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Maids + Elevators = 2600 Homebrew


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#26  

    River Patroller

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Posted Thu Nov 30, 2006 1:07 PM

View Postvdub_bobby, on Thu Nov 30, 2006 1:56 PM, said:

Maid In Voyage? :lol:


Even better! I think "Maid In Voyage" is perfect! :cool: :grin:

That name is a winner - it perfectly describes the game, even if you don't get the pun, and the pun is really easy to figure out.

Edited by 128bytes, Thu Nov 30, 2006 1:10 PM.


#27  

    Quadrunner

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Posted Thu Nov 30, 2006 2:43 PM

View Post128bytes, on Thu Nov 30, 2006 1:07 PM, said:

View Postvdub_bobby, on Thu Nov 30, 2006 1:56 PM, said:

Maid In Voyage? :lol:


Even better! I think "Maid In Voyage" is perfect! :cool: :grin:

That name is a winner - it perfectly describes the game, even if you don't get the pun, and the pun is really easy to figure out.
Awesome name, gets my vote!

..Al

#28  

    Skeet Shooter

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Posted Fri Dec 1, 2006 12:53 AM

"Maid In Voyage" is corny as hell, but it works. The game itself keeps getting better as well. I smell a homebrew hit.

Maid For Action?

#29  

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Posted Fri Dec 1, 2006 1:10 AM

View Postvdub_bobby, on Thu Nov 30, 2006 1:56 PM, said:

Maid In Voyage? :lol:
She'd have to be a maid in a cruise ship for the pun to work. Whoops, I hope nobody is dis-maid by that comment...

#30  

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Posted Fri Dec 1, 2006 2:05 AM

Somebody should explain the joke to non-native speakers.

E.g. me! :ponder:

#31  

    Skeet Shooter

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Posted Fri Dec 1, 2006 2:11 AM

Most of the jokes are based on the word "made" which is pronounced just like "maid."

"Maiden voyage" is a term used for the first launch of a boat. In this case, the word "maiden" is synonymous with the word "virgin." So a ship taking its maiden voyage is losing it's sea virginity.

#32 ONLINE  

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Posted Fri Dec 1, 2006 2:58 AM

View PostNovaXpress, on Fri Dec 1, 2006 9:11 AM, said:

Most of the jokes are based on the word "made" which is pronounced just like "maid."

"Maiden voyage" is a term used for the first launch of a boat. In this case, the word "maiden" is synonymous with the word "virgin." So a ship taking its maiden voyage is losing it's sea virginity.

Now try to explain "Iron Maiden" without getting banned :lolblue:

#33  

    Skeet Shooter

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Posted Fri Dec 1, 2006 3:03 AM

Easy. An "iron maiden" is an old torture device. The original one is still located in Nuremburg if you Germans want to go take a look at it.

#34 ONLINE  

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Posted Fri Dec 1, 2006 3:05 AM

I've seen it on pictures, but I think the one from Nuremberg got destroyed in WWII.

#35  

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Posted Fri Dec 1, 2006 11:56 AM

I've noticed the elevators are in the same position every time you start the game. Is there some way to make the elevators be in random positions from the start?

#36  

    Stargunner

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Posted Fri Dec 1, 2006 12:10 PM

Maid In Voyage is a great idea. The made/maid thing is overdone, no offense to anyone here.

Edited by Zach, Fri Dec 1, 2006 12:17 PM.


#37  

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Posted Fri Dec 1, 2006 12:11 PM

View Postatari2600land, on Fri Dec 1, 2006 9:56 AM, said:

I've noticed the elevators are in the same position every time you start the game. Is there some way to make the elevators be in random positions from the start?
Yeah, there is. I haven't decided yet if I want to do this.

#38 ONLINE  

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Posted Fri Dec 1, 2006 1:12 PM

View Postvdub_bobby, on Fri Dec 1, 2006 12:11 PM, said:

View Postatari2600land, on Fri Dec 1, 2006 9:56 AM, said:

I've noticed the elevators are in the same position every time you start the game. Is there some way to make the elevators be in random positions from the start?
Yeah, there is. I haven't decided yet if I want to do this.
It might make sense to offer that as a variation, like Barnstorming where the first 3 game variations have fixed maps(I think each # has it's own fixed map) and the 4th variation which is random every time.

#39  

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Posted Mon Feb 26, 2007 11:39 AM

It's been a while!

New version!

Attached File  ElevRep20070225.bin   4K   133 downloads

Changes:
-Added short death sequence
-Stopped elevators from moving during death sequence

Not a big change, but it should really help playability, since you are much less likely to lose all your lives in a big, unfortunate burst. :)

In other news...

I am looking for some graphics help. I would like my intrepid maid to be animated, but my own skills are failing me. I don't care if you animate the current maid or if you create a new maid sprite and animate it. I also would like a single-color version of the maid (also animated).

Technical details:
-the maid is composed of two sprites laid on top of each other. One is black, the other can be any color(s), with the colors changing every *other* line.
-the single-color maid: this will be used for a possible two-player simultaneous gameplay mode; one maid must be black and one can be any color.
-Standard 2600 sprite limitations apply: 8-pixels wide, etc.

For reference, here is the current sprite and its parts:
Attached Image: maid_complete.PNG Attached Image: maid_color.PNG Attached Image: maid_black.PNG

Edited by vdub_bobby, Mon Feb 26, 2007 11:40 AM.


#40  

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Posted Mon Feb 26, 2007 12:04 PM

View Postvdub_bobby, on Mon Feb 26, 2007 12:39 PM, said:

I am looking for some graphics help. I would like my intrepid maid to be animated, but my own skills are failing me. I don't care if you animate the current maid or if you create a new maid sprite and animate it. I also would like a single-color version of the maid (also animated).
Have you asked Nathan Strum if he is interested in helping with the sprites? He's created some great looking graphics in other 2600 games. :)

..Al

#41  

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Posted Mon Feb 26, 2007 12:32 PM

View PostAlbert, on Mon Feb 26, 2007 10:04 AM, said:

View Postvdub_bobby, on Mon Feb 26, 2007 12:39 PM, said:

I am looking for some graphics help. I would like my intrepid maid to be animated, but my own skills are failing me. I don't care if you animate the current maid or if you create a new maid sprite and animate it. I also would like a single-color version of the maid (also animated).
Have you asked Nathan Strum if he is interested in helping with the sprites? He's created some great looking graphics in other 2600 games. :)

..Al
I'd love to see anything he can come up with. :)

But he seems to be so busy lately that I thought I'd make an open call for any and all help.

#42 ONLINE  

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Posted Mon Feb 26, 2007 5:38 PM

Hey, I'm always willing to take a shot at drawing cute women in maid costumes. ;)

#43  

    Dragonstomper

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Posted Tue Feb 27, 2007 12:44 AM

:arrow: Attached Image: maid.GIF

#44  

    Silvery Robot Thing

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Posted Tue Feb 27, 2007 7:31 AM

^^ Wow. She's pretty bouncy. Reminds me of the Dead or Alive games. :D

#45  

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Posted Tue Feb 27, 2007 10:53 AM

View Postespire8, on Mon Feb 26, 2007 10:44 PM, said:

That's pretty good, but it won't work. My fault, I wasn't entirely clear. When I said that the color could change every other line, I meant that the color changes had to happen at fixed lines:
Attached Image: maid_color_change_lines.PNG

So the boundary between the white color and her neck can't move up by a single line. :(

#46  

    Dragonstomper

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Posted Tue Feb 27, 2007 11:38 AM

:?: :arrow: Attached Image: maid.GIF

#47  

    Stargunner

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Posted Wed Feb 28, 2007 5:22 PM

View Postespire8, on Tue Feb 27, 2007 9:38 AM, said:


I see you kept the bounce. That gives a vague idea what the character might look like on the label and box art.

#48  

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Posted Wed Feb 28, 2007 5:34 PM

View Postespire8, on Tue Feb 27, 2007 11:38 AM, said:


I don't like the animation nearly as much with the stretchy-neck. I wonder if vdub_bobby could rework the kernel to ease the restriction.

Given that there are only two colors for that sprite, I would think that it should be possible to do something like:

  cpy colorswitch_y
  bne dont_switch
  lda #$0E
  sta COLUP1
dont_switch:
or, if the y value works out particularly favorably:
  cpy colorswitch_y
  bne dont_switch
  sty COLUP1
dont_switch
The latter would assume that the Y value for the switch would always be the proper COLUP1 value--probably too optimisic, but nice theory.

#49  

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Posted Wed Feb 28, 2007 6:52 PM

View Postvdub_bobby, on Tue Feb 27, 2007 11:53 AM, said:

View Postespire8, on Mon Feb 26, 2007 10:44 PM, said:

That's pretty good, but it won't work. My fault, I wasn't entirely clear. When I said that the color could change every other line, I meant that the color changes had to happen at fixed lines:
Attached Image: maid_color_change_lines.PNG

So the boundary between the white color and her neck can't move up by a single line. :(
Is there any reason why you couldn't just adjust the maid's Y-value by 1 every time the collar would raise by a pixel? It seems that this would remove the color change restriction and avoid the somewhat unappealing stretchy-neck, plus there would be no reason to change the kernel.

Edited by batari, Wed Feb 28, 2007 6:55 PM.


#50  

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Posted Wed Feb 28, 2007 6:57 PM

View Postbatari, on Wed Feb 28, 2007 6:52 PM, said:

Is there any reason why you couldn't just adjust the maid's Y-value by 1 every time the collar would raise by a pixel? It seems that this would remove the color change restriction and avoid the somewhat unappealing stretchy-neck.

I would guess that he's using a 2LK, and only one scan line of each pair contains a color update.

On the other hand, I would think that if updating the color is sumply a "do I or don't I" question that might simplify the color update enough to allow it to be handled on both lines.

In the worst case, if there are alternating "easy" and "hard" scan lines, one could make the decision to change colors on an "easy" scan line and jump to a separate copy of the "hard" scan line code which includes a simple color store (e.g. "LDA #$xx / STA COLUPx". This might work especially well if data byte for one of the sprites happened to match the necessary color value.





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