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Old 20 August 2020, 14:46   #401
Zarnal
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Quote:
Originally Posted by dlfrsilver View Post
- (the powerups are defined by game events; for example, jumping many times spawns a yellow candy, popping many water bubbles spawns an umbrella, etc) . I'm not precisely counting the events but so far this is relatively consistent. Inconsistent would be that items such as the Heart or the Gem Chest would have appeared already without enough events to raise them. The heart spawns after picking up many snacks (at least 55 in the arcade's normal difficulty) while the Gem Chest appears after picking up five crosses (so far no crosses have appeared)

Crosses are replaced by floppys.
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Old 20 August 2020, 17:37   #402
skyzoo73
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When you are left with a life, all the icons at the bottom should disappear. Instead in Tiny Bobble with the last available life an icon is still visible.


5 lifes left


4 lifes left



3 lifes left


2 lifes left


last life
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Old 20 August 2020, 17:42   #403
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Beta 0.993

- Yellow Candy still too slow compared to arcade
- Facing a wall, fire and some bubbles push you back
- Level 19 : you can pass thru vertical wall at the middle (Arcade you can't)
- No more Secret Door @ level 20 without loosing a life ? (got 2 bonus but no Secret Door)
- No barley sugar bonus ??? to get BIG fruit Bonus
- No Hiscores Saving ?

Last edited by Foul; 20 August 2020 at 19:41.
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Old 20 August 2020, 18:35   #404
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One more bug (tested with 0.992):

In 2 player mode, getting a potion and collection all bonus items, the point calculation in green and blue (for each player) is drawn over each other.

Sorry I couldn't do a screenshot for I was playing on real hardware and pause doesn't work at that moment (which is OK with me). While I was fiddling with my phone to take a photo, we we're already on the next level
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Old 20 August 2020, 18:49   #405
ztronzo
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Quote:
Originally Posted by skyzoo73 View Post
When you are left with a life, all the icons at the bottom should disappear. Instead in Tiny Bobble with the last available life an icon is still visible.

5 lifes left
4 lifes left
3 lifes left
2 lifes left

last life
I confirm this is the way the arcade Bubble Bobble uses the life meter
so 6 lives =
plus above 6 lives are kept in a memory buffer without increasing the visual meter...

(Although Tiny Bobble is too easy and might not require these additional life/meter modifications)
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Old 20 August 2020, 19:40   #406
mrupp
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Quote:
Originally Posted by ztronzo View Post
I confirm this is the way the arcade Bubble Bobble uses the life meter
so 6 lives =
plus above 6 lives are kept in a memory buffer without increasing the visual meter...

(Although Tiny Bobble is too easy and might not require these additional life/meter modifications)
About the lifes being in buffer: To me it sounds more like a bug of the arcade version that the true amount of lifes is not visible on screen. How about ignoring that and simply showing all the eggs without capping? That way pinks version is even BETTER than the arcade version.
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Old 20 August 2020, 20:06   #407
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Here's an idea (I know, it's quite late in the development cycle for new ideas, but please hear me out)

Right now, there are unlimited credits as long as you're in 2-player mode. It's probably possible for everyone to finish the game because he can try and try as often as he wants. I like that and want that still to be possible, BUT:

How about capping the credits to make the game harder? I'm thinking of the following kind of implementation:
  • before you start the game, you have to decide how many credits you would like to have for your game
  • in the main menu, pressing '5' will increase the credits (like in MAME: 5 = 'inserting coin')
  • once a game has startet you cannot add any more credits
  • that way you can kind of set your own difficulty level, like in: "This time I'll try to finish the game with only 10 credits"
  • when starting the program, the credits should be set to a default value (like 5, or any other value pink'll seem fit) so it's still possible to play the game without a keyboard, f.e. from a bootable CD on the CD32.
  • the information, that '5' means 'insert coin' could be mentioned in the startup text

I guess the capping of the credits would probably be not all that hard to implement (just guessing), but it would add an adjustable difficulty level and even more fun, imho.

If you still want 100 credits, you simply press '5' about as many times. Well, THAT'S the price to pay but still better than REAL coins like in the days before MAME.
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Old 20 August 2020, 20:21   #408
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The following ideas are mostly wishes for things I would like, of course I reiterate the game is already just fine as it is and there is no pressure to make them happen.

- I think this conversion deserves a well designed loading screen, a kind of well designed and colorful cover even with more than 32 colors.

- as someone has suggested at least 2 difficulty levels to be set with the number of credits, the reaction time of the enemies, and the speed of movement of the dragon.


- add the demonstration scenes like in the arcade, if not even the computer playing a level or two by itself ...
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Old 20 August 2020, 20:29   #409
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Don't you think there will be a trainer and a whd-load version for this one.

Then you can cheat as much as you want

I don't think it was a bug in arcade version about buffering over 5 lives. Just look at the screen and you will notice that if there will be to many lives it will overlap the game itself.
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Old 20 August 2020, 20:41   #410
Zarnal
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Chip Ram needed, Chip ram needed...

The game is loaded in one time, don't forget it.


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Old 20 August 2020, 21:14   #411
skyzoo73
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Quote:
Originally Posted by Zarnal View Post
Chip Ram needed, Chip ram needed...

The game is loaded in one time, don't forget it.



Of course with a multi-load, first the introductory screen and then the game.
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Old 20 August 2020, 21:15   #412
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I'm waiting for a stable release so I can create a whdload version with cheat & also second button to jump
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Old 20 August 2020, 21:17   #413
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Something like that, maybe with "Tiny Bobble" added above.


(test ham)



Click image for larger version

Name:	xTinyBobble.png
Views:	222
Size:	50.1 KB
ID:	68584

with dithering

Click image for larger version

Name:	xTinyBobble HAM dither.png
Views:	179
Size:	89.6 KB
ID:	68585

Last edited by skyzoo73; 20 August 2020 at 21:44.
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Old 20 August 2020, 21:37   #414
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Quote:
Originally Posted by skyzoo73 View Post
Something like that, maybe with "Tiny Bobble" added above.
(test ham)
Attachment 68584
With a careful choice of colors and balanced dithering that one can come out good even on EHB or 32 colors
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Old 20 August 2020, 21:38   #415
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Quote:
Originally Posted by jotd View Post
I'm waiting for a stable release so I can create a whdload version with cheat & also second button to jump
Is it possible to limit the amount of credits in a WHDLoad slave when they are unlimited by default? Usually a trainer makes things easier, not harder...
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Old 20 August 2020, 21:39   #416
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Originally Posted by DamienD View Post
Game froze here on level 90:



Had smashed a flame bubble and it has killed the enemies on the right just as "Hurry Up!!" appeared.

Edit: left it for 5 or so seconds, the game recovered and moved to the next level; though no sound until the gameplay started on level 91. The music is the "Hurry Up!!!" one though; and I suspect it will last for a few stages like last time I had this issue.

I've put a save state in The Zone! "TB_92.uss" with the music still "Hurry Up!!!" in case you're interested pink.
Just had this occur again on level 90.



...probably hard to replicate as "had smashed a flame bubble and it has killed the enemies on the right just as "Hurry Up!!" appeared. "

Music then messed up, and will be for 5 or so levels.

I've put a file "Tiny Bobble - Level 90 & 91 SaveStates.rar" in The Zone! for you pink:

Level 90; in case you want to try and replicate.
Level 91; after event, no sound at start of level and music still "Hurry Up!!".
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Old 20 August 2020, 22:00   #417
VincentGR
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Quote:
Originally Posted by skyzoo73 View Post
Something like that, maybe with "Tiny Bobble" added above.


(test ham)



Attachment 68584

with dithering

Attachment 68585
You can use the dithered one but keep the blue background clean.
Nice pic!
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Old 20 August 2020, 22:35   #418
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Finished beta 0.993, no issues for me besides what I posted above re: level 90.

The boss is much better now with 20 hits; many thanks for implementing
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Old 20 August 2020, 22:39   #419
DamienD
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Quote:
Originally Posted by nikosidis View Post
Don't you think there will be a trainer and a whd-load version for this one.

Then you can cheat as much as you want
Of course there will be

...in fact I've already tested a beta trainer for a certain group

Quote:
Originally Posted by nikosidis View Post
I don't think it was a bug in arcade version about buffering over 5 lives. Just look at the screen and you will notice that if there will be to many lives it will overlap the game itself.
Agreed.

Quote:
Originally Posted by skyzoo73 View Post
When you are left with a life, all the icons at the bottom should disappear. Instead in Tiny Bobble with the last available life an icon is still visible.

Current life and 5 lives left

Current life and 4 lives left

Current life and 3 lives left

Current life and 2 lives left

Current life and 1 life left

Last life
This should be changed to above though (which I've reworded); currently you think you still have one life left but you don't.

Last edited by DamienD; 20 August 2020 at 22:45.
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Old 20 August 2020, 23:11   #420
mrupp
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As mentioned before but this time including a screenshot:

With beta 0.993 in 2 player mode:
After picking up a potion and the bonus items, the score calculation has a graphical bug, green and blue overlap each other:

Click image for larger version

Name:	TinyBobble_Beta_0_993_001.png
Views:	196
Size:	26.9 KB
ID:	68586
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