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Minigame, 3rd try


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#26  

    River Patroller

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Posted Thu Sep 23, 2004 4:05 PM

Yeah, I thought about it for a while and that idea really wouldn't work in the later gravity.

And my high score is up to 1007 :)

#27  

    Thrust, Jammed, SWOOPS!

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Posted Thu Sep 23, 2004 4:53 PM

bjk7382 said:

And my high score is up to 1007 :)
So it does play ok then? Or should I tweak some parameters (gravity, scores, length of each level etc.)?

How about the sounds? Should I change the scoring sound?

Anything you really miss?

#28  

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Posted Thu Sep 23, 2004 5:24 PM

Thomas Jentzsch said:

bjk7382 said:

And my high score is up to 1007 :)
So it does play ok then?
I think it is a really fun game as it is right now, but it is kinda hard to get used to the scoring at first, and how to maximize your score.

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Or should I tweak some parameters (gravity, scores, length of each level etc.)?
I don't even think I am totally used to how the score flashing at the top works. I know it flashes your high score, and then your score for the level so far. But it is hard to tell when you are running short of points when it is flashing.

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How about the sounds? Should I change the scoring sound?
I know it is way too much to ask in 1k, but it would be nice to have an in game sound like Solar Storm from Imagic. The sound gets faster as you start falling behind. I think that would give this game some audible indication as to when you are doing bad.

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Anything you really miss?

I will play it some more and get back to you...

#29 ONLINE  

    River Patroller

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Posted Fri Sep 24, 2004 1:43 AM

The game works on the CC2. The flashing score confuses me. Am I supposed to bounce on the lines or avoid them? And what is the significance of the double line?

Rob Mitchell, Atlanta, GA

#30  

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Posted Fri Sep 24, 2004 2:47 AM

Rob Mitchell said:

The game works on the CC2.  The flashing score confuses me.
Me too :), I just wanted to show the high score during the game too. Probably the player can memorize that, so maybe I should remove that? :ponder:

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Am I supposed to bounce on the lines or avoid them?
:idea: You should hit them, but only selected ones. Have a look at the scoring system I described above. Try to start hitting red platforms only, this will maximize your score. When the game gets too fast, switch to a color with more platforms, so that you can control your fall better (first yellow and later on green).

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And what is the significance of the double line?
:idea: You can always use the grey platforms to slow down. Bouncing from double high platforms will also slow you down and give you a little break from the action. The top platform of a double high platform is always grey, so it both won't break your scoring sequence. The grey top platfrom is then removed and you can collect the platform below.

:idea: Always try to collect blue bonus platforms and avoid purple malus platforms at all costs.

I suppose I need to invest some time and my limited English to write some very good instructions for the little game. :)

#31  

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Posted Fri Sep 24, 2004 2:50 AM

@Manuel: beta candidate version release public final

:D

#32 ONLINE  

    Quadrunner

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Posted Fri Sep 24, 2004 3:01 AM

Hi there!

:lol:

Done!

Greetings,
Manuel

#33  

    Thrust, Jammed, SWOOPS!

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Posted Fri Sep 24, 2004 3:02 AM

bjk7382 said:

I think it is a really fun game as it is right now, but it is kinda hard to get used to the scoring at first, and how to maximize your score.
I know, the description is probably a bit too complicated, but generally it is quite easy:

:idea: Start with red platforms (= avoid yellow and green), switch to yellow when the game gets too fast and finally switch to green. Use grey and double high platforms for slowing down, collect blue platforms for bonus points, avoid magenta platforms.

That's not too complicated, isn't it? ;)

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I don't even think I am totally used to how the score flashing at the top works. I know it flashes your high score, and then your score for the level so far. But it is hard to tell when you are running short of points when it is flashing.
See my reply above, I suppose I really should remove that "feature".

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I know it is way too much to ask in 1k, but it would be nice to have an in game sound like Solar Storm from Imagic. The sound gets faster as you start falling behind. I think that would give this game some audible indication as to when you are doing bad.
Hm, I like the idea, but it's a bit hard to tell when you "start falling behind". You constantly collect and loose points, so maybe I had to calculate an average for the last few seconds. That probably too complicated here.

Or maybe I could base it on the difference to the current game's high score? :ponder:

#34  

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Posted Sat Sep 25, 2004 10:34 AM

Updated, (almost?) final version 0.99.

Changes:
- removed flashing score during game
- slightly increased initial gravity
- a few more double height platforms
- starts with 300 points now (saved me 1 byte :))
- different sounds when collecting platforms (higher pitch = more points)
- hitting a magenta platform now immediately ends game
- added game over sound
- removed some paddle jitter
- fixed some bugs

A Stella property file is now included.

5 bytes free :)

BTW: I am going to submit this game to the 2004 MiniGame Compo tomorrow, but I am afraid the instrcutions might become to complicated if I write them. Could anybody help me out here? I need some brief instructions, without going too much into details (I can easily add those myself ;)). Thanks!

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#35  

    River Patroller

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Posted Sat Sep 25, 2004 12:39 PM

Fun game! :-)

It is hard for me to tell when I need to switch from red platforms to yellow platforms... and then to green.

An idea for perhaps an "easy" or "training" mode might be to have the walls change to the color of the platforms that you must fall on.
This might make for an interesting game mode too, if the color changed each time a platform is broken or when a certain score is reached... etc.

Anyways, thanks for yet another great game! 8) :thumbsup:

#36  

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Posted Sat Sep 25, 2004 1:15 PM

mojofltr said:

It is hard for me to tell when I need to switch from red platforms to yellow platforms... and then to green.
That solely depends on you! :)

You should switch when the game gets too fast. The better you get, the longer you can stay at red (and then yellow) and the more points you can score. But don't stay too long, else you will loose control over the sequence and a lot of points.

#37  

    River Patroller

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Posted Sat Sep 25, 2004 1:55 PM

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That solely depends on you!  :-)

Ah, okay... I think I get it now. :dunce: Pity my wee brain. :-D

I took a screenshot when I scored my all-time lucky number: 0666, but it was overwritten the next time I opened z26 and took a snapshot of my highest score. Bummer. :-P

Here is my current high score:

#38  

    Thrust, Jammed, SWOOPS!

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Posted Sat Sep 25, 2004 5:03 PM

mojofltr said:

Here is my current high score:
Nice, but I might tweak the scoring a little bit.

Anyway, practicing already won't hurt. :)

BTW: How does the game usually end? By running into a magenta platform or by 0 points?

#39  

    River Patroller

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Posted Sat Sep 25, 2004 5:38 PM

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BTW: How does the game usually end? By running into a magenta platform or by 0 points?

I've only hit the magenta platform once. It was a surprise as I was projected upward off of a grey platform and didn't see it coming. LOL! :-D

Usually I get falling so fast at the bottom that the green platforms aren't helping at all to slow me... I end up crashing through several multi-colored and totally out of control to my death! It's quite a rush actually. Hehehheh. :-D

My current high score is: 1663.

#40  

    Quadrunner

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Posted Sat Sep 25, 2004 8:14 PM

Really interesting how this type of game is getting so many different takes, with (vectrex spike goes down,) then 2600 man goes down, fall down, and now this.. Looks really nice so far.

#41  

    River Patroller

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Posted Sat Sep 25, 2004 10:07 PM

A few more ideas... although I realize you are probably running out of bytes.

1) I went back and played version 0.21 - I really like the fact that you bounce off the walls on that one... this could really bump the difficulty (pardon the pun)... say on difficulty A or something.

2) Orange platforms - upon hitting one of these, all game mechanics and sprites become reversed/flipped. You now fall up and play the game in reverse. Good for variety(?)

3) Perhaps a more obvious idea, but is there any chance of moving platforms? Deadly moving magenta platforms! :twisted:

I can't stop playing this game. New hiscore: 2144

#42  

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Posted Sun Sep 26, 2004 3:24 AM

mojofltr said:

A few more ideas...  although I realize you are probably running out of bytes.
That, a last(?) timing bug waiting to be fixed and a deadline tonight. :)

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1)  I went back and played version 0.21 - I really like the fact that you bounce off the walls on that one...  this could really bump the difficulty (pardon the pun)...  say on difficulty A or something.
Yes, bouncing with a paddle. I did think about that, but I didn't work out that well.

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2) Orange platforms - upon hitting one of these, all game mechanics and sprites become reversed/flipped.  You now fall up and play the game in reverse.  Good for variety(?)
That's impossible with the current game as it "forgets" the platforms above (there is only a small buffer remembering them).

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3)  Perhaps a more obvious idea, but is there any chance of moving platforms?  Deadly moving magenta platforms!   :twisted:
If I had enough bytes free, I would definitely do that. Though when falling at high speed, slow moving platforms wouldn't be very dangerous.

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I can't stop playing this game.  New hiscore:   2144
Carry on trainig, I'll post the final version tonight. :)

#43  

    Thrust, Jammed, SWOOPS!

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Posted Sun Sep 26, 2004 3:28 AM

mojofltr said:

I've only hit the magenta platform once.  It was a surprise as I was projected upward off of a grey platform and didn't see it coming.  LOL!  :-D
My evil master plan works! :evil: :D

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Usually I get falling so fast at the bottom that the green platforms aren't helping at all to slow me... I end up crashing through several multi-colored and totally out of control to my death!  It's quite a rush actually.  Hehehheh.  :-D
So that seems to work too. :)

I am wondering about a new name... :ponder:

#44  

    Thrust, Jammed, SWOOPS!

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Posted Sun Sep 26, 2004 9:42 AM

Ok, attached is the final version which I just have submitted to the MiniGame Compo. The archive contains NTSC and PAL versions, instructions, a screenshot, batch and property files for z26 and Stella and the full source code.

#45  

    Thrust, Jammed, SWOOPS!

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Posted Sun Sep 26, 2004 9:44 AM

Oops, the archive didn't make it. :)

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