Malban
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Malban
KeymasterI can probably light him a bit more – but that will not make it any easier – only more obvious 🙂
Malban
KeymasterDo you per chance remember whether you had a multiplier when you entered the Minestorm?
Malban
KeymasterThese entries are more or less only “needed” later in the game.
You can already show this information by doing the apropriate secret – than exactly these stats are also shown!(BTW. In Warblade (the original) these stats were also hidden by a secret)
Malban
KeymasterVectorblade_Beta17.bin – 6rd June 2019
– finishing for today – getting tired, I started calibration – some texts, and you can chose between buzz/ no buzz, Helmut if you have some spare time, would be great if you can test, that you can now correctly calibrate on your no buzz
– nothing else changed…
Malban
Keymasteron the Havoc level there is always a circle (like the little man is riding a bubble unicycle) is that normal?
I’m using a digital controller now and it’s quite difficult to steer the man. It would be easier if there was a jump button.The Minor Havoc part is not finished – not need to test or comment yet :-).
Think my learning curve is pretty slow – I reached my 1st boss level today, but only had the single shot. Is it possible to defeat him with the single shot? I always had the small “bats” between me and the boss.
Well it is certainly easier to kill him with a better shot. But yes I frequently kill it with a one shot also. But it also depends on your other stats… with a very slow one shot, with only “one bullet in the air” – I dare say it IS impossible.
Perhaps it would be nice to display a screen with the background story at the beginning.
That’s a tough one. I thought about it, but ultimately decided against it. The game will come with a manual and you can read the diary of good T.Rex already online. I think it would be to much “in game” if some story was displayed also.
I know it not a reason per se – but know other game on the vectrex does it either :-).
That being said – I am strongly thinking about implementing a “help system” Button 1 (F1 hehe) could always display situational help (if there IS any help that might be interesting)… but only thinking about it… it really is sugar.. on top of the icecream…
Malban
KeymasterHi there :-)!
Malban
KeymasterAh… the shop.
Yes – that is a bug, will be fixed with the next beta…
Malban
KeymasterVectorblade_Beta16.bin – 5rd June 2019
– changed pause mode to use print sync – therefore mostly rewrote printsync, because it was to slow – now its s nearly 3000 cycles faster, Nico – pause mode now ok with string printing? Should I change the achievements?
– title screen “noise” bug removed, title now scrolls up faster again, and ship is coming in while music still plays,
also tried reducing the title “displacement” effect when ship comes in…
– started calibration – I moved all calibration stuff from bank 3 to bank 0, in bank 3 I only had 67 bytes left…
– and again less space for major havoc…
– and it also SAYS beta 16!These are special routines that print the ship. Depending on the length of a vector different brightness is used, so the ship overall appears in more or less equal brightness!
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This reply was modified 6 years, 3 months ago by
Malban.
Malban
KeymasterAnd the ship now looks perfect – as intended! No bright spots anymore!!!
Malban
KeymasterActually it is all so logical now!
I accidently wrote data to MUX = 11 (sample output) instead of MUX = 10 (intensity).
So it made a hell of a sampled noise. But on NO Buzz machines samples can barely be heard – so on no buzz machines everything was ok!
LOL!
Malban
KeymasterFound it.
The buzz effect was indeed a bug! Thanks for being so persistent about it. I would have let it go as it was, because I thought it was a vectrex feature!
Malban
KeymasterI’ve started testing with a vectrex that is a bit dark (also on max brightness) so I had to switch to another vectrex. Vectorblade is darker than the most games on the vectrex.
Yeah, probably is…
it would be nice to have the option to center the screen inside the calibrations menu
Would be nice – yes – but is not going to happen.
This would mean an EXTRA move for each and every element on the screen.
There is just too much going on. I envy Thomas whose VecFever emulators have that option. It is great!sometime there is a permanent buzzing sound inside the options menu
Option Menu is “not finished”… There is no “sound” in the options menu (no music) – so probably the buzz of the last note is echoing endlessly… I will look at it while finalizing the options.
I have squeezed italic characters in the pause menu (this vectrex also has a problem displaying the text of the sk multicard)
Hm. perhaps that can be fixed to. It is “mainly” a problem of your vectrex – but there are routines that can prevent that – they are just more “costly”. I’ll look at it. Is this also the case when looking at the achievement section in the main menu?
sometime I can’t buy certain items in the shop menu (not marked as n/a and I have enough money)
That should only be the case when
a) marked with n/a
b) you already have that item.But the shop – now that you mention it – is still the first version I ever did – so maybe an overhaul here might not be a bad idea either…
I tend to pick up the 1-shot pretty often (I know that was mentioned before) perhaps It could have a triangle symbol, cause it’s always a downgrade.
Nope – in the beginning of the game it is also an upgrade. When you collect it while having a 1 shot, it gives you an additional bullet :-).
Thanks for your comments.
We will all make this a better game. Funny how every tester has a different perspective and new points. But that is GOOD.
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This reply was modified 6 years, 3 months ago by
Malban.
Malban
KeymasterActually….
The more I think about … the warp failure part with above said about the superbomb – might even be a “tactical” component.
- you either do them the hard way
- or collect bombs to do it the easy way
That combined with on easy – the dead stay dead – it should be doable. You sometimes have to think ahead whether you need a spare superbomb.
That said – I will implement (for a testrun) the following:
- on easy level: the dead stay dead still holds
- furthermore: on easy difficulty the maximum enemy bullets in the air at one time will be restricted to “5”
- furthermore: on normal difficulty the maximum enemy bullets in the air at one time will be restricted to “7”
- all other difficulties stay the same.
Thoughts?
Malban
KeymasterRanks
I think as of yet I have not written it down anywhere in public:
ENSIGN
LIEUTENANT
COMMANDER
CAPTAIN
ADMIRAL
ADMIRAL 1 BRONZE STAR
ADMIRAL 2 BRONZE STARS
ADMIRAL 3 BRONZE STARS
ADMIRAL 1 SILVER STAR
ADMIRAL 2 SILVER STARS
ADMIRAL 3 SILVER STARS
ADMIRAL 1 GOLD STAR
ADMIRAL 2 GOLD STARS
ADMIRAL 3 GOLD STARS
GREAT DEFENDER (secret)Warp Failures.
Should I just reduce the overall enemies?
– I think at the moment the enemy count is Level# / 8
or – as you said – it might make sense the following:
– on easy – dead stay dead
– on normal – per death one enemy less
– other difficulties -> same as now.Shop
– have to look at it
Overall tip
– from difficulty “normal” – and if you have money to spare – you can buy a “lock” in the shop.
The lock prevents downgrades when dying! (1 lock – one downgrade prevention, buyable multiple times)– can’t you use a superbomb with the failure thingies? *BAM* -> level done
(with the right secret OR an achievement – you can buy bombs in the shop. But you can also collect them in game – which is also a secret – and fairly easy)-
This reply was modified 6 years, 3 months ago by
Malban.
Malban
KeymasterVectorblade_Beta15.bin – 4rd June 2019
– title INTRO screen with new music of vtk
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This reply was modified 6 years, 3 months ago by
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