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Cave 1K (new homebrew minigame)


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#151 bjk7382 OFFLINE  

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Posted Wed Oct 22, 2003 3:41 PM

I guess I like ver. 6. I can't get any spectacular scores, but I will work on that. I am working on Thrust+ right now, no time for other games.

Go out and pick it up at your local AtariAge Store :)

-Brad Karston

#152 Cafeman OFFLINE  

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Posted Wed Oct 22, 2003 5:15 PM

I just played about 5 rounds. Excellent little game, Thomas! I particularly enjoy the shading. I'm no expert but here's my top score.

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#153 Thomas Jentzsch OFFLINE  

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Posted Thu Oct 23, 2003 6:58 AM

Cafeman said:

I just played about 5 rounds. Excellent little game, Thomas!  I particularly enjoy the shading.
Thanks.

I used the shading because having (and using) lots of colors is one of the (few) strengths of the 2600 compared to other consoles/computers of that era. And a little eye candy is always good to influence the occasional evaluator of the game when entering next years Minigame Competition. ;)

BTW: This year's votings end at 10/26 :!:

Quote

I'm no expert but here's my top score.
With just five rounds your score isn't bad at all. :thumbsup:

#154 A2600 OFFLINE  

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Posted Sun Oct 26, 2003 6:15 PM

1) how much would it cost t have it cart?

2) This game is allready out in a spanish webstite called tonterias (tonterias.com) on the side menu go to juegos then down to "vuela el helicoptero" this game has been in way before Cave 1K!!

Take Care :)

#155 Thomas Jentzsch OFFLINE  

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Posted Mon Oct 27, 2003 3:09 AM

A2600 said:

1) how much would it cost t have it cart?
Sorry, but I have no real plans for a cart release. Yet! :)

Quote

2) This game is allready out in a spanish webstite called tonterias (tonterias.com) on the side menu go to juegos then down to "vuela el helicoptero" this game has been in way before Cave 1K!!
I know. :) If you check the whole thread, you will see that my game was inspired by that Flash game.

#156 A2600 OFFLINE  

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Posted Mon Oct 27, 2003 5:36 AM

Thomas Jentzsch said:

A2600 said:

1) how much would it cost t have it cart?
Sorry, but I have no real plans for a cart release. Yet! :)

Quote

2) This game is allready out in a spanish webstite called tonterias (tonterias.com) on the side menu go to juegos then down to "vuela el helicoptero" this game has been in way before Cave 1K!!
I know. :) If you check the whole thread, you will see that my game was inspired by that Flash game.

Yeah that game is very ADDICTIVE thats why I asked if you knew, Thank You Thomas for answering my questions, HOPE YOU DO GET AROUND A CART RELEASE!!

Thanks A2600

#157 Emehr OFFLINE  

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Posted Mon Oct 27, 2003 11:56 PM

Woohoo! My new (v1.06) high score!

BTW, I like this new version. The drop rate is perfect.

I have a habit of putting the letter "o" at the end of words for fun, so here's my next contribution to the name game...

"Tunnelo!"

-Jason

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#158 bjk7382 OFFLINE  

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Posted Thu Oct 30, 2003 1:43 PM

Yeah, but if you were playing it back with ver. 4 it was way easier. But I think ver. 6 is pretty well tuned and shouldn't be changed anymore.

#159 Thomas Jentzsch OFFLINE  

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Posted Thu Oct 30, 2003 4:16 PM

bjk7382 said:

But I think ver. 6 is pretty well tuned and shouldn't be changed anymore.
I won't! :)

#160 retrocon OFFLINE  

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Posted Fri Nov 28, 2003 12:34 PM

I love this game.

Would it be possible to allow some of the barriers to move at a random speed vertically? It would fun trying to time and dodge their movements.

#161 Thomas Jentzsch OFFLINE  

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Posted Fri Nov 28, 2003 2:21 PM

retrocon said:

Would it be possible to allow some of the barriers to move at a random speed vertically? It would fun trying to time and dodge their movements.
Yes, but wouldn't that make the game rather unfair?

And then I'd have to find some bytes for that. :)

#162 retrocon OFFLINE  

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Posted Fri Nov 28, 2003 11:40 PM

I don't know if it would be unfair, but I'd like to try it maybe as an advanced option.

It might be fair if you didn't put it too close to any other barrier. How many bytes have you got to spare? i think you can do this mod in 13..no 12 bytes...hehe

#163 Thomas Jentzsch OFFLINE  

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Posted Sat Nov 29, 2003 3:36 AM

retrocon said:

I don't know if it would be unfair, but I'd like to try it maybe as an advanced option.  

It might be fair if you didn't put it too close to any other barrier. How many bytes have you got to spare? i think you can do this mod in 13..no 12 bytes...hehe
Well, I am down to about zero bytes know, so either I find some more bytes or sacrifize a different feature.

#164 bjk7382 OFFLINE  

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Posted Sat Nov 29, 2003 1:12 PM

I like it the way it is, and still play it every once in a while

Isnt there two difficulties already? Regular and Competition, or did that get taken out?

#165 mojofltr OFFLINE  

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Posted Wed Dec 3, 2003 5:46 PM

It's become one of my favorites. It's a really simple idea - executed masterfully. Just for kicks, I tried playing it to the music from that old tv series AirWolf. Wee! :-D

#166 retrocon OFFLINE  

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Posted Wed Dec 3, 2003 9:32 PM

Thomas Jentzsch said:

Well, I am down to about zero bytes know, so either I find some more bytes or sacrifize a different feature.

0 bytes left? Forget what I said then. This baby is ready to go then. That is some amazingly efficient code.

#167 Spector OFFLINE  

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Posted Sat Dec 13, 2003 4:33 PM

I've just played Cave for a few days, and it's the best 1K game I've seen. The reason why it works so well is the feel of gliding quickly over the barriers and then dropping sharply to get under the next one - a superb piece of programming. Nice graphics too. It surely is the bookies favourite for the 1K title next year.

#168 Thomas Jentzsch OFFLINE  

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Posted Sat Dec 13, 2003 5:02 PM

Spector said:

It surely is the bookies favourite for the 1K title next year.
Thanks for the compliments, but never underestimate the powers of other programmers. While I am very pleased with the result I am not nearly as sure as you are. And if my game should encourage someone to write a better game, then that's the best result I can hope for.

#169 Thomas Jentzsch OFFLINE  

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Posted Mon Mar 29, 2004 9:15 AM

After a long time, another little update (v1.08 ).

retrocon said:

Would it be possible to allow some of the barriers to move at a random speed vertically? It would fun trying to time and dodge their movements.
Well, the speed is non random, but the walls are moving (right difficulty switch = A). :)

See 1st page for binary.

#170 Happy_Dude OFFLINE  

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Posted Mon Mar 29, 2004 9:42 AM

Just scored a personal best :D

I couldn't get the walls moving in Stella, no combination of difficulty switchs worked :(

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#171 Thomas Jentzsch OFFLINE  

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Posted Mon Mar 29, 2004 9:47 AM

Happy_Dude said:

I couldn't get the walls moving in Stella, no combination of difficulty switchs worked :(
You have to set the switches before you (re)start a game.

That's intentional, though I could allow changing them at runtime quite easily.

BTW: You helicopter colors look odd, maybe I have forgotten something... :ponder:

EDIT: Just uploaded a new version that should fix the color problem.

#172 Happy_Dude OFFLINE  

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Posted Mon Mar 29, 2004 10:01 AM

Thomas Jentzsch said:

BTW: You helicopter colors look odd, maybe I have forgotten something... :ponder:
Yeah the crash sequence just keeps the helicopter sprite and changes it's colours.

Still no luck with the walls. Mabye it's a stella bug.

#173 Thomas Jentzsch OFFLINE  

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Posted Mon Mar 29, 2004 10:12 AM

Happy_Dude said:

Yeah the crash sequence just keeps the helicopter sprite and changes it's colours.
In the new version it should go on and off three times and then disappear.

Quote

Still no luck with the walls. Mabye it's a stella bug.
Yes, I just checked and Stella doesn't work for me too. z26 and PCAE work as expected. :ponder:

#174 Happy_Dude OFFLINE  

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Posted Mon Mar 29, 2004 10:47 AM

Just tried it under z26 :thumbsup:
awsome variation. If this doesn't win the minigames comp there is no justice in the world



(unless I win ;) )



btw: When will the comp be held?

#175 Thomas Jentzsch OFFLINE  

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Posted Mon Mar 29, 2004 11:40 AM

Happy_Dude said:

btw: When will the comp be held?
It hasn't been announced yet, but probably it will be around September again. The category sizes aren't fixed yet too. I hope they keep them unchanged (keep your fingers crossed).




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