Insect Combat for VB
Started by atari2600land, Dec 29 2009 3:40 AM
47 replies to this topic
#1
Posted Tue Dec 29, 2009 3:40 AM
I have decided that since I've never played an RPG in my entire life, that I am probably not a good candidate to make one on the Virtual Boy. So instead, I've decided to work on a fighting game called Insect Combat. But I do need some help (and not with programing.) Right now, the only two insect character names I have are Gi-Ant and Behe-Moth. I need some more punny names from you guys having to do with insects. It doesn't have to do with being big, but should be along the lines of being a fighter (fierce, mean, etc.) I'd also like to hear from you guys what you like in a fighter, since this is the first one for the VB, I'd like to make a half-way decent effort on one.
#2
Posted Tue Dec 29, 2009 4:52 AM
S-Corps-Ion
Panzer Dragonfly
as it has to do with insects ,
you should reflect that in the game
some will fly
some will use poison
or have an armor
sting,etc
also as you are doing for the VB
it has to be 3D
Panzer Dragonfly
as it has to do with insects ,
you should reflect that in the game
some will fly
some will use poison
or have an armor
sting,etc
also as you are doing for the VB
it has to be 3D
#3
Posted Tue Dec 29, 2009 10:50 AM
You can also do:
Mam-moth
Gargantua the Tarantula
Bee-hemoth
Mam-moth
Gargantua the Tarantula
Bee-hemoth
#4
Posted Tue Dec 29, 2009 11:15 AM
I thought up of a couple more: Rumblebee and Melee-dybug.
#5
Posted Tue Dec 29, 2009 12:06 PM
Beat-L
Flaying Mantis
Flaying Mantis
#6
Posted Wed Dec 30, 2009 8:34 AM
The line-up is now complete at 6 players. The reason the file is so big is because of the speech sample. I recorded myself saying "Insect Combat!" at the beginning, which you can only hear on real hardware. I also plan on putting in grunts and groans as the insects fight. Maybe some sounds of them getting hurt "Ow!" "Mommy!", etc.
#8
Posted Thu Dec 31, 2009 12:00 PM
Here's the first image of test sprites (by far not the final ones) in a fight. I am working on trying to get the opponent's movements (and punches) to be random. In the final version this scene shouldn't be possible, as the background is Rumblebee's and the players are Killipede and Gi Ant.
#9
Posted Wed Jan 27, 2010 8:18 AM
As always another fun project. I missed out on the names (wasn't around during the holidays). I look forward to seeing this completed (how about a 2600 port
)
AX
AX
#10
Posted Fri Jan 29, 2010 6:50 PM
Actually, I was thinking about either making a 2600 port (the 2600 needs more fighting games), or just dropping the project altogether. I decided that this project is undoable on the Virtual Boy because I'd like random fighter movement, and the Virtual Boy has no random number generator. I actually have a vision of what this would look like on the 2600, but I'm placing more importance on the work on Nice Mice for the VB as well as another secret 2600 project.
#11
Posted Fri Jan 29, 2010 7:11 PM
atari2600land, on Fri Jan 29, 2010 6:50 PM, said:
I decided that this project is undoable on the Virtual Boy because I'd like random fighter movement, and the Virtual Boy has no random number generator.
Something like this is ideal (I forgot where it came from
static unsigned long int seed;
static unsigned long int comboV;
static unsigned long int comboX;
static unsigned long int comboY;
static unsigned long int comboZ;
static void RandomSetSeed(unsigned long int aSeed)
//
// Set the random number generator seed.
//
{
seed=aSeed;
comboX=aSeed*8+3;
comboY=aSeed*2+1;
comboZ=aSeed|1;
}
static unsigned long int Random()
//
// Return a random number.
//
{
comboV=comboX*comboY;
comboX=comboY;
comboY=comboV;
comboZ=(comboZ&65535)*30903+(comboZ>>16);
return(comboY+comboZ);
}
You need to call RandomSetSeed with a number. If the VB library you use has timer ticks or keeps the time in a usable format then you can use that. If not, just pass a big number to it added to a counter incremented in your games menu system (e.g. as it waits for buttons). That should vary it enough.
#13
Posted Tue May 10, 2011 8:16 AM
Hello, I'm back working on this again. Here's what I have so far. No matter which fighters you pick, you are always Killipede and the computer opponent is Gi Ant. Now, the game doesn't do really much of anything so far. However, you are in the Hive of Doom (Rumblebee's fighting place). The computer doesn't do anything, but you can jump using A and walk around the place. What I need to do next is to obviously design some better-looking fighters or have someone else volunteer to (the Killipede and Gi Ant designs are placeholders). I want them to be half the size they are now, they're just too darn big to jump over, and I don't want half the body off-screen while they're jumping over each other. And after that, design some more fighting places, like outside an ant hill (for Gi Ant), stuff like that. I also need to work some more on the jumping code, especially line 286. The problem lies in how to make the fighter land when jumptimer<31 and you quit pressing A to jump. When should falltimer stop?
To play this, use either a Flashboy or an emulator (I recommend Mednafen). If you decide to play it on a Flashboy, please tell me if it works OK or not.
To play this, use either a Flashboy or an emulator (I recommend Mednafen). If you decide to play it on a Flashboy, please tell me if it works OK or not.
Attached Files
#15
Posted Wed May 11, 2011 12:52 PM
I don't know where my Flashboy got put. Arg!
AX
AX
#16
Posted Wed May 11, 2011 6:16 PM
if there isn't a Slaying Mantis, there should be.
#17
Posted Wed May 11, 2011 6:51 PM
OK, will add Slaying Mantis as well as Panzer Dragonfly for a total of 8 fighters.
#19
Posted Wed Jun 22, 2011 7:49 AM
Is anyone up for making the artwork for the in-game sprites? I'd like them to look at least a little like the fighters choosing screen artwork. You can use any colors you want, but keep in mind that it will ultimately be reduced to three shades of red (or, in Mednafen's case, pink.
)
#20
Posted Sat Jun 25, 2011 10:10 AM
Added in-game sfx. Walk up to the computer-controlled fighter (who can't move yet) and press B to punch him. He'll say three different things, depending on the value of the sfx timer. Download here:
Insect Combat for 6/25/11
Insect Combat for 6/25/11
#21
Posted Thu Jul 14, 2011 8:11 AM
I found someone who is willing to make some 3D sprites for my game, but unfortunately, he will not be able to do them until September. So until then, all I can do on this is just fine-tune what I have. In today's version, I made the title screen and fighter select screens 3D.
Insect Combat
download ROM and source code.
If you have a Flash Boy, please tell me how it works on it since I don't have a Flash Boy.
Insect Combat
download ROM and source code.
If you have a Flash Boy, please tell me how it works on it since I don't have a Flash Boy.
#25
Posted Mon Aug 1, 2011 4:26 PM
Just got my Flash Boy in the mail today. After fighting with the stupid thing for about 15 minutes, I actually tried the game out on a real VB, and I'm disappointed because the music does not work on it. The speech samples play fine, albeit a little slower than anticipated. Hopefully I can get the music issue resolved.
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