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I’ve decided that since I have absolutely no experience whatsoever playing RPGs, that I am not a good candidate of programming one, so instead, I’m going to work on a fighting game (while I also have no experience playing a fighting game, I’d figure it’d be a lot easier programming one than an RPG.) So here’s my latest brainchild: Insect Combat. Right now, it’s just a warning screen and a title screen. The only two characters I’ve thought of so far are Gi-Ant and Behe-Moth. Any other punny names you guys can think of would also be appreciated.

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Just wanted to let you know that I played the last version. I’m not sure if I’m doing something wrong though. My enemy would never attack me nor could I attack him. I was only able to move around and jump. Am I doing something wrong or is the actual fighting not implemented yet?

The actual fighting has not been implemented yet, so all you can do is walk, jump and punch at this point. Once I design all 8 characters, I’ll work on the actual fighting part.

VirtualChris wrote:
The actual fighting has not been implemented yet, so all you can do is walk, jump and punch at this point. Once I design all 8 characters, I’ll work on the actual fighting part.

I see. It looks already pretty cool. The character movement is quite smooth and the animations seem to work fine. I also looked into your code but I had problems reading it.

Is there a reason for not including all of the other header files? Without those I’m not able to build the code myself.

I will include the header files in the next version. Thunderstruck, do you know of a way to see how much of the 512 KB I’m using?

I didn’t want to post a 215KB file here, so I posted it on the Insecticide page. I hopefully included all H files needed to compile the game. Here is a link to the official “Insecticide” page http://www.atari2600land.com/banana/ic.html
Today’s main change is the “View Credits” option is gone and replaced with “PRESS START.” (Although you can still view the credits by doing what you used to do. This is intentional, a not-so-secret code, if you will.)

VirtualChris wrote:
I will include the header files in the next version. Thunderstruck, do you know of a way to see how much of the 512 KB I’m using?

I can’t think of an easy way right now.

Rumblebee added to the game. You still can’t fight, though.

I was working on fighters shades when I noticed something: All fighters must have the same color palette. So I changed that to the same color palette. I added Meleedybug to the game. Her theme is silent because I haven’t composed one for her yet. Since it’s a ladybug, I’ve decided to make Meleedybug a female insect. (Lady, female, you know.) I’ve decided to drop Slaying Mantis as a fighter since he would be too big of an insect compared to all the other ones. Having a uniform 8 fighters would be good, but since I dropped Slaying Mantis, I only have 7. If anyone can think of a punny insect name fitting the theme of a fighter game, let me know. Next up on my list of stuff to do is compose a theme for Meleedybug.

Theme for Meleedybug composed. Is it just me or does the game skip a bass note every now and then? It seems like more often than not, the bass line is missing a note, which is odd because it has been playing C_2s and then for no reason it all, it skips one, usually near the beginning.
Also, it seems like when I put this on my FlashBoy, near the 20% stage, it speeds up, so I’m guessing I’m using 1/5 of my allotted space?

I don’t know if I should continue with this in the light of the Hyper Fighting game.

VirtualChris wrote:
I don’t know if I should continue with this in the light of the Hyper Fighting game.

Even though Insect Combat is a fighting game as well I consider it a different type of game. Hyper Fighting is a classic Beat ’em up while Insect Combat has a unique touch through the whole insect theme. Just due to that I would not compare them.

I understand that is kind of not motivating to see someone else deliver such a high quality game as it shows your own work in a different light. I feel the same with all the work I’ve done on my sound engine.

However, it shouldn’t matter. Homebrew is not a competition. I’m doing all of this because it is a fun hobby. What someone else releases doesn’t change that. If you enjoy making this game keep on doing it.

Keep making the game. Keep learning, keep having fun, and surprise us. Even though your game isn’t quite at a playable stage yet, what you’ve made so far is not bad at all! 😉

OK, I’ll keep making this then. Thanks for the kind words.

Please do keep your project going, you’ve come so far and its looking good. I just wish I could make something as half as good as this.

Definitely keep at it! It’s fun to see what everyone does; some of the best creative output comes from friendly competition. 🙂

homebrew should always be about the fun. if you are still having fun and still learning new things, then keep it going. if you feel you have learned what you can then move onto another project that will inspire you in the same way.

Basic rule: if you want to be good..you have to learn 🙂 every game you get better right ?

I think you should continue, but you should also learn proper programming techniques, such as how to split up code into functions and how to use arrays. If you would have, the game would be much more finished by now.

HorvatM wrote:

I think you should continue, but you should also learn proper programming techniques, such as how to split up code into functions and how to use arrays. If you would have, the game would be much more finished by now.

Also not to nitpick, but it would be a good idea to get a grasp on Char sets (Tilesets), and how to use them. The game would have much larger areas if you did. Just my advice coming from an artist not a programmer.

I worked on this for a few hours. I made the arenas bigger. (and changed them a little bit so they’re more “uniformed”, and by that I mean I can make new ones by using the same techniques I used to make the newer ones.) I haven’t tested this on a real VB yet, but plan to.

 

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