I got rid of the Cranberry game, I just couldn’t get it to work right. So now in place of it, I am making a Virtual Boy version of an Intellivision game I made. It’s called Zyx. A poor zyx is trapped in a well, and bananas are falling. The zyx must catch the bananas in his large mouth. And sometimes a dangerous vut will creep along the bottom of the well, so you must jump to avoid it. I just started, so what I have is the zyx which you control, he can jump and walk left and right. But the banana won’t fall because I haven’t gotten that far yet. Zyx is on the menu, so you can access what I have so far.
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Thanks. I am learning by trial and error. I think I have fixed the bug I had on real VB and not Mednafen where the cranberry got stuck in the walls. If someone would like to test some more, I got the problem by going to the edge of a wall and repeatedly bumped myself in it. I wonder why the bug never happened on Mednafen, though. Anyway, this is a beginning of a game called “Cranberry Capers,” which will be kind of like a cross between Pac-Man and a game where you go around searching for stuff. And, there won’t be 54 games, I doubt I can think up of that many.
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I thought to myself, “That Puck-Man sure is small.” So I decided I’d better make him a cranberry instead and call the game “Cranberry Capers.” Also what influenced me is Craig the Cranberry doesn’t move like Pac-Man. And I already have Supper Mario in.
Cool! I’m working on a new game now, this is the fourth game. I won’t clutter up the PVB server with unnecessary files, so I’ll be saving my progress until I think the games are finished, then ask for feedback. I need sprites, though, a sprite designer to make 8×8 sprites of a strawberry, cherry, and, if possible to make different than a strawberry, a raspberry, and any other fruit that is red.
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I sped up the game a little bit. I also made the mushroom appear more often. The game’s speed maxes out at 4 points. If it’s a little too fast in Mednafen, it’s slower on a real VB.
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It took a lot longer than I expected, but I made it so that the spinies either begin from one of the sides, or from in the air.
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Benjamin Stevens wrote:
Very neat concept for a game. Although, with how it plays now, if one just hangs around the screen’s edges the whole time, warping back and forth between them each wave, it is very easy both to dodge all Spinies and collect all mushrooms, no matter where the mushrooms or Spinies fall and no matter which direction they go after they land. It seems that some other element needs to be added, so as to prevent the player from just being able to have Mario hang around the screen’s edges the whole time and clear every wave with ease.
I wonder if making the game even faster would make it harder. The game speeds up at 1 and 2 points and then stops.
An idea for another minigame? I don’t know whether I would be able to program that, though. Meanwhile, I think I got the basics for Supper Mario done, all I need are suggestions for it.
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Aaand, Supper Mario is now playable. Remember, you can get away from the Spinies by warping around the screen’s edges. Does anyone have any suggestions for this mini game?
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The general idea of this game is to position yourself so spines don’t fall on you and kill you. It’s like the cutscenes in the Bowser fight in Super Mario World where fire balls fall and land and you have to position yourself so you don’t die. Occasionally, (hopefully randomly), a Mushroom will replace one of the Spinies.
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I found the other sprite animation for the spiny. So I have that. In case you wonder about the weird coloring I do in the image below, I found that white=bright, yellow=medium, red=low in VIDE.
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Changed the colors around. I did notice that most times when the spiny shows up, the sky is black anyway (worlds 3 & 6), so it looks tons better than my first attempt.
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Another month, another game. I know I haven’t been working on this like I should. I did get all the files I need backed up on my website ftp so in case this computer dies, I can keep working on it. I would however need to find the gccvb compiler again. I would like to keep using the very old one I have (VIDE) since I’m so used to it, even though there’s probably better and better updates for it. Anyway, I got an idea for a new minigame. This one is called “Supper Mario.” Mario is hungry and in the mood for mushrooms. Good thing they’re falling from the sky. But that’s not the only thing falling from the sky. Spinies are too. Dodge the spinies and eat the mushrooms. But since I just began work on this, all I have is Mario. And you can move him left and right. No jumping. I don’t want to have him jump in this. Not with the idea I have in mind for this. I got the image from a Spiny from the SMB1 website I (used to) update, but I would like the other animation frame so it would look like he’s walking when the time comes to add him into the game.
sure thing:
B E F# G# B A# B G# E A# B
B E F# G# B A# B G G# E (repeat)
D E F / F / F E F G E F C
D E F / F G A / F D
D D A D A / A A G C G / F E F E…
I’m not exactly sure how I would do that, since my keyboard is huge and the only place I could think of putting it is away from the computer. Right now it’s on a table beside my bed, so I sit on my bed and play it. I’ve been meaning to get a keyboard stand for it, though.
Here is a screenshot of the second game. I have reversed the order in the menu so Cartful Dodger is first. Right now it automatically scrolls but I’m wondering whether I should continue making it automatically scroll or have the player control how fast it scrolls, like pressing Right or something.
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Is the Candyman game random enough? I noticed the random function wasn’t working, so I tried to put in my own based on button presses like someone suggested.
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I don’t know how Candyman got to be so slow. I sped it up. I also am beginning a second game called “Cartful Dodger,” where you are in a toy store and you’re in a rush and you have to dodge the idiots that stopped and looked at stuff. Basically, it’s a little like Grand Prix for the Atari 2600. If you select Cartful Dodger, you can see the beginnings of the game, just a scrolling background.
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Action 54 returns. I decided to delete Castle of Doom from the games, so now it’s just Candyman for now. It looks a little different. I made it this way and it works okay on a real VB. I was having trouble with the mouth opening and closing. It kept flashing garbage sometimes when the button was pressed. So I made it this way, where the mouth is part of the face graphics, and it works great.
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The Candyman now has a score. But no way to die. That’s because I’m wondering how the game could end. Should I give out like 3 misses, or 1 miss and it ends?
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I made a better logo for Action 54.