Author Topic: Cage Match #1: Tunnel  (Read 35879 times)

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Offline DJ Omnimaga

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Re: Cage Match #1: Tunnel
« Reply #15 on: October 25, 2010, 12:42:35 am »
What version of Axe, boot code, OS, calc serial number and model?

Offline nemo

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Re: Cage Match #1: Tunnel
« Reply #16 on: October 25, 2010, 12:58:07 am »
my input routine isn't working right now. i'll have to figure it out tomorrow, i have school tomorrow.


Offline DJ Omnimaga

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Re: Cage Match #1: Tunnel
« Reply #17 on: October 25, 2010, 01:38:11 am »
Ah ok, good luck :)

Offline FinaleTI

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Re: Cage Match #1: Tunnel
« Reply #18 on: October 25, 2010, 05:52:17 am »
hmm, this is a tough one to decide on.
recoil:
i like the idea of tunnel with LAZORS, and the recharging is a cool feature, but it would be nice if there was something dynamic to actually shoot at. dying looks absolutely beautiful, by the way! otherwise, the graphics aren't anything special(though i did like the background specks and the incorporation of gray), but they fit together well. the highscore input is broken and makes things die...

collision course:
the graphics are absolutely delicious(i love the megaman type character and the custom text). however, they don't seem to have much to do with the game itself. the idea of delayed asplosions is a nice one(which is probably why i voted for this entry), but the controls are too sensitive, and the space the player has to travel through is very restrictive. the ability to move through the surrounding walls is a bit wonky as well

overall, i would like to see more development all around for these games. wonderful jobs on such short notice to the both of you, however.

as an aside, do you think we could do multiple cage matches at once, raylin? with all the new people who signed up, im afraid that i won't be taking part in one for a long time yet.
I did originally plan for some sort of story in which you were a racer in the TI Grand Prix, which would explain the racer on the title screen, but I ran out of time. I'll probably add the story later and then post it.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline nemo

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Re: Cage Match #1: Tunnel
« Reply #19 on: October 25, 2010, 03:47:49 pm »
What version of Axe, boot code, OS, calc serial number and model?

axe - 4.5
boot code - 1.00
2.43 TI 84+SE OS
and i'm not really sure how to decipher the back into serial number/model so here's everything:
2024007570 - S0404


Offline squidgetx

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Re: Cage Match #1: Tunnel
« Reply #20 on: October 25, 2010, 04:01:27 pm »
Hm, no time to write a full review but right now it seems to me that recoil might be a little too easy (although I like how you could change settings), and collision course a little too hard. Good concepts though, and maybe I'll write some more later.

Also gif of wabbit-ta run of cc: I had it on 25% but it was still sort of hard :P I think the keys are a little too sensitive maybe?
« Last Edit: October 25, 2010, 04:02:24 pm by squidgetx »

Offline DJ Omnimaga

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Re: Cage Match #1: Tunnel
« Reply #21 on: October 25, 2010, 04:03:32 pm »
I personally found the difficulty to be kinda fine, even at 100%. Btw you beaten me to the screenshot :D. I had one at 1% but it is kinda similar ^^

EDIT: Wow there's a tie ;D
« Last Edit: October 25, 2010, 04:03:48 pm by DJ Omnimaga »

Offline squidgetx

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Re: Cage Match #1: Tunnel
« Reply #22 on: October 25, 2010, 04:05:01 pm »
maybe I'm bad at tunnel games lol. I still feel like you move a little too far with one keypress though :P

Oh and suggestion: maybe have the ai that you are racing have their own sprite so that you can actually 'compete' with him rather than needing to check the dots at the top?
« Last Edit: October 25, 2010, 04:05:46 pm by squidgetx »

Offline FinaleTI

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Re: Cage Match #1: Tunnel
« Reply #23 on: October 25, 2010, 04:13:09 pm »
I personally found the difficulty to be kinda fine, even at 100%. Btw you beaten me to the screenshot :D. I had one at 1% but it is kinda similar ^^

EDIT: Wow there's a tie ;D
That reminds me, I found a bug in Collision Course. If you tie with the opponent in the current version, the Tie! message is off by several bytes. I fixed it in my version, though.

maybe I'm bad at tunnel games lol. I still feel like you move a little too far with one keypress though :P

Oh and suggestion: maybe have the ai that you are racing have their own sprite so that you can actually 'compete' with him rather than needing to check the dots at the top?
I'll definitely work getting the AI to race with you. I do agree the dots thing is annoying, but the only fix I've made for it so far is instead of dots, it's little 4x4 ships racing across the top of the screen.

I'll take a look at decreasing the key sensitivity as well.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline nemo

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Re: Cage Match #1: Tunnel
« Reply #24 on: October 25, 2010, 04:13:36 pm »
Note: Attached program is identical to my contest entry except it has the highscore bug fixed. i apologize for the RAM clears given by my earlier entry.


Offline squidgetx

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Re: Cage Match #1: Tunnel
« Reply #25 on: October 25, 2010, 04:14:50 pm »
I'll definitely work getting the AI to race with you. I do agree the dots thing is annoying, but the only fix I've made for it so far is instead of dots, it's little 4x4 ships racing across the top of the screen.
Well the dots aren't really annoying: it's just that I thought that AI racing you would be really cool ;D
« Last Edit: October 25, 2010, 04:15:30 pm by squidgetx »

Offline FinaleTI

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Re: Cage Match #1: Tunnel
« Reply #26 on: October 25, 2010, 04:17:22 pm »
It would be cool, but I think it would be really annoying to code, since I would not only have to check for rocks, but also for the tunnel walls, so that the ship stays in the tunnel. If I do implement it, it would be after the story and other updates I'm planning.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: Cage Match #1: Tunnel
« Reply #27 on: October 25, 2010, 04:20:39 pm »
I wonder if multi-player would be hard?

Offline FinaleTI

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Re: Cage Match #1: Tunnel
« Reply #28 on: October 25, 2010, 04:22:10 pm »
Thinking about it, providing the speed drop wasn't too high, that could be easier having the AI race with you.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

ASHBAD_ALVIN

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Re: Cage Match #1: Tunnel
« Reply #29 on: October 25, 2010, 04:32:11 pm »
 multiplayer can drop speed significantly, but it would still be fast and challenging -- plus it would add another challenge to the player(s) to make up for the tunnl being easier! :D