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Terrance & Phillip


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#51 atari2600land ONLINE  

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Posted Thu Apr 3, 2008 2:26 PM

Added 2 new screens. Screen 21 has the first appearance of a "smart pig," a pig that knows where you are and chases after you.

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#52 gambler172 OFFLINE  

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Posted Sat Apr 5, 2008 11:18 AM

Hi Chris

Nice,but level 2 is really heavy....
greetings Walter

#53 Primordial Ooze OFFLINE  

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Posted Mon Apr 7, 2008 7:48 AM

Seems when you run out of lives, the game crashes :(

Sincerely,

Open Source Pong

#54 atari2600land ONLINE  

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Posted Mon Apr 7, 2008 9:27 AM

View PostOpen Source Pong, on Mon Apr 7, 2008 6:48 AM, said:

Seems when you run out of lives, the game crashes :(

Sincerely,

Open Source Pong
I'll look into this. Thanks for telling me.

#55 Primordial Ooze OFFLINE  

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Posted Mon Apr 7, 2008 12:13 PM

You Welcome, i'm always happy to do some beta testing on my spare time.

Sincerely,

Open Source Pong

#56 atari2600land ONLINE  

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Posted Mon Apr 7, 2008 4:47 PM

Now when you lose all your lives, the game goes to a "game over" screen and then restarts at the title screen. I'll work on adding more screens this week. Overall, I plan to have this done by the holidays, although it could be done quicker.

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#57 atari2600land ONLINE  

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Posted Mon Apr 7, 2008 9:30 PM

New version: 2 added screens. I also added a can of beans which replenishes your health meter.

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  • t_p24a.png
  • t_p24b.png

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#58 Primordial Ooze OFFLINE  

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Posted Tue Apr 8, 2008 11:19 AM

View Postatari2600land, on Mon Apr 7, 2008 11:30 PM, said:

New version: 2 added screens. I also added a can of beans which replenishes your health meter.

Hi its me again, seems when you get past the red pig on the 4th or 5th screen and you lose a life and restart the level, all the logic for the pig moment gets messed up.

Sincerely,

Open Source Pong

#59 atari2600land ONLINE  

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Posted Tue Apr 8, 2008 9:42 PM

The above problem should be fixed. I also fixed a problem I noticed about screen 4 of level 2 that would make you lose part of your health. I also added two new screens.

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#60 atari2600land ONLINE  

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Posted Thu Apr 10, 2008 9:42 PM

I got the music ready for level 3. I have four more screens to design for level 2. Here's a preview of the music for level 3. Guess where it takes place. ;)

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Edited by atari2600land, Thu Apr 10, 2008 9:43 PM.


#61 atari2600land ONLINE  

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Posted Fri Apr 11, 2008 9:54 PM

I wanted to work on level 3 so badly that I ended level 2 early and went ahead and got level 3 started. To access level 3, at the title screen, have the right difficulty switch on a; to start on level 2, have it on b. You'll notice that since level 3 is the ice world (I call it Ant-Farctica, level 2 was the Kali-fart-i Desert), you'll slip a little bit once you stop moving left or right. Also of note is the ROM size is now 32k, which is the final ROM size available with bB. If it was possible to make a 64k bB game, I'd consider it.

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#62 gambler172 OFFLINE  

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Posted Sat Apr 12, 2008 9:56 AM

Hi Chris
looks really nice,but some screens in Level 2 are damn heavy.
greetings Walter

#63 atari2600land ONLINE  

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Posted Sat Apr 12, 2008 10:10 AM

View Postgambler172, on Sat Apr 12, 2008 8:56 AM, said:

Hi Chris
looks really nice,but some screens in Level 2 are damn heavy.
greetings Walter
Which ones? Maybe I can alter them so they're not as difficult.

#64 gambler172 OFFLINE  

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Posted Sun Apr 13, 2008 8:41 AM

Hi Chris
The 4th screen in Level 2 is nearly impossible.
greetings Walter

#65 Noelio OFFLINE  

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Posted Sun Apr 13, 2008 8:16 PM

Hrrrm this is a fantastic idea!
Might want to figure out how you want to release this one. You just might be able to strike something with the south park producers for inclusion on an episode, a promotional 'game within a game' etc. I actually see huge exposure potential with this project of yours. :)

Can't wait for the final product!

View Postatari2600land, on Tue Feb 26, 2008 5:20 AM, said:

I was bored, so I made this. Depending on feedback, I might make a full-fledged platform game out of this with this as the title screen. Up would jump and the fire button would unleash a big fire fart out of Terrance or Phillip's butt that would kill any enemy close by. Or maybe I've watched "South Park: Bigger, Longer and Uncut" too many times. ;) And if someone wants to simplify my music code, feel free to do so.


#66 MausGames OFFLINE  

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Posted Sun Apr 13, 2008 10:04 PM

That's probably highly unlikely, but wouldn't it be awesome? There have been quite a lot of SP homebrews over the years, but considering the platform of this one, it's subject matter, and it's graphics I think this is about the most likely ever to grab the attention of Matt and Trey. I have a feeling the characters of SP, on the other hand, would have a violent reaction to this game.

#67 atari2600land ONLINE  

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Posted Sun Apr 13, 2008 11:04 PM

Here's an easier version of level 2.

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#68 atari2600land ONLINE  

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Posted Mon Jun 16, 2008 3:42 AM

After a 3-month hiatus, I'm beginning production anew on this. The game begins with level 3 (Ant-fart-ica, so it's slippery.) Too hard? Too easy? There's only three screens in level 3 so far. To turn the in-game music off, put the left difficulty switch to A.

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#69 gambler172 OFFLINE  

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Posted Mon Jun 16, 2008 1:32 PM

Hi Chris
Really great.....Keep on working.
greetings Walter

#70 atari2600land ONLINE  

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Posted Mon Jun 16, 2008 10:10 PM

A Zip file of my latest progress. I've added two more screens. In this Zip file is also a binary file in which you start on level 1 instead of 3. Also in the zip file is a read-me file. I've neglected to put in two things, though. If you run out of health, you will restart at the beginning of the level. #2 - to end the level, touch the sign. In level 4, I plan to have Terrance swimming, so if someone could design some sprites of him swimming, that would be greatly appreciated.

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Edited by atari2600land, Mon Jun 16, 2008 10:12 PM.


#71 atari2600land ONLINE  

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Posted Tue Jun 17, 2008 5:25 PM

Some more progress. Instead of having two seperate binary files, if you want to start on level 1, have the right difficulty be B, level 3 is A. The left difficulty switch still controls music. I've also fixed a few minor bugs with this version.

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#72 atari2600land ONLINE  

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Posted Thu Jun 19, 2008 7:49 PM

+Changed screen 20. I've decided that jumping on top of the moving platform was too buggy, so I removed it. To start at level 2, have the right difficulty switch be A at the title screen. The changed screen is 5 screens in.
+Removed slipperiness of level 3 and added two screens in it.

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Edited by atari2600land, Thu Jun 19, 2008 7:50 PM.


#73 atari2600land ONLINE  

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Posted Wed Jun 25, 2008 5:06 AM

Got rid of the in-game music. I figured nobody was liking it anyway, and it was taking up variables which I needed. Changed screen #35 and added screen #37. I also changed the way you jump. Now when you let go of the fire button mid-jump, you go back down instead of doing the whole jump.

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  • Attached File  tp32.zip   71.46K   105 downloads


#74 MausGames OFFLINE  

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Posted Wed Jun 25, 2008 3:26 PM

Since your music is such a short loop anyway, it would make sense for it to play during a level display screen, then quit when the level begins. Check out super mario brothers 2 NES for a good example of level display screens. If the music only plays during those, it won't take up any of your variables.

Also don't forget that since you can't use the missiles, the missile variables like missile1x, missile1height, etc are open to use as general purpose variables.

Plus since you aren't scrolling the playfield, you should have 4 playfield variables open to use as general purpose variables.

Edited by MausGames, Wed Jun 25, 2008 3:30 PM.


#75 batari OFFLINE  

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Posted Wed Jun 25, 2008 3:53 PM

View PostMausGames, on Wed Jun 25, 2008 4:26 PM, said:

Since your music is such a short loop anyway, it would make sense for it to play during a level display screen, then quit when the level begins. Check out super mario brothers 2 NES for a good example of level display screens. If the music only plays during those, it won't take up any of your variables.

Also don't forget that since you can't use the missiles, the missile variables like missile1x, missile1height, etc are open to use as general purpose variables.

Plus since you aren't scrolling the playfield, you should have 4 playfield variables open to use as general purpose variables.
Be careful, as missile variables aren't necessarily available. If you are using multicolored sprites, for instance, two of them will get used up for the pointers to the color table, if I remember right. The memory map on RT's website will shed more light on exactly what missile variables are used for other purposes.




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