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Gamegearguy

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About Gamegearguy

  • Birthday November 2

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    Oregon, United States

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  1. Is there a game list anywhere of games that are 40 KB (i.e. Super Mario Bros.)? I'd like to see what else could be done using the non-mapped sizes.
  2. Began work on act 1. (I'm calling them "acts" instead of "levels" because it seems more like an interactive play than a video game.) The score starts out at 999,999 and ticks down each second you are playing it. In the end, I may have to make it 9,999 instead of 999,999, but for now I'll leave it as is. Here is Stupidman's Stupidmobile cruising down Main Street of Faketown. To simulate scrolling, the tree moves from right to left. It's funny how only one small tree doing that makes it feel like the car is actually driving down the street. The next thing to do the next time I work on this is to add an obstacle car in. The way the scoring works is that if you hit an obstacle car, you'll lose more points off your score, say, like 100. I'll make it so you can still finish the game with 0 points, but you'll only have 0 points. I'll also need to figure out how long to play act 1 before it gets finished. I put a comma in the score because every other video game doesn't. I wonder why.
  3. I worked some more on this last night and this morning, creating the cutscene before level 1. I made two songs. One is a little deeledeedle-type one for the Crisis Phone. The other one is a more serious sounding problem for when the mayor is describing the problem. Then Stupidman hurries to his Stupidmobile. But since I haven't done that yet, it just loops to the beginning of the level 1 cutscene once Stupidman exits the right side of the screen. I tried to make it go back to the title screen, but it crashed. This presented several problems. When I first tried to put the music in, it screwed up the letters in the messages. But after trying different things, I fixed it. Also, it appears it will be 41k. I tried hard yesterday trying to make it bigger, but it ultimately ended in failure. I guess it's due to me not understanding NES architecture. But there should be a tutorial for making larger games. In my comics I make, the inside of a building has slightly yellow walls and pinkish-gray carpet. This is the best I could do with the NES palette: I don't think I'll even attempt scrolling. I'll just have to fake it.
  4. After making Hamburgers for the NES, while I was asleep last night, I dreamt some ideas for an NES version of a superhero I made up a long time ago. Presenting Stupidman! He is a superhero, but he's also dumber than a pile of bricks. The subtitle is "A Date To Remember." This is because someone stole the world's oldest raisin from the museum. (Yes, I know, it's raisin, but not date. This is intentional.) So a few hours of work later, I have a title screen. I still need to compose music for it, though. I planned ahead and made the background for the level 1 intro. I want to have a game bigger than 40k this time. Will I be able to? Time will tell. Stupidman is made up of three 8x8 pixels. The first level will be like the 2600 game Grand Prix as he drives his Stupidmobile to the museum.
  5. I'm jumping around from project to project again. Someone made me remind myself that I tried to make a port of Hamburgers for the Atari 2600. So I decided to resume work on it. I have two levels working now. Level 1 is the Big Rock Candy Mountains and level 2 is the Chocolate Cave. Right now I can alternate between the two by changing the value in a variable in the code called "Level" to 1 or 2. What's next in work on my game is to make the game start on level 1 and then switch to level 2 when level 1 is completed. I'll do that when I rebegin work on the game, probably tomorrow. I don't feel all that good today to work on Atari 2600 programming. What I'm aiming for here is a few different levels and have it be 4k as well. I don't know how many levels I can fit in here, but I'm fairly certain at least a few because I have about 2,018 bytes left, and that's with two levels in the game now.
  6. I got back to working on Save the Puppies. It's a game I've been making for Game Boy. Just to see if I could, I attempted to make this a 64k game. This time, I had success in making a bankswitched Game Boy game. Although I don't really know what I'll do with the extra room. Perhaps make 50 levels worth of gameplay with it? Worked on it yesterday, trying to make it compatible with GBDK-2020. I managed to do that. Then I played it on a Super Game Boy. It had obvious audio issues, which, with a few hours worth of work changing most of the sound effects, I had that solved. Sadly I had to change the level clear and game over ditties be one channel instead of two like they were. But the main thing is the game works. And it's 64k. I don't know what I'll do with the game when it's finished. I think it's a pretty good game idea: going around collecting dogs that pop up with movement akin to Chip's Challenge. Unfortunately, I lost the micro SD card I was using when it sprang out of the Everdrive and I don't know where it landed. Since my room is a mess, I just counted it as gone. And that's not the first time that has happened. So I used the other micro SD card I was using to test Odyssey² games with. Hopefully I won't lose this one, but if I do, I'll have to buy a new micro SD card. They're too small!
  7. After Jack and the Beanstalk has entered testing phases, people don't really seem to find any bugs with what I have. I've been working on another Odyssey² homebrew. Someone on the Videopac.nl forum mentioned Turmoil and how it might be a good fit for the Odyssey². So, I decided to see what I could do with it. This is day 4 of working on it and here is what I have so far. Right now it's an 8k game. I figured if I had four banks, why not use them? Man, that link is big. I wish VideoGameSage had an option to make them smaller.
  8. I've been having internet connection issues lately, to the point where I had to get a new modem. I'm hoping this will fix it, because I plugged in a phone in the phone jack I'm using internet for and got a dial tone. Between verious spurts of it working, I have worked on trying to fix bugs in the game. When the internet would come back on, I'd upload the game and my playtester would test it and report any bugs he'd seen back. Well, yesterday, he reported not seeing any bugs! So this means I need a couple more playtesters to test the game for me before I will decide to call it finished. I have no idea what happened to the old modem and why it decided to only work sporadically when it used to work 24/7. We shall see what happens with the new modem. It has been very aggravating and I discovered I am "addicted" to the internet. Well, I feel the need to share my various video game projects I code because without anyone to see them, I'd just be programming them for my own amusement and that wouldn't be very fun. I have been working on a new Atari Jaguar game that I just started work on. While my internet was down, I played a few Jaguar games and discovered most of them were either very hard or not very good. But I am having a sort of writer's block on what to do next with it.
  9. My internet was down for most of the day today. I worked on Jack and the Beanstalk for a little bit, trying to figure out how to redo things and make stuff work. I realized I had to redo the Jack sprite in the castle again for a bug to disappear. He now walks like this: Not a very good walk, but I fear it has to be this way, otherwise bugs creep in and ruin the game. While my internet was down, I cataloged my Odyssey² collection. As it turns out, I have 78 games for it. This includes a ton of homebrew, all three complete (I think) Strategy Games, and Power Lords. I wonder if it would be possible to break 100. On this side of the Atlantic. I know there's a lot of games that didn't get released over here, but I don't know how many weren't because they're incompatible with the Odyssey². I am super sleepy right now, but I must stay up because my stomach hurts.
  10. I can't believe Oregon beat Ohio State.
  11. If you haven't been following my blog, I have been making a version of Jack and the Beanstalk for the Odyssey 2. I finished the game tonight and now it needs testers to find any potential bugs in it. If you want to be a tester for the game, let me know and I will send you the ROM for it. Also, if you have a way to test it on an Odyssey 2, let me know how it works on that as well. I'll be getting out my Odyssey 2 and seeing if it works on it.
  12. I think I figured out the problem with the walls. If Jack's animation switches to a new frame that is touching the grid when before it wasn't, of course he'll get stuck in it. So I had to design a Jack that is very minimal and doesn't change a whole lot yet changes enough to make it necessary for it to be animated. This is my attempt: So I have to do it this way. Today I worked on the ending. It's a very minimalist ending, though, as I didn't have room for a very grand one. Odyssey2 programming is very finicky. So no, it's not done yet. I have to test the game to make sure it works the way I want it to, and attempt to make changes without breaking the code I already have. This wouldn't be the first time I tried to finish the game, though. It's really hard for me, so I have to keep playing it for a long time. And I have a very short attention span. I can't watch a whole movie in one sitting.
  13. I redesigned level 3. It now looks like this: I also made the chicken nugget come less often. Right now you have a 1.9% chance the next enemy wouldn't be an enemy but a chicken nugget. It was 3.9%. You can really notice the difference just a 2% change makes. I like this level 3 better than the last one I had. It looks more like what I was aiming for when I first designed the level. In case you can't tell what it is and thought I just went crazy, it's supposed to be the inside of a cave. Working on NES makes me better appreciate what art can be done given 8x8 tiles can do. All the graphics in the game, including the sprites and letters, is just made up of 256 possible tiles. Because I don't know how to switch between tile sets. And the fact I didn't need to in this game. But at least I am doing it. For a long time I wanted to make an NES game. Now, if only Dreamcast development was this easy...
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