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#121 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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#122 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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I think the scoring could change. Say for example each platform that is passed without actually landing on it could give a x2, x3 bonus etc
Just my tuppence ![]() |
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#123 |
Registered User
Join Date: Jan 2008
Location: SouthEast-ish UK
Posts: 372
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#124 | |
Puttymoon inhabitant
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Of course - if the sprites would have independent pallette, it would be doable well. ![]() But Wilshy is probably right. It needs slowly scrolling repeating background instead of static picture, like the original atari DF. |
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#125 | |
Gone, but not forgotten
Join Date: Nov 2010
Location: Tyneside, England
Posts: 80
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Quote:
Does mean you predseda will have to retouch some of your art work, because of swopping this colour ![]() ![]() ![]() |
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#126 | ||||
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Perhaps! I'm still looking at tweaking the scoring system. Watch, as they say, this space. |
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#127 |
Zone Friend
Join Date: Jan 2006
Location: Aussie
Posts: 1,144
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Time for a new WIP!!!
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#128 |
Puttymoon inhabitant
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Tommorow as usual, I hope
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#129 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Another week, another WIP...
I've not done as much as I hoped this week but there's still a few new things in here. Predseda's been busy with the graphics and come up with a Game Over logo and a nice new score panel as well as some extra objects and platforms. All of these are now in the game although obviously you won't see all the platform graphics still. You score points at a higher rate if you are towards the top or bottom of the screen than you do if you're in the middle (slightly more at the bottom than the top but not by much). I've implemented the changes suggested by DJCruicky and dazzleman so thanks for that guys! Finally, I've constructed a new full (60 rows) level. It's not very good and a bit too easy but it's a start. I did initially intend to do a second full level to make sure the levels 'link' correctly but I ran out of time this week, fingers crossed it'll get in next week (if anyone wants to design their own levels feel free). I might start work on the two-player mode too if you all behave yourselves ![]() A few of the old niggles still remain but the actual game is making good progress I think. |
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#130 |
Puttymoon inhabitant
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Simply great! All the known bugs now seem to be fixed, player is not buried to platform anymore. Only with one exception - if he falls down through the bottom and is caught by just appearing platform, he gets buried up to the belly
![]() Damn, there is one pick-up. It should be a candle, but it looks weird. We will have to replace it, it is really ugly. ![]() EDIT: it happened me once I landed on a fruit and it acted as a platform. EDIT2: I found somtg disturbing. If I click mouse during playing and then after game is over i press the joy button to quit to WB, it causes some random crashes of the system. Last edited by Predseda; 26 February 2012 at 22:56. |
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#131 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Yes, I'm aware of that one, that's been there a while. It's a bit irritating but not game-breaking thankfully.
There's still a couple of little bugs in there - the fruit still has a problem with appearing in platforms but that's been reduced, at least - but I'm hoping I can fix them soon and in any case, because they're quite minor it doesn't stop me focusing on adding new features to the game. |
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#132 |
Puttymoon inhabitant
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I read your code now. If I understand correctly, only the data for Level 1 are now used? Not Level 0?
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#133 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Yeah level 0 was my test level and I commented it out so it doesn't get compiled.
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#134 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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Thank you again.
[ Show youtube player ]
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#135 |
Puttymoon inhabitant
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You are fast
![]() Now, if I could suggest a major improvement: the main game engine seems to be working, but in my opinion there should by much more fruits, that would keep player moving and force him to risk. I just love fruity games (like Parasol Stars or Super Methane Bros) and I think in the current state player just can keep himself in the middle of the playfield for 20 mins without any challenge, even if the scrolling will constantly accelerate. Fruits could reduce the scrolling speed for few seconds. Just my suggestion. Last edited by Predseda; 27 February 2012 at 00:01. |
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#136 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Cheers s2325, I appreciate the promotion
![]() Not sure about reducing the scrolling speed with extra fruit - problem is I'm not sure we could actually reduce the speed. Currently it moves at one pixel per frame and I'm not certain you can scroll by fractions of pixels on non-AGA systems. And if you scrolled every other frame it would look jerky. Anyway, the Jaguar version works like this. I don't want to make it too reliant on pickups. Speaking of which I need to add some additional score bonuses (or otherwise) at some point. |
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#137 |
Puttymoon inhabitant
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Of course I though slowing the game after it is already accelerated, not in level 1. I am looking forward to 2 players game then.
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#138 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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My version of title screen
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#139 |
Puttymoon inhabitant
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nice
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#140 | |
Zone Friend
Join Date: Jan 2006
Location: Aussie
Posts: 1,144
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Quote:
And i also got caught out by the copper background bigger then the playing area thing, thats annoying. |
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