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Spike C64 Dislike

 
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fx
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PostPosted: Mon Jun 25, 2012 11:27 pm    Post subject: Spike C64 Dislike Reply with quote

I've just finished my first ever Commodore 64 game - "Spike C64 Dislike". It's an adaption of the game Spike Dislike for iOS and PC

The game can be downloaded here.

Short cut and paste on how to play the game from the readme:

How to play:
Use a joystick in port #2.
Pressing any direction or the firebutton moves the player to the right. Avoid the spikes coming towards you. The interesting thing about the game is the scoring system. Each time you pass a spike your combo-bar will fill up, if you keep passing spikes without letting the combo-bar run out you will get more points for each spike. Also, if you keep the button pressed while passing multiple spikes, a multiplier builds up (to max 4 times the points) which makes an aggressive playing style really rewarding, but also dangerous.

Please tell me what you think of the game.
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Moloch
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PostPosted: Mon Jun 25, 2012 11:58 pm    Post subject: Reply with quote

Appears to be a dead link.

(finally got through after about ten tries)


Last edited by Moloch on Tue Jun 26, 2012 12:01 am; edited 1 time in total
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fx
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PostPosted: Tue Jun 26, 2012 12:01 am    Post subject: Reply with quote

Moloch wrote:
Appears to be a dead link.

Hmmm, odd, works for me.

What about this link: http://46.236.69.81/c64/spikec64dislike.zip
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Moloch
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PostPosted: Tue Jun 26, 2012 12:06 am    Post subject: Reply with quote

Went ahead and posted on CSDb ...
http://csdb.dk/release/index.php?id=109539

Looks pretty good, but I'm not familiar with the original game. Will have to give it a go a few times.

The second link you posted worked fine, the original link was simply dying but eventually got through.
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dink
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PostPosted: Tue Jun 26, 2012 1:40 am    Post subject: Reply with quote

I really like this game! thanks! Great music too Smile
best regards,
- dink
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mrsid
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Joined: 27 Jan 2003
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PostPosted: Tue Jun 26, 2012 6:06 am    Post subject: Reply with quote

Well done, fx. 19 posts until released game. That's a nice achievement. Smile
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Pyramidenkopf
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PostPosted: Tue Jun 26, 2012 6:25 am    Post subject: Reply with quote

Very nice for a first c64 game. Makes me confident that you know what your doing with your bigger game project.
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spider-j
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PostPosted: Tue Jun 26, 2012 10:38 am    Post subject: Reply with quote

mrsid wrote:
Well done, fx. 19 posts until released game. That's a nice achievement.

I second that.
Good conversion and real quick. Although I think the game itself is crap; but this isn't your fault - the execution is well done Smile
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Turbo240Z
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PostPosted: Wed Jun 27, 2012 3:40 am    Post subject: Reply with quote

Your port is better than the iOS version. Looking forward to your other projects
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didi_lxt
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PostPosted: Wed Jun 27, 2012 4:35 pm    Post subject: Reply with quote

Version with Hi-Saver and Spacebar as optional trigger can be found here:

http://noname.c64.org/csdb/release/?id=109559
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dink
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PostPosted: Wed Jun 27, 2012 5:39 pm    Post subject: Reply with quote

I read how the original creator of the game hasn't tried the c64 version yet - boy is he in for a surprise when he finally gets around to it, as the c64 version beats the absolute sh*t out of the original! Very Happy
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spinal
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PostPosted: Wed Jun 27, 2012 8:25 pm    Post subject: Reply with quote

Theres also a Nintendo DS version, for those of you who play DS homebrew.

Just played it, not bad at all. I think the collision detection should be as evil as the original, it feels a little too easy to me.
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fx
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PostPosted: Thu Jun 28, 2012 12:15 am    Post subject: Reply with quote

didi_lxt wrote:
Version with Hi-Saver and Spacebar as optional trigger can be found here:

http://noname.c64.org/csdb/release/?id=109559

Wow, that is completely awesome! Surprised I was actually thinking about adding a hi-score-saver myself, but hasn't delved into disk access yet.

Thanks for all the comments! I'm already planning my next game, think I will save my Zelda-project for later, and do something else - something a little more complex than this, but still keeping it quite simple to become a better 6502 programmer.

I was planning to release the source code for this with it, but some parts are so horribly written, I choose not to Smile
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fx
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PostPosted: Thu Jun 28, 2012 12:17 am    Post subject: Reply with quote

spinal wrote:
I think the collision detection should be as evil as the original, it feels a little too easy to me.

It was more evil in the beginning, but since I'm not doing pixel by pixel collission, it felt better to make the detection a little easier on the player. However, I believe I'm a little less generous with the combo-bar than the original so I thought that kinda makes upp for the more genereous collission-detection.
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spinal
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PostPosted: Thu Jun 28, 2012 5:36 pm    Post subject: Reply with quote

None of the other versions use pixel collision either, no real reason to, as both the ball and the spikes are round(ish). But its your game, so cangrats, I'm a big fan of spike, it should be ported to as many other platforms as possible.
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Sixx
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PostPosted: Thu Jun 28, 2012 7:36 pm    Post subject: Reply with quote

Great game.
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chupathingy
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PostPosted: Tue Jul 24, 2012 9:24 am    Post subject: Reply with quote

This game is absolutely fantastic! I love it!

Mind if I put this on a games collection disk and hand it out to people for free? I'm assuming you won't mind, since you put it up here for free. I'm using the RPL crack because that one has the high score and manual features, plus it's 4 blocks smaller than the original. Smile
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fx
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PostPosted: Tue Jul 24, 2012 12:13 pm    Post subject: Reply with quote

Glad you like it Smile

Go right ahead!
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chupathingy
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PostPosted: Wed Jul 25, 2012 3:25 am    Post subject: Reply with quote

Just for fun I decided to start up the trained version and hold down the space bar in warp mode, let it go forever, racking up mad points. My initial theory is that some games, like Tetris for the NES, start glitching out when you wrap the score. I didn't come close to this but I did manage to catch one minor glitch.


one of the spikes is up way beyond the bounce limit. Just thought I'd share.

EDIT - It seems the problem gets worse as I progress.


ONE LAST EDIT

Here's the final evolution of the glitch - emptiness. It would seem that the spikes are so far above and below the playfield that they are completely off screen, with a visible spike every minute or so of holding down the space bar in normal mode.





So there you have it. Although completely improbable that someone would go through the trouble of getting this kind of score in normal mode, the glitch is there nonetheless.
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fx
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PostPosted: Wed Jul 25, 2012 10:17 am    Post subject: Reply with quote

Thanks for the info! I think I added code to "wrap around" when you passed the 4096 spikes that are stored as a "level", but apparently my code didn't work (or I forgot to add it altogether) and I was never bothered to actually test it Very Happy

But there will probably be an updated version in the future, I have a few ideas, and I'll make sure to fix this then Smile
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chupathingy
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PostPosted: Sat Jul 28, 2012 4:09 am    Post subject: Reply with quote

It's still an awesome game. Smile
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