Space Invaders game.

The way the sound effects work with the music reminded me of Lead, so I thought I'd post it here.

#128  

    Chopper Commander

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Posted Sat Dec 1, 2007 12:46 PM

Hi everyone,
here's another update :)

What's new:

- at the end of catch stages the messages are perfect/+700 or number/caught
- each type of stage has its own number of objects : 100 for fire, 90 for dodge and scramble, and 60 for catch
- the first scramble level has not collapsing sides anymore, and they turn left/right
- score is 3 points per object now, while every catch adds 5 points.
- perfect bonus is 700, and the last two power ups add 1065 points each.
- some other tweaks

Thank You very much for you feedback/suggestions :thumbsup: , and let me know what you think !

Simone

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#129  

    Chopper Commander

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Posted Sun Dec 2, 2007 5:36 PM

:party: ... Awesome!
:lust: ... Perfect!
:cool: ... Rules!
:thumbsup: ... :!:

Congratulations for finalizing this masterpiece Simone!

(only a miniscule observation: pressing the fire button during the demo screen will first bring you to the title screen, and not directly start a game. Only reporting it for the records, a completely negligible issue actually)

Cheers, Eric

Edited by r_type2600, Mon Dec 3, 2007 12:41 AM.


#130  

    Chopper Commander

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Posted Mon Dec 3, 2007 3:43 PM

Thanks Eric :thumbsup: ,
here's a 'fixed' version, during attract mode

- joystick movement takes to the title screen

- fire starts a new game

Bye !
Simone

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#131  

    Dragonstomper

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Posted Thu Dec 13, 2007 1:38 AM

seemo, all i can say is: Wow! Dare you Lead! :)

HIghly challenging and highly addictive with no obvious bugs/glitches.

This is one of my favourite games!

#132  

    VCS Games Archivist

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Posted Sat Dec 15, 2007 4:01 AM

Eh...

If I fire to continue, I loose all my continue tokens and I'm being pushed back two levels.


BTW Simone,

Could you please post the latest 1K version for me?

8)

Edited by Rom Hunter, Sat Dec 15, 2007 8:48 AM.


#133  

    Chopper Commander

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Posted Sat Dec 15, 2007 4:30 PM

Hi Rom Hunter,
here's the last version of Lead 1k.

This is the version that got posted to the MiniGame Competition, and is the one included in the 8k version of the game.

The only difference between this binary and the latest binary I posted in the 1k thread, is that you have to release the fire button to activate a smart bomb ( by pressing down ).

The idea was to prevent any accidental smart bomb activation, and to introduce more complexity to the controls (seeing that someone pointed out that 'There is no reason to not shoot in this game' in the comments of the Competition, it didn't work too well :roll: ).

As about the continue feature, I think you are referring to the smart bombs, as there are no continue tokens...
You can keep on continuing, but every time you loose your smart bombs, and you are pushed back by two levels.

Remember: for every fourth smart bomb you collect, you get a power up... :twisted:

Simone

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#134  

    VCS Games Archivist

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Posted Mon Dec 17, 2007 4:14 AM

View Postseemo, on Sat Dec 15, 2007 5:30 PM, said:

Hi Rom Hunter,
here's the last version of Lead 1k.

This is the version that got posted to the MiniGame Competition, and is the one included in the 8k version of the game.

The only difference between this binary and the latest binary I posted in the 1k thread, is that you have to release the fire button to activate a smart bomb ( by pressing down ).

The idea was to prevent any accidental smart bomb activation, and to introduce more complexity to the controls (seeing that someone pointed out that 'There is no reason to not shoot in this game' in the comments of the Competition, it didn't work too well :roll: ).

As about the continue feature, I think you are referring to the smart bombs, as there are no continue tokens...
You can keep on continuing, but every time you loose your smart bombs, and you are pushed back by two levels.

Remember: for every fourth smart bomb you collect, you get a power up... :twisted:

Simone
Thanks for the ROM, Simone!

Smartbombs, of course! (Duh)

I totally forgot to use these.


Simone,

I truly think this is one of the best action games on the VCS (and I played them all an awful lot), but the only thing that keeps me from coming back at this one is the bloody being-pushed-back thing.

Trust me: it simply isn't motivating nor rewarding for a player to do things (that have already been mastered!) all over again.

Please let the player restart at the level he dies in, instead of a level he has already completed.

When I die and notice I have to go through two levels before reaching my point of dying again, all I can think of is: 'F*ck and Sh*t! Not this again!', instead of: 'Yess! Another change to remaster two already mastered levels! What a challenge!'

Remember this: When you die, you die anyway. So you might as well restart at the same level to stay in the flow.


No matter what other people say, if there's one factor that can ruin this already brilliant game, than it's the being-pushed-back thing.

Perhaps it's an idea to let people compare this version to a continue-at-the-same-level version (with slightly longer levels)?

Please think this over.

Keep up the good work!

8)

Edited by Rom Hunter, Mon Dec 17, 2007 4:50 AM.


#135 ONLINE  

    River Patroller

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Posted Mon Dec 17, 2007 5:54 AM

I guess you didn't like the Tempest arcade game, either? :ponder:

#136  

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Posted Mon Dec 17, 2007 8:02 AM

View PostNathan Strum, on Mon Dec 17, 2007 6:54 AM, said:

I guess you didn't like the Tempest arcade game, either? :ponder:
I do.

And one of the best options in Tempest is being able to choose your restart level after you died.

In fact, Tempest is the perfect example for backing-up my statement.

8)

Edited by Rom Hunter, Mon Dec 17, 2007 8:13 AM.


#137 ONLINE  

    River Patroller

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Posted Mon Dec 17, 2007 12:35 PM

But Tempest does not allow you to re-start at the same level you left off at.

#138  

    Chopper Commander

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Posted Mon Dec 17, 2007 3:12 PM

Can't wait to see the label for the game! :)
I figure Albert is already hard at work printing the labels/manuals and burning the ROMs :party:

#139  

    Chopper Commander

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Posted Thu Dec 20, 2007 3:35 PM

Hi,
here's another update :)

- removed 'zzap' speed option
- moved the smart bomb 'safe' activation control to difficulty switch P1
- restored 100 enemies for both dodge and scramble levels
- bonus power-ups are worth 945 points each
- difficulty switch P0 now allows you to select between 'easy' and 'hard' mode:

when you set it on 'easy' mode
- your score is displayed in red
- if you die, you continue from the level you died in
- the ending is 'reduced'

when you set it on 'hard' mode the game behaves just like before, and you get the 'full' ending.

Merry Christmas to Everyone !
Simone

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#140  

    Combat Commando

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Posted Thu Dec 20, 2007 4:25 PM

Okay,

I haven't had a chance to download this game yet but so far I'm impressed with the YouTube preview/reveiw and I'm excite to start picking up this title whenever it gets relesed on cart. I never knew this site existed 'till today.

#141 ONLINE  

    River Patroller

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Posted Thu Dec 20, 2007 5:27 PM

View Postseemo, on Thu Dec 20, 2007 1:35 PM, said:

- removed 'zzap' speed option
"Zzap speed option"? What was this?

View Postseemo, on Thu Dec 20, 2007 1:35 PM, said:

when you set it on 'easy' mode
- if you die, you continue from the level you died in
Does the screen display a cute little teddy bear when in "easy" mode, so Rom Hunter knows which one to play? ;) :D :P

#142  

    Chopper Commander

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Posted Fri Dec 21, 2007 2:37 AM

View Postseemo, on Thu Dec 20, 2007 4:35 PM, said:

when you set it on 'easy' mode
- your score is displayed in red
- if you die, you continue from the level you died in
- the ending is 'reduced'

when you set it on 'hard' mode the game behaves just like before, and you get the 'full' ending.
:cool: What a salomonic solution to restore Christmas peace ;)
You must have become a master of code optimization, to be able to come back and add last minute features again :thumbsup:

Nathan Strum said:

Does the screen display a cute little teddy bear when in "easy" mode, so Rom Hunter knows which one to play? ;) :D :P
:rolling: :lol:

#143  

    VCS Games Archivist

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Posted Sat Dec 22, 2007 4:50 AM

Nathan Strum said:

Does the screen display a cute little teddy bear when in "easy" mode, so Rom Hunter knows which one to play? ;) :D :P
LOL

I'm sure you will accept my challenge to battle this out at the High Score Club once the game is presented there?

I promise I'll do my stinking best to give you a looong, sleepless week.

8)

#144 ONLINE  

    River Patroller

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Posted Sat Dec 22, 2007 12:16 PM

View PostRom Hunter, on Sat Dec 22, 2007 2:50 AM, said:

I'm sure you will accept my challenge to battle this out at the High Score Club once the game is presented there?
Of course! Although I haven't had any time for the HSC lately. I need to get back into that after the holidays.

View PostRom Hunter, on Sat Dec 22, 2007 2:50 AM, said:

I promise I'll do my stinking best to give you a looong, sleepless week.

8)
That's okay, my weeks have been long and sleepless lately anyway. :sleep:

#145  

    Stargunner

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Posted Sat Dec 29, 2007 12:30 PM

Fun game! Good job with it!

#146  

    A Warrior of Words Taking A Stand

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Posted Sat Dec 29, 2007 7:23 PM

View Postmojofltr, on Fri Nov 30, 2007 7:00 PM, said:

Kinda related... kinda not

I just saw this video on YouTube of an updated musical Space Invaders game.

The way the sound effects work with the music reminded me of Lead, so I thought I'd post it here.

Holy crap, you're right! Except Lead is a lot more exciting than this DS game looks.

#147  

    Chopper Commander

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Posted Thu Jan 17, 2008 12:37 PM

Hi,
here's the final binary for Lead.

I changed a couple of things, and finally managed to fix a bug with the sound, that sometimes prevented the music from playing with the intended accent.

Thanks to everyone :)
Simone

Attached Files



#148  

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Posted Fri Jan 18, 2008 6:42 AM

Brilliant.

IMO the second best VCS shooter in the world.

Beamrider being number one.

8)

#149  

    Dragonstomper

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Posted Thu Jan 24, 2008 6:43 PM

This is trully great! Any plans on putting this on cart?

#150  

    Moonsweeper

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Posted Fri Jan 25, 2008 10:35 PM

View Postcosmosiss, on Thu Jan 24, 2008 6:43 PM, said:

This is trully great! Any plans on putting this on cart?

Yes, I'd love a cart version!





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