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Post by PoYo on Nov 4, 2018 1:46:58 GMT
Galaga looks better for the next project.
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tomdd
New Member
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Post by tomdd on Nov 4, 2018 17:20:56 GMT
Think I've got the enemy AI working now with a simple head towards the player algorithm. Animated gif to show it in action with the full 7 red cars which are very hard to evade :-) You may notice the red cars won't overlap each other and are currently running the same speed as the player as per the arcade first level (Rally-X anyway, New Rally-X they are a tiny bit faster from the start). Variable speed is something I've got on the to-do list. You may also notice you can skip round the corners to gain a little distance on the red cars which was always something I wanted to have in. Now just need to add some final features such as the smoke effecting the enemies plus tidy up the level code and I will be ready to release a version for play testing. TomDD
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tomdd
New Member
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Post by tomdd on Nov 6, 2018 15:03:41 GMT
Ok I've got far enough with the coding that I'm ready to release a demo version for general playtesting (earlier alpha version was sent to gabrieleamore & druellan). Still plenty to do so the demo only consists of the first four levels of the game including a challenge stage on level 3. What is in: - Multiple control schemes (keys, Sinclair, Kempston, Cursor)
- First maze and four levels plus challenge stage
- Player car constant movement with human control including 180s & flip round corners
- All the graphics including rotating car
- Random flag placement, including algorithm to prevent unobtainable flags i.e. blocked by rocks
- All the flag types - Special, Lucky and Normal
- Pick up flags, get points with correct multipliers etc...
- Random rock placement to crash into
- Number of rocks and enemy cars change on each level
- Enemy cars chase you (apart from challenge stage)
- Can pause enemy cars with smoke
- AY in game music (changes for challenge level)
- Beeper tune on start and end of rounds, specifically wanted this as 48k is the target machine not 128k
- Scoring & Hi-score
- Radar with special flag shown differently
- Fuel gauge and slow down on low fuel
- Simplistic engine and flag pick up sounds
To-Do: - The rest of the game :-)
- 3 more mazes with different colours
- Re-define keys
- Increase speed of enemy cars, currently only one speed same as player
- Bug fixes
- Fine tuning of the game based on feedback
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Post by cgonzalez on Nov 6, 2018 16:02:14 GMT
Good work, I like it very much!! loyal to the arcade...
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Post by javierq on Nov 6, 2018 16:24:07 GMT
Wow, very good Tom! It's like playing the arcade game; I like how fun and playable it is, the music is great! Very good work and continue please!
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Post by greenwebsevilla on Nov 6, 2018 16:35:34 GMT
I tested it and works very nice! Congrats!
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Post by radastan on Nov 7, 2018 7:36:15 GMT
I love it!!!! Very similar to original arcade.
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Post by Blerkotron on Nov 7, 2018 21:26:36 GMT
This is absolutely superb! Incredible work, Mr Dalby - I can't wait to see the final release!
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Post by PoYo on Nov 8, 2018 3:26:38 GMT
Fantastic!!!!! I have made the test here in Brazil and looks great. Waiting for the final version.
PS: Galaga and Bosconian (Both ported from MSX) for the next projects.
Thanks for now
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Post by gabrieleamore on Nov 8, 2018 13:10:27 GMT
beautiful beautiful game! thanks!
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tomdd
New Member
Posts: 38
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Post by tomdd on Nov 8, 2018 18:36:39 GMT
Ok I'm done so time for a beta release of the full game. The game is 99.9% complete so please test to find bugs, recommend improvements etc... before I release a final version for the competition. You can download v1.0 beta hereThe biggest change since the demo, other than adding the 3 extra mazes, is that I added a higher speed for the enemy cars. I also decided to deviate a little from the arcade with this, mainly as it wasn't possible to implement the smaller speed steps that you see in the arcade plus I felt the arcade difficulty ramped up too fast so wanted to even it out a bit. So the first 16 levels are now run at the normal speed (same as player) with difficulty increased by the number of cars chasing you, rocks to get in the way and the mazes get more difficult. I am using Rally-X mazes not New Rally-X so lots of places to get trapped! At level 17 the cars get a lot faster (1.5x) and you repeat the first 16 levels with the upgraded enemies. I've called this hardcore mode as I find it very challenging especially when you get more than a couple of enemy cars (think my AI is a bit more aggressive than the arcade). At level 32 it loops again with maximum (7) faster cars and rocks (12) for every round... Good Luck! Other changes I've made since the last version: - Added the other 3 mazes, colours, graphics etc...
- Fine tuned fuel consumption, little bit slower now
- Fine tuned time enemies take to start moving and how long they are stuck in smoke, bit longer for both
- Fixed some bugs in the enemy AI which meant they sometimes did u-turns which are not allowed and sometimes went the wrong way
- Instead of exploding when out of fuel the car just slows down and the enemies hunt you down, as per the arcade. This also effects the challenge level as the cars now start at top speed when out of fuel.
- Better intro screen for the challenge stages
- Increase volume of the AY music so more in line with the beeper tunes
Anyway as before constructive feedback greatly appreciated.
TomDD
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druellan
New Member
Collecting five bins from Room 20
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Post by druellan on Nov 8, 2018 20:10:44 GMT
Downloading. BTW, check the private message if you didn't
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tomdd
New Member
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Post by tomdd on Nov 8, 2018 23:31:38 GMT
Downloading. BTW, check the private message if you didn't Thanks druellan, just sent you a reply. I've also found a crash bug since releasing the beta and will post a fixed version with some of the other improvements I mentioned soon. Very close to full release now :-) Cheers TomDD
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tomdd
New Member
Posts: 38
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Post by tomdd on Nov 9, 2018 19:09:53 GMT
Ok new version with some bugs fixed (thanks to Mat Gubbins on WoS for his rigorous play testing) and other small improvements all listed below. Hopefully I didn't break anything in the process. New version (v1.1) can be downloaded here- fixed crash due to a stray pop bc
- fixed issue were the player can get trapped in corners when pressing the opposite direction just after turning or multiple keys at once, car will now pull out of the corner first before allowing a turn
- fixed bug were you could go through walls when fuel is low and the car slows down
- no slide round corners when going slow (low fuel)
- improved smoke check for enemies so cars on the edge of the screen will crash into the smoke were before they went through it as if immune
- fixed issue were in some cases the red cars can get trapped mostly if they have to do a u-turn, now they will try and get out of the block
Cheers TomDD
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reg
New Member
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Post by reg on Nov 9, 2018 19:29:07 GMT
Ok new version with some bugs fixed (thanks to Mat Gubbins on WoS for his rigorous play testing) and other small improvements all listed below. Hopefully I didn't break anything in the process. New version (v1.1) can be downloaded here- fixed crash due to a stray pop bc
- fixed issue were the player can get trapped in corners when pressing the opposite direction just after turning or multiple keys at once, car will now pull out of the corner first before allowing a turn
- fixed bug were you could go through walls when fuel is low and the car slows down
- no slide round corners when going slow (low fuel)
- improved smoke check for enemies so cars on the edge of the screen will crash into the smoke were before they went through it as if immune
- fixed issue were in some cases the red cars can get trapped mostly if they have to do a u-turn, now they will try and get out of the block
Cheers TomDD Sweet mother of God, you have nailed this my friend.
This is a great game you have made and really captures the gameplay of the arcade when I played it - yes the graphics are obviously Spectrum based but 10 / 10 for feeling - look - speed and just how it feels.
I honestly felt like I was playing the arcade game with my level of skills on that level - it felt perfect.
Awesome - just awesome work.
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bubu
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Post by bubu on Nov 10, 2018 16:09:45 GMT
Amazing, one of the best conversios I've ever seen in the whole of my life. Nearly perfect!! I've just played and got 54.940 points, as in the arcade. Congrats, tomdd. You have all the respect for this game. I only noticed that was playing with a Spectrum instead of the arcade cause these 2 subjects: (1) the sound. But I know how Spectrum works, and that's ok (2) the enemy cars go always together, and in the arcade they do a deployment in the map But anyway, this is one of my favs
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tomdd
New Member
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Post by tomdd on Nov 11, 2018 12:15:53 GMT
Thanks for the great feedback, very close to the final release now after a few more bugs were found over the weekend and I've made a couple of minor tweaks to help gameplay. Current list of changes from the 1.1 beta release are:
- added check so if out of fuel and you get last flag or the L flag it doesn't crash while trying to drain the tank - adapted the beeper soundfx so if you are going slow the engine sound also slows, plus some sounds now have priority over others i.e. flag over smoke - changed the radar so it doesn't flash - before starting a round the cars and radar are now shown during the small pause not just the maze - extra life at 20000pts now resets on each new game, before you could only get this on the first game! - added a sound on extra life awarded - altered how the car moves when slowing down on low fuel so it should now not be possible to go off the map etc... - you can now crash into the red cars on the challenge stage (after the initial immunity which allows you to go down immediately) - changed how the turns are shown on screen so the diagonals are now more visible - you can now skip the starting music by pressing any key (cannot skip round end music as it is a lot shorter) - pressing H in-game will pause the game and while paused you can press S to toggle the AY tune on/off. Just in case it is getting on your nerves :-) - on 48k models the keys show as QAOPM while on 128k or later models it shows QAOPSPACE. This is purely cosmetic as any key on bottom right (B,N,M,SS or SPACE) will work as fire - fixed mazes 3 & 4 which were missing wall joins, didn't effect gameplay just didn't look as nice
TomDD
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tomdd
New Member
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Post by tomdd on Nov 13, 2018 1:10:09 GMT
Ok after a lot of testing (thanks again to Mat) I am happy to move the game out of beta and you can download the release version in either cassette tape, 3" disk or microdrive format on my website. Final changes were as follows (in addition to the previous list): - fixed bug were a slow car suddenly speeds up
- fixed bug were with zero fuel getting the L flag causes screen corruption as it tries to refill the tank
- fixed bug were if you get extra life at the same time as collecting a flag sometimes they are not erased from the radar
Enjoy
TomDD
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Post by denisgrachev on Nov 13, 2018 6:28:51 GMT
asom one!
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tomdd
New Member
Posts: 38
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Post by tomdd on Nov 14, 2018 10:25:47 GMT
I've just uploaded a very small update, basically adding a version number and fixing an issue were hi-scores >100000 are partially hidden due to attributes. Thanks again to Mat for finding most of the bugs.
TomD
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Post by Admin on Nov 15, 2018 21:02:39 GMT
So far everybody is liking the game a lot, and you only get good reviews, Tom, which means that you did an awesome job in many ways: first, I am amazed how far you coded the game, being so close to the original arcade (this is something that normally takes more time). The second thing, thanks for explaining and doing some sort of "log" of what you were programming and a bit how you did it, I think it was useful. I still have to play it deeply, but looks like you will be one of the contenders for the prizes
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tomdd
New Member
Posts: 38
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Post by tomdd on Jan 12, 2019 11:46:15 GMT
Stuart Campbell has kindly produced a tape inlay for the game
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Post by Admin on Jan 12, 2019 12:12:29 GMT
Are you planning a cassette release, Tom?
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tomdd
New Member
Posts: 38
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Post by tomdd on Jan 12, 2019 16:56:01 GMT
Are you planning a cassette release, Tom? Good idea, anybody fancy a copy :-)
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Post by Admin on Jan 12, 2019 17:09:23 GMT
Me 🙂 Are you planning to release it via cronosoft, monument microgames or another?
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