Bomb Munchies - preview release

edited February 2015 in Brand new software
Bomb Munchies
Preview release Version 12th Jan 2014

bmsix_zpsc33279a2.gif


Download from:

http://www.sendspace.com/file/75ln0q
(click here to start download from sendspace)



Quick and easy rules of the game:-
Run around, drop a bomb, try and eliminate other players, grab a sheild or food bits for
added protection. Bonus pickups for extra bombs and abilities. Your chance to win.

Game setup:-

Bomb Munchies can support upto 4 human players, you will need a friend to play against as
there is no computer controlled players.

Player ONE
- Keyboard
- Kempston IN55 *

Player TWO
- Sinclair 2

Player THREE
- Kempston IN31 **

Player FOUR
- Sinclair 1

Game Type:-
- Single Game - play one game, one winner or a draw.
- First To Three - play many games, first player to win 3 games wins the match - this
type of game may take a long time to win especially if the game keeps
ending in a draw. Please provide your own drinks and party snacks.

Any player can be switched off for the game, but make sure that you have atleast 2 players
on/keyboard/joystick otherwise it will be a very short game.
If you wish to test the game, then keep atleast 3 players on.

* Kempston IN55 is a custom made interface.

** If you don't have a Kempston Interface IN31 attached then make sure that the
keyboard option is selected or select off.

Game play

Each player starts in their own corner of the screen and you must blast the brick walls
to escape and get to the other players. When a wall is destroyed it might drop a prize.
These range from extra bomb, extra/reduced blast power, walk on walls/bombs, blast sheild,
poison bottle (instant death), dizzy water (reverse controls), primed bomb (watch out for
a nasty blast), extra time and nice yummy edible sheild boosts.

There is a time limit for each game, when the lower bar reaches the red zone then the solid
walls will transform into brick walls, but be careful because crush blocks will appear and
cause instant death to any player that is caught. When the time limit runs out then the
game is over - winner or drawn game.



Keys you might need
ENTER - pause / quit game - this will quit to the menu and will clear any 'First To
Three' games, so make sure that all players agree before quitting the game.

P - will instantly return to the menu (this is for testing purposes)
I - will instantly return to BASIC (this is for testing purposes)


Enjoy,
Mat
Post edited by MatGubbins on
Thanked by 1matja
«134

Comments

  • edited January 2014
    Anyone who wants to make a K-55 interface to attach with a Kempston to a +2 to get four joysticks, there are notes here:

    http://www.worldofspectrum.org/forums/showthread.php?t=45303&highlight=k-55

    Sorry, I still haven't tested this game on it. Having just moved house, I'm still unpacking my various bits of Speccy gear. I'm sure it'll work perfectly. :D
    Joefish
    - IONIAN-GAMES.com -
  • edited January 2014
    Looks good ;)
    On one hand its good to allow 4 players, and for retroparties it will be a lot of fun, but on the other hand for the regular player it will be a bit of a pity, as happened with "King of Pong".
    Nice work anyways!

    I wonder if there is any emulator which allows to play online gaming with Spectrum games?
  • edited January 2014
    What a wonderful arcade!!!
    and what a pity not having the possibility to play it on your own (against computer baddies..)

    Really a great arcade feel. Great job!
    Find my (mostly unfinished) games here
    https://www.facebook.com/groups/1694367894143130/
  • edited January 2014
    Ivanzx wrote: »
    Looks good ;)
    I wonder if there is any emulator which allows to play online gaming with Spectrum games?

    EmuZWin allows something called Net Play connections but I haven't figured out how it works
  • edited January 2014
    Ivanzx wrote: »
    I wonder if there is any emulator which allows to play online gaming with Spectrum games?

    Doesn't ZXDS (for Nintendo DS) support playing across devices? (Although the one time I tried it with "BlockBusters" it was a bit jerky)
  • edited January 2014
    You've got some cracking presentation in there! Love the style.
  • edited January 2014


    Getting all 4 player working in an emulator......

    Emulator users

    Each PC is different, each keyboard is different, each USB controller is different.

    The only known PC Emulator that I can get all four players working at the same time is
    EmuZWin v2.7 release 2.7
    by Vladimir Kladov, 2003-2006

    This is running on Windows XP, using a fullsized keyboard with numeric keypad.

    Player ONE uses either keyboard setting

    Player TWO uses a USB joypad set to Sinclair 2

    Player THREE uses the numeric keyboard keys with Kempston ON - make sure that NUMLock is On (little light is glowing) otherwise you'll be contolling player Two and Four.

    Player FOUR uses a USB joypad set to Sinclair 1

    Follow the next umpeteen steps and hopefully all four players will be working.



    1) Switch on your computer (handy!) and let it boot to windows
    ALL EXAMPLES HERE ARE FOR WINDOWS XP.

    2) Once XP has settled and is ready, plug one of the USB pads in and let it be seen.
    Goto the -Control Panel- and -Game Controllers- and it should be there.
    Press -Properties- and test the directions and buttons, hopefully they are working.
    -OK-

    Now plug the other USB pad in and repeat step 2) of the above, making sure that both
    pads are seen and are working.

    That is the easy bit over and done with.

    3) Fire up EmuZWin

    The emulator usually starts 'paused' so click on the pause icon to unpause it (you
    will be doing this quite a bit so get use to it)

    4) You will need to reset the emulator into 48K mode so
    -File --> Model --> Spectrum 48k (unpause)
    -File --> Reset (unpause)

    it should now reset with the '(c) 1982 Sinclair Research Ltd' message.

    5) Press a key to make sure that keyboard input is working, now try pressing the
    directions on any of the joypads - nothing should work, that's ok.

    -Control --> Joystick and Mouse Configuration (get used to this too...)

    The screen should look like this....

    'Dot' in Single Joystick 'Tick' Emulate Kempston on Numeric
    'no dot' both joysticks have its own assignment

    Joystick 1 -> Sinclair 1 (6789 0) Threshold 16
    Joystick 2 -> Sinclair 2 (1234 5) Threshold 16

    'Tick' joystick(s) on start of emulator

    All the other options are for kempston/AMX mouse.

    If there is no ticks, dots, threshold numbers in these places then put them in.
    (to alter the joysticks you need to 'dot' both joysticks, then you can change the
    settings andtype in the threshold numbers. Remember to 'dot' Single joystick when
    you have finished)

    6) Click 'Set as Default' then 'OK'

    -Control ---> Joytick On (put a tick there)

    unpause, ok, now try pressing a direction on the pads - do numbers appear?
    Yes?.. we are getting somewhere...
    No?.. oh well, goto 5) make sure, if they are as above then quit and restart the
    emulator.


    7) YOU MUST NOW quit the emulator and restart the emulator.

    -Control --> Joystick and Mouse Configuration

    'dot' both joysticks have its own assignment

    AND MAKE SURE THAT....
    joystick 1 is still Sinclair I 67890 (sometimes it flips to Kempston)

    'tick' joysticks on at start

    -Set As Default- -OK-

    8 ) unpause, test pads again. Are they now giving different numbers?
    pad 1 - 1234 pad 2 - 6789


    No..... go back to step 7) YOU MUST NOW quit the emulator....
    Yes..... continue

    Load in the Bomb Munchies game and press SPACE to start

    keyboard should work (AZXCV) top left

    Pad 1 and 2 should now work controlling the players on the right

    The numeric keyboard will control the lower left player,
    if nothing happens then press the NUM LOCK key to activate the light.

    Are all 4 players working?



    No... go back to step 7) again to YOU MUST NOW quit the emulator and restart
    It should work..... after a while....
    Try resetting the computer and starting the configuration again.

    Yes... excellent!


    I know it looks like a lot of hard work to get all 4 players working, but when
    it does then it should be worth it. Atleast you now have an emulator supporting
    4 players for when the next multiplayer game comes along.


    Hopefully you have all 4 players working. Once this has been done you don't need to do it
    again. (unless you mess up the emulator.....)



    Enjoy,
    Mat
  • edited January 2014
    Thank you for everyone that has taken time to dowload and test the game.
  • edited January 2014
    Could it be possible to provide all players with keyboard control ?
    That might simplify the process of setting up a multiplayer play over the internet, after all there are four keyboards :)
  • edited January 2014
    Excellent preview.
  • edited January 2014
    @MatGubbins you could also allow 4 players on the keyboard, i don't know if you played a game i submitted to csscgc years ago: http://www.mojontwins.com/csscgc2011/nitrofurano-bacaball/
  • edited January 2014
    Matt, you can play on real spectrums over the internet using spectranet. This can also be emulated on the FUSE emulator. There is one internet enabled multiplayer game for spectranet now (spectank) but yours is a good candidate for another :)
  • edited January 2014
    Could someone perhaps write the equivalent of VNC for a Spectrum emulator? Then a remote player could be assigned a joystick and certain limited keyboard keys, and be fed a view of the emulation screen? We could come up with a format of a config file for a game that the system could use to automatically allocate a client channel with the correct settings. Couldn't this be wrapped around the FUSE core?

    The issue with Spectranet is that games have to be written specifically for it; you can't just play existing games on-line by sharing the screen and controls with another Spectrum. And anyway, Spectank isn't the best example, since it's using a Raspberry Pi as the game host; the spectrums are just control input and rendering client programs.
    Joefish
    - IONIAN-GAMES.com -
  • edited January 2014
    The issue with Spectranet is that games have to be written specifically for it; you can't just play existing games on-line by sharing the screen and controls with another Spectrum.

    Well there are two different requests here.

    One is an emulator-only option that would allow existing programs to be played on the net. This one has been discussed at length several times by the emulator authors and the answer always came back no. Unless you are on a LAN, games have to be written to be forgiving of latency or else there would be a lot of start-stop going on. Another suggestion was emulators play out games based on latest input and then re-sync if input was assumed wrong via snapshots. You may get sudden backtracks during gameplay. Another suggestion was retard player input a frame or two or three, depending on network latency. The player may feel the controls are sluggish but there would be few synchronization issues.

    Another, the spectranet way which I prefer, allows network play on real machines. The same latency issues above apply but as you say the game has to be written specifically for network play so it needs to consider these issues anyway. This can be done by the game author independently of what emulator options there are so it's not really a competing scheme; it's just a scheme that will work on spectrums and emulators now if code is written for it.
    And anyway, Spectank isn't the best example, since it's using a Raspberry Pi as the game host; the spectrums are just control input and rendering client programs.

    The communication code is no different. All that is missing is a means to listen for game connections or search for games in the spectrum code itself. I don't think that's hard to do but admittedly it may be outside many people's experience and they may prefer to wait for someone else to provide the code, which does not exist yet.
  • edited January 2014
    It would be great to see it happen, but and here is the big but... I am still a novice at machine code (anyone experienced with Z80 coding that has glanced at the Bomb Munchies game code would probably be gnashing their teeth, pointing and laughing at how the game is bolted together with blu-tac, straw and pure luck), so any LAN type code would have to be idiot proof for me to understand how it works and how to fit it into the game.

    At the moment it would be nice to have an emulator and real spectrum running with all 4 joysticks/joypads operational so that all players are at relaxed and at ease instead of one/two players hunched fighting over a keyboard.
    Hopefully this has given Joefish even more inspiration for his K-55 interface and for other coders to use it within their own games.

    If an 8 player interface was to surface then it is possible to add the extra four players to the code - just got to design the other four players graphics and crowbar the movement routine in - they would all have to be read via five keys (sinclair style) with 2 players using in31 K-55 - then the bottom row of keys can be set aside for either a player using sinclair/cursor input and the all important game pause!
    The game would be slightly slower (yup!) and the option screen would be a mess!

    Mat
  • edited January 2014
    Well... this is pretty damn good!

    Regards,

    Shaun.
  • edited January 2014
    Some pokes for the game that will explode 42 bombs on the screen.

    Load the game as normal, wait for the Bomb Munchies scroller to start,
    press 'I' on the keyboard, this will exit to BASIC

    type all of the following pokes in

    poke 27448,238
    poke 27533,238
    poke 25562,201
    poke 39699,0
    poke 39700,0
    poke 39701,0

    then RUN enter

    The game will restart, and when you start a game there will be 42 bombs on the screen
    and they will explode in pretty patterns.
    Press 'P' on the keyboard to exit the game
    Restart the game to see another map layout with the same bombs exploding.
    Repeat until bored.

    This will only work on the preview edition that is linked on this thread.
    It will not work on previous or future editions - things have already moved on since then.

    Enjoy
    Mat
  • edited February 2014
    Bomb Munchies update - about time too!

    The gameplay hasn't changed except that it is slightly faster due to improving the screen redraw code.

    There is an exploding bomb added when the time limit reaches the red zone.

    Key/joystick selection menu improved - remember kids, if you don't have a Kempston interface then don't select it.

    Only two players can be switched off.

    Players can now select a character to suit their mood of the day - choice of eight. QWER to select.

    Much of the code has been moved around and modified/improved etc, so if you've been hacking and laughing at the previous code then it might look a bit better/faster - you can still laugh at it again though.

    It is still a multiplayer game, so no computer controlled players. No moaning from the back of the room.


    If you find any bugs in the game then please let me know.

    Download from
    (click here to download from Sendspace)

    http://www.sendspace.com/file/1zkzco
    bm566.tap

    Enjoy,
    Mat
  • edited March 2014
    Bomb Munchies - Final Edition.

    This is now done, dusted and finished. Release 1st March 2014. BM600.TAP

    Play, enjoy and have a blast. For ALL Spectrum owners.

    Have fun,
    Mat

    Download from
    (click here to download from Sendspace)

    http://www.sendspace.com/file/hm22l5
  • edited March 2014
    Looks nice and plays nicely, thanks for sharing - but is it intended as a human multiplayer game only (i.e. with no AI-controlled enemies)?
  • edited March 2014
    Thank you Alessandro, yes it is a human multiplayer game only in reply to the 'What would you do with four joysticks? ' question http://www.worldofspectrum.org/forums/showthread.php?t=45297 started by joefish.
    Providing the (real) Spectrum that is being used has 2 Sinclair, Kempston 31 and a suitable modified Kempston 31 to 55 interface by Jason then it will allow all players on joysticks. Or you can have upto 3 on joystick (Sinclair 1,2 Kempston 31) and another on keyboard.
  • edited June 2014
    MatGubbins wrote: »
    Bomb Munchies - Final Edition.

    Download from
    (click here to download from Sendspace)

    http://www.sendspace.com/file/hm22l5

    Download link is not working anymore, is the game mirrored somewhere?
  • edited June 2014
    Originally Posted by MatGubbins
    Bomb Munchies - Final Edition.
    Release 1st March 2014. BM600.TAP

    look for the
    'click here to download from Sendspace'
    message, and look at the link - it should mention bm600.tap at the end of the link

    http://www.sendspace.com/file/9n9epc


    back up and runnng again - for 28days atleast... Sendspace delete the file after a while.

    play and enjoy!
    Mat
  • edited June 2014
    Great, thanks!
  • edited June 2014
    Updates for Bomb Munchies V770 27th June 2014

    Faster (again!), so if you're skilled at the previous speed and have your bomb timings to a T, then forget them, because they will need recalculating.

    Pause game has been moved to the G key so that it cannot be pressed by fat fingers.

    A lick of paint and some redesigned graphics.

    3.2.1.Go On/Off option


    Extra game modes -

    The Tryantulas
    This is against the computer, they don't drop bombs, one of them has a key, the exit under a blast wall. Extra lives and a short game time make it hard. There is goal or ending to this game, nor score. Just play until you're done.


    Danger! UXB
    A classic minefield game. Get to the other side, get the key, return to the other side and exit. The number squares tell you how many mines are hidden N,S,E,W of the player. You need to find the key release pad to get the key.
    No timer, no goal or score.


    http://www.sendspace.com/file/nptdht
    Blue Arrow, Click here to start download from Sendspace

    Enjoy
    Mat

    Any bugs or problems then please let me know.
  • edited June 2014
    cool i like it
    [Stronghold] [l'Abbaye des Morts] [Stronghold2 WiP (30%) defrosen]
  • edited June 2014
    I love the whole style and presentation of this game. I looking forward now to finding someone to play it against!
  • edited August 2014
    Updates for Bomb Munchies V810 6th August 2014

    try_zps9a8afac9.gif

    Extra game modes -

    The Tryantulas
    This is against the computer, one of them has a key, the exit under a blast wall.
    They can now drop a spiderweb, this allows them to climb over the brick wall so they can get you!
    Extra lives and a short game time make it hard.
    There is no goal or ending to this game, nor score. Just play until you're done.

    Danger! UXB
    A classic minefield game. Get to the other side, get the key, return to the other side and exit.
    The number squares tell you how many mines are hidden N,S,E,W of the player.
    You need to find the key release pad to get the key.
    No timer, no goal or score.

    Alternate level
    Bombs and crates (yes... I've finally used crates) appear, bombs explode the crates that reveal a prize.
    Collect X amount of food items to release the key and exit.

    The game loops alternating the levels upto 9 food items.


    https://www.sendspace.com/file/w5q8xc

    Blue Arrow, Click here to start download from Sendspace

    Enjoy
    Mat
  • edited August 2014
    Can be add support for next kempston joystick on port 95 (#5F) ?
    Exist real hardware - my RTC MODULE for divide interface and can be connect joystick splitter for two joysticks (kempston on port #1F and second kempston on port #5F)
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