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Groupie in Training


Joined: 01 Aug 2002 Age: 31 Posts: 120 Location: Umeå, Sweden
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Posted: Mon Jun 25, 2012 11:27 pm Post subject: Spike C64 Dislike |
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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. _________________ slightly bored and severly confused... |
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Master of C64


Joined: 02 Dec 2004 Age: 42 Posts: 1211 Location: Murkasada
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Posted: Mon Jun 25, 2012 11:58 pm Post subject: |
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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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Groupie in Training


Joined: 01 Aug 2002 Age: 31 Posts: 120 Location: Umeå, Sweden
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Posted: Tue Jun 26, 2012 12:01 am Post subject: |
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| 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 _________________
slightly bored and severly confused... |
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Master of C64


Joined: 02 Dec 2004 Age: 42 Posts: 1211 Location: Murkasada
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Posted: Tue Jun 26, 2012 12:06 am Post subject: |
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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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Master of C64

Joined: 03 Jan 2012 Posts: 1267 Location: detroit
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Posted: Tue Jun 26, 2012 1:40 am Post subject: |
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I really like this game! thanks! Great music too
best regards,
- dink |
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C64 Enthusiast


Joined: 27 Jan 2003 Age: 38 Posts: 802 Location: Netherlands
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Newbie

Joined: 13 Aug 2011 Posts: 44 Location: Germany
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Posted: Tue Jun 26, 2012 6:25 am Post subject: |
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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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Über Groupie


Joined: 12 Jun 2012 Posts: 310 Location: Wuppertal, FRG
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Posted: Tue Jun 26, 2012 10:38 am Post subject: |
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| 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  |
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Groupie in Training


Joined: 27 Apr 2012 Age: 33 Posts: 58 Location: US
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Posted: Wed Jun 27, 2012 3:40 am Post subject: |
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Your port is better than the iOS version. Looking forward to your other projects _________________ Tony Fruzza
Equipment:
PAL 64G, NTSC Breadbin and 64C, 1541/1541-II, 1530, uIEC, 1701 Monitor, 1351 mouse and 1764 REU. Modded NES game pad. |
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Groupie in Training

Joined: 04 May 2012 Posts: 86
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Posted: Wed Jun 27, 2012 4:35 pm Post subject: |
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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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Master of C64

Joined: 03 Jan 2012 Posts: 1267 Location: detroit
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Newbie
Joined: 27 Jun 2012 Posts: 2
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Posted: Wed Jun 27, 2012 8:25 pm Post subject: |
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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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Groupie in Training


Joined: 01 Aug 2002 Age: 31 Posts: 120 Location: Umeå, Sweden
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Groupie in Training


Joined: 01 Aug 2002 Age: 31 Posts: 120 Location: Umeå, Sweden
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Posted: Thu Jun 28, 2012 12:17 am Post subject: |
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| 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. _________________
slightly bored and severly confused... |
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Newbie
Joined: 27 Jun 2012 Posts: 2
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Posted: Thu Jun 28, 2012 5:36 pm Post subject: |
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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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Newbie
Joined: 24 Jul 2010 Posts: 6
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Posted: Thu Jun 28, 2012 7:36 pm Post subject: |
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Great game. |
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Newbie

Joined: 07 Jun 2008 Age: 24 Posts: 46 Location: Kirksey, Kentucky
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Posted: Tue Jul 24, 2012 9:24 am Post subject: |
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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.  _________________ END OF LINE |
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Groupie in Training


Joined: 01 Aug 2002 Age: 31 Posts: 120 Location: Umeå, Sweden
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Posted: Tue Jul 24, 2012 12:13 pm Post subject: |
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Glad you like it
Go right ahead! _________________ slightly bored and severly confused... |
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Newbie

Joined: 07 Jun 2008 Age: 24 Posts: 46 Location: Kirksey, Kentucky
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Posted: Wed Jul 25, 2012 3:25 am Post subject: |
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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. _________________ END OF LINE |
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Groupie in Training


Joined: 01 Aug 2002 Age: 31 Posts: 120 Location: Umeå, Sweden
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Posted: Wed Jul 25, 2012 10:17 am Post subject: |
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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
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  _________________ slightly bored and severly confused... |
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Newbie

Joined: 07 Jun 2008 Age: 24 Posts: 46 Location: Kirksey, Kentucky
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Posted: Sat Jul 28, 2012 4:09 am Post subject: |
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It's still an awesome game.  _________________ END OF LINE |
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