Game: the GEM machine
Hi all,
I'm moving this game discussion from the Wanted: Game Ideas! thread to here, so we can concentrate on just the game.
Any comments/suggestions on this game, please post them here.
New game idea should still go into the other thread. Thanks!
The team so far is
Kiwi - coding, design, and some programmer art
Mr. Millside (RetroCoder) - coding - menus, high score table other misc stuff
Lee_Dc - AY music composer
Sadako - additional graphics
Cheers,
Kiwi
I'm moving this game discussion from the Wanted: Game Ideas! thread to here, so we can concentrate on just the game.
Any comments/suggestions on this game, please post them here.
New game idea should still go into the other thread. Thanks!
The team so far is
Kiwi - coding, design, and some programmer art
Mr. Millside (RetroCoder) - coding - menus, high score table other misc stuff
Lee_Dc - AY music composer
Sadako - additional graphics
Cheers,
Kiwi
Post edited by Kiwi on
Comments
And no, comparing with Spectaculator's emulation isn't any help :-p I need to know if the real hardware has them inverted or not.
If you choose kempston mouse in SPINs control options, then elect to hide the windows pointer and choose if you want a crosshair (though that is only really useful for the lightgun).
If you click the main window, then the mouse emulation becomes active and you can play. Press the "home" button on your keyboard to release the mouse back to windows.
D.
http://www.users.on.net/~tonyt73/gem_game_design.htm
Any suggestions/additions???
I know this game is not as exciting as the zelda clone.
But PLEASE remember that if you want to help make a game then lets try to make a simple one first to prove that we can all work together to make it.
The Zelda game will go the same way as all the other over ambitous projects if we are not careful.
Anyway, this game document is a starter for the Gem Machine game.
I shall try to get a little more done on the game over the next week or so.
I'll hopefully also be chatting with some of the other team members on what they can do next as well.
So if you have any suggestions for us, please let us know here.
great stuff, tony ;)
some ideas and thoughts i had:
1) About the music/sounds, rather than 2-channel AY music and 1-channel AY sounds, how about 3-channel AY music and beeper sound effects? Either is fine for me, i'm just thinking it might make for better quality music and possibly easier-to-program sound effects (The tracker I use is AY-only, no beeper, so there'd be no chance of conflict between tracker and sound effects routines). Though the sound effects from the beeper may be a little more limited than they would be coming from an AY channel.
I don't know a massive amount about the coding side of the sound stuff, but perhaps aowen can help out here? From what he was saying in the "Zelda clone" thread, maybe his sound routine can be adapted to handle some sound effects?
And another bonus would be that for the 48k version, you just drop the AY music, but you still have your beeper sounds.
2) Perhaps as well as a few different styles of music, there could be a few different sets of gem graphics with different themes.
3) As far as the music goes, I have one tune semi-done in 2-channel AY, a pretty upbeat one, but it has a soothing kind of intro, and so could possibly be split into two songs. I'm a bit busy at the moment, but should have plenty of free time starting later in the week :)
I will update the document and add your suggestion.
Will also update the spelling and grammar mistakes ;-)
Fitting in with this idea, I have also added Sadako's latest gem graphics.
http://www.users.on.net/~tonyt73/gem_game_design.htm
The mouse moves but is fair too sensitive and just jitters all over the screen, even a very small mouse movement causes the cursor to simply jump from the top to the bottom of the screen and back again.
Almost like the port reading is not accurate or its reading floating values from the port - like when a device is not present.
Make sure that the kempston joystick isn't enabled, and that kempston mouse is enabled in the options. I can only state that it works fine here :(
D.
having actually looked into this properly, i see that you have to manually modulate the beeper to produce any sound with it, so its always going to use up CPU time. oops! :lol: i thought you could just set it to beep at a certain frequency and leave it to do its business, like an oscillator, but it seems its an entirely manual thing. it could be done, of course, just will be trickier than i anticipated. you could use any code loops you might have as good places to send data to the beeper port, or just have a short loop per 50hz cycle dedicated to doing something with the beeper, which is probably how games like manic miner do it, hence the "stuttered" sounds. this might be fine for this game though, as i don't think it needs overly flashy sound effects.
i'll just stick with the 2-channel AY for now, until we know the best way to deal with this :)
Have included the scoring functions from RetroCoder and added some simple menu's and I will also be adding music by Lee_Dc this week.
I have also incorporated some different graphics themes from Sadako.
Then finally next week I will be working on the real game play stuff.
But in the meantime here is a small update just to show its not dead yet!
http://www.users.on.net/~tonyt73/Gems.zip
This one has music by Lee_Dc.
Sorry no real game play yet, that will be coming next.
The menu's are temporary working on better ones, these are just working place holders.
3 graphics themes, 3 musical tunes, 3 control systems.
More to come, so watch this space ......... but not too closely cos it'll be a few weeks yet ;-)
lowercase "g" ;)
http://www.users.on.net/~tonyt73/gems.tap
I'm liking the music, great stuff!
Here is an update to this game.
Its available under my web site at www.users.on.net/~tonyt73/TommyGun
Please look under the projects section and download the latest tap file.
Its a work in progress, but at least the game is playable to some extent.
Still need to adjust the difficulty and fix a few bugs (aka alot).
Cheers
I assume that one of the bugs is the 'mixing' of graphic blocks?
Still, looking good.
I know the mouse issue, as at present it reads the absolute mouse position of the kempston mouse port.
I will be changing the mouse routine to a differential one before I'm finished.
In mouse mode the block being left highlighted is of no real benefit, but in joystick/keyboard mode I found it to be easier.
Maybe make it a game option to have on or off.
Mixing of graphic blocks in the game cursor not restoring correctly, yep a known bug to be fixed.
Thanks redballon.
my points -
leaving the last block highlighted, I don't like this as I found myself clicking on the block I wanted to move first (this seems more natural then clicking on the one you want to move it to first) so they swap which isn't always what I want to do
does this make better sense
A B C
A is higlighted I want to swap B & C, I naturally found myself clicking on B which I wanted to move this would then swap with A setting of a reaction that I didn't want
what i needed to do was click on C my destination then click on B to send it to C the opposite of what you do most of the time.
In normal game can the game detect when there are no moves left?
It should but its the latest routine I added, so i might be a little buggy.
I have been trying to test it, but having to complete a game first means testing is hard.
Will need to create some test screens to test it completely.
Currently Timed game is not implemented both game options give a normal game.
Thanks for your input.
When its finished I will be releasing the TommyGun project files (includes all source code).
Hopefully Chaosmongers will like to release it on real media for me, and any/all profits will goto the WWF.
When you swap the middle column A and B, only the bottom line is detected, the line is erased and the two A's fall to the bottom line without doing the upper line. IMO all lines should be cleared at the same time.
Still strange why someone wants to donate to some greased up huge wrestlers though ;)
Only one thing, I got to level 30 and there was clearly another move
possible but the game disagreed and said there was none.
Still, it's looking all good. Nice work.
Yep, I've spotted this one too.
Will fix it before its released.
Its not tricky to detect but it is tricky to make sure you scroll the correct number of items into the column.
eg.
Your example shows the need to scroll the middle column twice.
This one shows the swap of CA on the top row produces a scroll replace for all A's on the top row, and then 2 addition scroll replaces for the 3rd column.
Tricky, but not too difficult. ;-)
Thanks for the input.
I'll post the TG project file and source code on my web site if anyones interested.
[/whisper]The opertunity to steal someone else's top secret code? yes this always interest's me[/whisper]