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Posted: Sat Dec 04, 2010 4:58 pm
by tepples
3gengames wrote:I was thinking controller would be a 2-player option only
If you can make and sell a clone of the Vaus Controller.
where you press left and right, and if you hold down A, you go a little faster, B makes you go a little faster, and then A+b would make you go really fast.
You might not need two buttons if you use acceleration/braking logic.
Push right: gradually speed up until max speed
A+Right: accelerate faster, with a higher top speed
Let go: brake to a stop

I used something like this in a Pong clone for PC that I wrote as a 1-hour challenge, and it worked well.

Posted: Sat Dec 04, 2010 5:22 pm
by 3gengames
Well, I ment 2 players as 2 controllers, and not vaus controllers. :P

And that sounds interesting, but let me focus on just what the 8x16 sprites brings to the table. I've almost got 8x16 paddles done but it's being stupid. -.-

Posted: Sat Dec 04, 2010 7:15 pm
by Dwedit
Make it use the U-Force or Power Glove :)

Posted: Sat Dec 04, 2010 7:27 pm
by tokumaru
My honest opinion is that using anything other than a common controller, and possibly a light gun, reduces your audience a lot. Most people don't have these crazy controllers, and I bet they are terribly hard to find outside of the US. In fact, here in Brazil I even had trouble finding a light gun!

But ultimately, it's 3gengames' decision. He seems to like the paddle controllers, so he's intentionally designing the game for them, but if he decides to support every input device in existence, that's his call. I just think that not supporting the regular controller is a good way to lose players.

Posted: Sat Dec 04, 2010 9:36 pm
by GradualGames
This looks like it'll be fun, looking forward to see how it progresses.

Posted: Sat Dec 04, 2010 10:42 pm
by 3gengames
Haha, thanks gradualore.

And yeah, light guns here are so popular it's insane. And I love Kaboom!, even if it means limiting my audience, so be it. Kaboom without a paddle-type controller is not Kaboom! to me, so thats why I want it paddle only. I will make a controller type game on it probably, but only time will tell. I'll try to add something for controller guys though. Hell, maybe a light gun option too where the 2nd player could shoot bombs as they go twords the bottom? Like Pac-Man CE DX where when your about to die it slows down. LOL. Nah, thats just too insane. Don't count on it....[But that would be awesome!]

Time to go zoom-in on paint and copy those new fancy-azz characters to it! :D

Posted: Sun Dec 05, 2010 12:36 am
by cartlemmy
Oh yeah, do what you think is right for your project. I just hope that when it's done you release the ROM, because there's no way in heclk I'm buying a real paddle controller :)

Posted: Sun Dec 05, 2010 1:08 am
by 3gengames
I think I am going to do a run of 25, advertise them everywhere, and when they're done, I'll release my source and you guys can have at it. :P :D

Does that satisfy you? :P

I am doing a run of 25 because I can get 25 carts for like $3 each locally that are NROM-128, which I HOPE this game will use, and maybe even another game....and then run them, make $5-$10 off each one sold, and buy a powerpak for easier cart testing and the other $120 to fund devcarts and buying bulk ROM's for future projects. The only way you can get carts really cheap and buying in bulk is like the only way you can do that.

I've made about 4 NROM carts....and it's taken about an hour each. 25 hours of work might not be worth it to others, but I am actually kinda looking forward to it, it if happens. :D

Posted: Sun Dec 05, 2010 10:58 am
by cartlemmy
3gengames wrote:I think I am going to do a run of 25, advertise them everywhere, and when they're done, I'll release my source and you guys can have at it. :P :D
I think that's a pretty cool idea, but don't let my cheap ass be a factor in what you do :P

It brings up a point I really haven't thought about... I'm not sure how I'm going to release my project. I really want to produce it on a cart, but I'd like the option to put it out as a ROM as well. I get the feeling if I were to go the Retrozone route then it would be an exclusive deal where the only means of distribution would be there site, on a cart. I've also toyed with offering the ROM as a download with a "choose your price" payment system, like what Radio Head did with In Rainbows.

Posted: Sun Dec 05, 2010 11:38 am
by 67726e
Cartlemmy, I think you touched on an interesting topic. I mean I just program for fun. I worked on my first commercial project over the course of the summer and it has been interesting to say the least. For something like this, I actually think the 'Pay Whatever' model would really be good. If people like what you did, they can pay what they feel the game is worth. Of course you could also sell the carts on the side ;)

Posted: Sun Dec 05, 2010 11:49 am
by 3gengames
Lol, I have nearly no money to produce carts so all the money will come from my parents and they won't approve of the "Pay whatever" model because it might not break even, and then, that'll be the ending of my funds! :P

But I like that idea alot, I just can't do it. :/ Oh well..... :(

But once I do a run of some carts, I'll release the ROM and source, you'll bet your life I do. I came to a conclusion I'll release the ROM to every's just that the time to release the ROM will vary from nearly the same time to a couple months, maybe a year. That way everyone will get to play it, which I really want, and it'll have some time to make money. And actually, for my later projects that are better, I might just release the source. I only want enough money to make 5-6 different devcarts that I want, and then a powerpak to test code faster. I don't want any money after that. :P No reason. I got all the dev stuff, and I just like writing code. It's so fun. :)


Yay, new screen! [Can't link, URL only. Sorry.] ... _id=182962

Posted: Thu Dec 23, 2010 1:12 pm
by 3gengames
Well, got the hit detection done finally, it will need re-written since it has some problems, and bomb moving and deletion will probably be re-written, since I need to make them run together better.


Sorry for crap quality of youtube. :/

Posted: Wed Feb 15, 2012 4:25 pm
by 3gengames
Best necrobump ever incoming! Not much to report except it's, well..done.

Some stuff has been added. Movement is going to be adjusted later. Not much else to say except give it a try. Somebody testing this with a real paddle would be MUCH appreciated.

Posted: Fri Feb 17, 2012 7:10 am
by thefox
Well, here's some feedback:

1) You should display a text before/after a wave indicating that the user needs to press a button for the wave to start.
2) The fact that you can collect the bombs by hitting them with the side of the the water thing makes all of the first 4 demo waves too easy, at least on game pad.
3) Seems to be a lot of empty space in the ROM, time to add some music mayhaps?

Posted: Fri Feb 24, 2012 10:42 pm
by 3gengames
Never realized somebody posted something, but anyway I don't like the idea of telling the user to press a button to start the round, maybe I can do a 2 line quick "A/B/B/Paddle Button to start the wave" or something. And I would, but I don't want to sit on this project for longer just to add a small small thing in that would only be on the title screen, I want to make a sound engine myself after this though, so in my other projects hopefully we'll have actual music and sound effects. :) For just over 2KB program space, think just from that the game is a good size program wise? I try to program to save RAM mainly, then speed in some parts like score keeping (6 bytes wasted instead of 3 with 24 bit math decoded to a 6 values buffer for whatever) but I tried my best I believe.

And I must say, gonna throw this in, wouldn't be possible if I didn't get all the stupid topics/sometimes random IRC questions guys, thanks so much. Now just to finish all my other programs and I'll be very very happy to just start fresh again with a lot more experience and see what I can create then. :D