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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Mon Mar 27, 2006 7:27 am Post subject: Paradroid Redux |
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What I want: persons who can spot the wrong sfx playing while fighting with half a dozen droids. Persons who notice if deck is even slightly wrong, be it wrong layout or droid difficulty. And you need to be able to complete at least a ship or two routinely.
What you get: chance to test "the most bestest Paradroid version 3v4r", with the largest selection of cheats available. Your name in history as deck/ship designer. Warm feeling, knowing you belong to the best of the best of the best.
If you think you are up to the challenge then apply with PM.
[edit: read the blog too]
Last edited by TNT on Mon Jun 23, 2008 9:15 pm; edited 4 times in total |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Fri Apr 07, 2006 5:18 am Post subject: |
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Not to pollute the other thread any more I decided to post this here:
You will end up destroying less droids than that though, as game kills nearby droids if it can't allocate sprite for them. I might teleport such droids to random out-of-view waypoint instead, that would make ships appear more crowded. Nice on the bridge and cargo bays  |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Sat Apr 08, 2006 10:12 pm Post subject: |
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Droid teleportation works just nicely, I haven't been able to make the game to destroy single droid because of lack of sprites. Routine needs to be made more intelligent though, it still has tendency to send all teleported sprites to same locatiion.
More fun:
Counts are six digits, so you will have to play for a while to wrap them...
Last edited by TNT on Sun Apr 09, 2006 3:41 pm; edited 1 time in total |
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Lemon64 Game Champion


Joined: 29 Jan 2003 Age: 35 Posts: 4763 Location: Skegness, UK Fave game: The Sentinel
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Posted: Sun Apr 09, 2006 9:48 am Post subject: |
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That's a fantastic addition to the gameplay. _________________ |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Sun Apr 09, 2006 10:47 am Post subject: |
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Nicked directly from Paradroid'90
I'm considering adding accuracy bonus too, P90 grants 100*percentage when you complete ship. |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Sun Apr 09, 2006 6:31 pm Post subject: |
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Feeling good about myself, now! There should be no more droids stuck in the wall! Only one more item in the bug list, it will hopefully fix many of those once in a blue moon glitches you encounter under heavy fire.
Time to call it quits for this weekend. |
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C64 Enthusiast


Joined: 28 Dec 2001 Posts: 696 Location: Sweden, Stockholm
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Posted: Sun Apr 09, 2006 8:09 pm Post subject: |
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Nice. Any chance that you could squeeze in a little congratulations message after you have cleared all of the ships? |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Mon Apr 10, 2006 5:27 am Post subject: |
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| K-J N. wrote: | | Nice. Any chance that you could squeeze in a little congratulations message after you have cleared all of the ships? |
I was thinking of something fancier than text, but we'll see what I come up with. |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Wed Apr 12, 2006 1:14 pm Post subject: |
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First public beta - let me know what you think. There might be a bug or two lurking around, but couple of old ones should be gone. Check the web page for changes.
No, I'm not telling how to activate cheats
Edit: game over sequence lacks char animation, that's fixed already but I won't upload new version before I've fixed remaining bugs in second fire button routines.
Last edited by TNT on Wed Apr 12, 2006 6:26 pm; edited 1 time in total |
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Forum Junkie

Joined: 15 Feb 2003 Posts: 475 Location: Manitoba, Canada
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Posted: Wed Apr 12, 2006 1:32 pm Post subject: |
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Is this going to be a PAL-only release or will it run properly on NTSC machines too? _________________ Proud Canuck and user of C64 systems since 1985. |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Wed Apr 12, 2006 1:36 pm Post subject: |
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It runs in VICE in NTSC, so just try it out. It might drop to every third frame more often than on PAL machine, but it's still significally faster than the original.
Edit: screen split is messy on NTSC, but otherwise everething seems to work just fine.
Last edited by TNT on Thu Apr 13, 2006 7:12 am; edited 1 time in total |
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Immortal Grandmaster of C64


Joined: 06 Dec 2004 Age: 39 Posts: 8496 Location: Toronto, CANADA
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Posted: Wed Apr 12, 2006 8:06 pm Post subject: |
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I tried the beta and I'm wondering if sprite collision detection is disabled by default because I can't kill or mate with any droids. Also, is there any documentation that explains how to enable/disable the built-in cheat mode? Perhaps my problem is because the cheat mode is enabled? |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Wed Apr 12, 2006 8:16 pm Post subject: |
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Crappy hardware sprite collision, but you definitely should be able to shoot enemies and transfer with them - unless there are multiple collisions and you are one of them, as in that case game ignores all collisions. Last item in bug list...
And as I wrote above I'm not telling how to activate cheats, that would spoil the game
I've now uploaded version with support for second button. To use it for transfers press it while the "Paradroid" logo is shown. In this mode first button is used only for firing and activating lifts/consoles. It should work whether the second button is connected to potx or poty pin. Tested only with potx tho. |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Tue Apr 18, 2006 8:58 pm Post subject: |
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Public beta with improved droid AI uploaded. There's not much difference when alert is green, but class 6 and above droids get more dangerous when alert status rises.
There are couple of known issues, like game teleporting droids into wrong half in extreme cases (code is already fixed to handle that, data isn't) and droids sometimes "jumping" when they get out of view, most easily witnessed by following them through doors. Bug reports are welcome. |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Sat Apr 29, 2006 2:38 pm Post subject: |
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Go and get it now! Collision detection is finally rewritten, smaller changes include some animation chages and alert bonus when completing a ship. Countless of smaller changes too. |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Lemon64 Game Champion & Donator


Joined: 02 Jan 2002 Age: 37 Posts: 4256 Location: UK, Taunton Fave Game: Beamrider
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Posted: Thu Jun 15, 2006 8:10 pm Post subject: |
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Ooh, I'd forgotten about this! I must have a go now my brand new PC is up and running... _________________ I'm 37.
What?
I'm 37, I'm not old.
Well I can't just call you 'man'.
Well you could say Dennis!
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C64 Enthusiast


Joined: 28 May 2002 Age: 36 Posts: 901 Location: Toronto, Canada
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Posted: Mon Jun 19, 2006 1:43 pm Post subject: |
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I had time for a quick (15 minute) test of this yesterday. Plays very well!
My one suggestion is to get rid of the new flashing effect on the Lift squares. Since they flash white, and the character sprite is white, I thought it was the sprite getting corrupted at first  Or perhaps change the flash to a different color. |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Mon Jun 19, 2006 2:59 pm Post subject: |
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Lift flash is likely to get removed, there simply is no good color for it and it eats ~50 bytes of code. Doing proper character animation would take 16*8 bytes of data and minimum 300 cycles.
Project has stalled because I figured that people would rather mount D64s with MMC64+RR, and I don't want to keep testing PR multiload with 1541 myself  |
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Groupie


Joined: 22 Mar 2005 Age: 38 Posts: 197 Location: Germany, fave games: M.u.l.e., Scarabaeus, Iridis Alpha, Lords of Conquest, Theatre Europe
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Posted: Tue Jun 20, 2006 8:53 pm Post subject: |
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Just got blasted by some 883 unit...again.
Is it just me, or do the droids shoot like crazy now?
Game seems much harder, but I like a tough challenge.
As I recall there was some kind of "radar" feature you mentioned somewhere for the 800-class units. Is it proplerly implemented?
Didn't work for me, although I remained stationary for 2 secs.
No future highscore saver feature then because of project stall I might guess? Pity.
Anyway, great work! _________________ Your carrier is under attack!
Your carrier is under attack!
Your carrier has been sunk!!! |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Tue Jun 20, 2006 9:04 pm Post subject: |
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| Robotron 2084 wrote: | | Is it just me, or do the droids shoot like crazy now? | It's just you. Game is faster and they hunt you down, though
| Quote: | | As I recall there was some kind of "radar" feature you mentioned somewhere for the 800-class units. Is it proplerly implemented? Didn't work for me, although I remained stationary for 2 secs. | You had 711/742/821/834/883/999, you were not over energizer and there were no droids nearby? (Last one includes non-visible droids behind walls too.)
| Quote: | | No future highscore saver feature then because of project stall I might guess? Pity. | Well, as soon as I add save support to this one...
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Groupie


Joined: 22 Mar 2005 Age: 38 Posts: 197 Location: Germany, fave games: M.u.l.e., Scarabaeus, Iridis Alpha, Lords of Conquest, Theatre Europe
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Posted: Tue Jun 20, 2006 9:40 pm Post subject: |
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Yes, I met all the prerequisites you mentioned.
I knew there were some droids behind that wall, still no luck.
What does the radar feature actually do?
I thought it would let me see droids behind walls.
Your answer implied that this would only be the case if I controlled the 999. _________________ Your carrier is under attack!
Your carrier is under attack!
Your carrier has been sunk!!! |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Wed Jun 21, 2006 5:24 am Post subject: |
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| Robotron 2084 wrote: | Yes, I met all the prerequisites you mentioned.
I knew there were some droids behind that wall, still no luck. | If they are near they disable radar, something like two tiles outside the screen is enough to consider them far and radar works.
| Quote: | What does the radar feature actually do?
I thought it would let me see droids behind walls. | It adds small pulsating circle showing direction and general class of enemy droids. To see through walls you need to cheat
Edit: I'm not sure if radar code is in 29.4.2006 beta yet. I *really* need to put in new collision detecyion code and release new public beta.
Edit2: yes, radar is there. |
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Administrator

Joined: 09 Feb 2003 Posts: 4345 Location: HML, Finland Favorite games: H.E.R.O., Paradroid, Thrust
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Posted: Wed Oct 04, 2006 5:47 pm Post subject: |
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Good news: I finally took sound fx routine and optimized it - ~200 bytes shorter code, 24 bytes shorter data. It's faster too  . That was the last piece of code which I hadn't touched (although it was relocated earlier).
I also added high score load/save for all time high score, it should be compatible with any device.
Now I really need to fix the remaining bugs in the collision detection code and all off-by-one-frame-flicker caused by delayed sprite register writes so I can give you new beta. |
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Immortal Grandmaster of C64


Joined: 06 Dec 2004 Age: 39 Posts: 8496 Location: Toronto, CANADA
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Posted: Wed Oct 04, 2006 7:22 pm Post subject: |
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That's good to hear. You've done amazing work with Paradroid Redux. I don't play the original version anymore.  _________________ If this ain't a mess, it'll do til a mess gets here. |
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