B.C. Dash

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B.C. Dash

Postby paul » Sun Oct 25, 2009 9:54 pm

B.C. Dash is a platformer game that pits you against the environment as you race against the clock for the fastest time. On your hazardous journey you will negotiate all manner of awkward terrain and encounter a host of strange artifacts that may aid or ail. You must combine your swift feline reactions with the cunning of a ...snail? Yes, a snail, in order to achieve the fastest dash since Thor and Grog!

Image

B.C. Dash was originally named B.C. Bob and was to star Bob. But Bob lost his stone wheel... maybe he'll find it again at a later date.

B.C. Dash was made with the help of the Platz toolset. An updated version of Platz will be available in the near future.

Controls:
  • Button A: Jump when in Panther form. Hold when exiting the water for a super jump!
  • Button B: Activate selected power-up
  • Left/Right Shoulders: Scroll through power-ups
  • Up, Down, Left, Right:
    • Scrolls through letters when entering initials
    • Controls movement when playing
  • Start:
    • Confirms initials
    • Start/Pause game
  • Select:
    • Allows the player to enter their initials when the title screen is visible
    • Loads the title screen, resetting any game in progress

ImageImageImageImage



Leaderboard

  • nebososo - 1:16
  • paul 1:37
  • Uze 2:24
  • JRoatch - 3:00
  • -:--
  • -:--
  • -:--


You can read more about B.C. Dash (including full source) on the wiki. Don't be afraid to post your best times in this thread.

I hope you enjoy!

Edit:

- How could I forget props to Uze after pestering him for 3 days straight :) Many thanks for all the testing and for squeezing the music into what was it... 1.4k? It certainly made much more content possible!
- Added leaderboard.
Attachments
bcdash.uze
For use with the bootloader (matches latest version, fixed by Uze)
(59.49 KiB) Downloaded 69 times
bcdash.hex
Latest version - updated with feedback from players
(165.93 KiB) Downloaded 94 times
bcdash.hex
Original version
(168.68 KiB) Downloaded 75 times
Last edited by paul on Mon Nov 09, 2009 4:45 am, edited 12 times in total.
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Re: B.C. Dash

Postby nebososo » Mon Oct 26, 2009 1:30 pm

Nice, nice.

I'm having some problems with my programmer, so I played it on the emulador.
The game is very interesting. I got 4:05, not very good.

- Some parts are very frustrating, like when you're trying to jump out of the water, but you can't be touching the wall:
Because the platforms are just like in the picture below. But I think it's supposed to be like that.

- Is it even possible to dodge the bomb on the second red plataform? (I tried it like 10+ times)

- When you walk on water, the panther doesn't even touch it, it just floats a few pixels above. I could be wrong, but wouldn't it look better if it touched that foamy white part?

- This one's a bug I found, I was just trying to super jump out of the water and I just didn't transform. Touch the water again transformed me into a panther and then transformed me into the turtle again.
I haven't looked at the code, but I believe the condition is to touch the edge of the water, I think that the super jump is just too fast, and depending on where you are, you just "skip the edge of the water", resulting in a flying turtle. I'm suggesting a "not in the water" condition, but there could be better solutions.
Image

- I love the music

- Controls are very good

- Sprites are nice, everything looks good together
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Re: B.C. Dash

Postby paul » Mon Oct 26, 2009 3:23 pm

Some parts are very frustrating, like when you're trying to jump out of the water, but you can't be touching the wall:
Because the platforms are just like in the picture below. But I think it's supposed to be like that.


Yes, Uze mentioned this as frustrating, but I wanted falling into the water to be result in some kind of penalty. Superjump is best used with the horizontal momentum of the turtle's burst of speed to arc your jump. Any jumps from directly below will typically fail. The easiest way to fix it would be to remove overhangs, but I think if navigating the environment is too easy, then the game loses some replay value.

Is it even possible to dodge the bomb on the second red plataform? (I tried it like 10+ times)


Yes it is possible. It'll take some practice, but some hints that may help:
- You can control your horizontal speed to a certain degree while in the air with the dpad. So you'll need to slow down mid-air as you jump from the first mushroom to land on the edge of the second and immediately go into another jump while then increasing your horizontal speed. Yikes! This is a pretty clutch jump to make for a sub 2min time.
- If you land and "bunny hop" quake style, you won't lose any horizontal speed. For a lot of jumps where there are a number of evenly spaced platforms, this will mean if you get the first jump right, you can be pretty sure you will stick the remaining ones (unless I sneakily unevenly spaced a few platforms ;) )

When you walk on water, the panther doesn't even touch it, it just floats a few pixels above. I could be wrong, but wouldn't it look better if it touched that foamy white part?


You're right, and it's because I used the same tile from the platz demo and it's just offset towards the lower half of the tile. I could easily move the wave section upwards and it would look better. I'll add it to my list of fixes for a later version.

This one's a bug I found, I was just trying to super jump out of the water and I just didn't transform. Touch the water again transformed me into a panther and then transformed me into the turtle again.
I haven't looked at the code, but I believe the condition is to touch the edge of the water, I think that the super jump is just too fast, and depending on where you are, you just "skip the edge of the water", resulting in a flying turtle. I'm suggesting a "not in the water" condition, but there could be better solutions.


I reproduced this by having the turtle facing left in your screenshot with its back flush up against the vertical wall. Nice bug find! This is an issue with Platz and it has to do with transitioning from a smaller sprite to a larger one. Because Platz takes some shortcuts when doing collision detection, a failed sprite size transition is left to fail until it can succeed. This is typically fine and one of the reasons you may get stuck in snail form until you move away from a ledge that your back is facing. Unfortunately, in this case, the trigger that swaps from turtle to panther is no longer within range when you have made room to transition to a larger sprite. I think a reworking of the Platz bounding box and trigger mechanism is the best fix and until then, submerging again should fix it ;)

I love the music


That's thanks to Uze for that. We had another tune that was in our opinion even better, but there were space limitations and other factors to consider.

- Controls are very good
- Sprites are nice, everything looks good together


Thanks for the feedback!
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Re: B.C. Dash

Postby uze6666 » Mon Oct 26, 2009 3:52 pm

I can't act like if it's a surprise to me ;) ,but congrats Paul! A milestone in the short life of the Uzebox: the first platformer made with the first Uzebox game engine, plus it's an original game using music not ripped from a game! woot!

Some parts are very frustrating, like when you're trying to jump out of the water, but you can't be touching the wall:
Because the platforms are just like in the picture below. But I think it's supposed to be like that.

Yes, Uze mentioned this as frustrating, but I wanted falling into the water to be result in some kind of penalty. Superjump is best used with the horizontal momentum of the turtle's burst of speed to arc your jump. Any jumps from directly below will typically fail. The easiest way to fix it would be to remove overhangs, but I think if navigating the environment is too easy, then the game loses some replay value.

Falling in the water already looses some time so it's obvious it's better to avoid it. But when it happens, specially when learning the game I concur it's a bit frustrating trying to get out of the water because of ridges and platforms. What about no collision detection for these tiles when going through from below? In other words, like a lot of other platformers (Contra, SMB2, etc).

Is it even possible to dodge the bomb on the second red plataform? (I tried it like 10+ times)

Yep, this one is though, I'll try the technique you mentioned.

I love the music

That's thanks to Uze for that. We had another tune that was in our opinion even better, but there were space limitations and other factors to consider.

I just converted the track. The original song is called Crazy Caroms by Graa, a very prolific NES composer. Get more of his songs here: http://nsfarchive.wikidot.com/graa-originals. Btw, if you recover a couple bytes, could be nice to give him credits for his great song! I really like the idea of using scene music, it's a great way to add fresh music to games.

-Uze
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Re: B.C. Dash

Postby nebososo » Mon Oct 26, 2009 4:10 pm

Paul:

paul wrote:Yes it is possible. It'll take some practice, but some hints that may help:
- You can control your horizontal speed to a certain degree while in the air with the dpad. So you'll need to slow down mid-air as you jump from the first mushroom to land on the edge of the second and immediately go into another jump while then increasing your horizontal speed. Yikes! This is a pretty clutch jump to make for a sub 2min time.
- If you land and "bunny hop" quake style, you won't lose any horizontal speed. For a lot of jumps where there are a number of evenly spaced platforms, this will mean if you get the first jump right, you can be pretty sure you will stick the remaining ones (unless I sneakily unevenly spaced a few platforms ;) )


I'm gonna try to get my programmer fixed ASAP so I can try this on the uzebox and become a pro.

paul wrote:That's thanks to Uze for that. We had another tune that was in our opinion even better, but there were space limitations and other factors to consider.

Please use it in another game. Music, for me, is one of the most important parts in retro games. I'm working on getting some good music for the game I'm gonna start programming in as soon as I finish drawing the sprites and tiles (there will only be a few different ones, so I'm expecting "lots" of kBs for music and logic).

Thanks for the game, man.


Uze:

uze6666 wrote:Falling in the water already looses some time so it's obvious it's better to avoid it. But when it happens, specially when learning the game I concur it's a bit frustrating trying to get out of the water because of ridges and platforms. What about no collision detection for these tiles when going through from below? In other words, like a lot of other platformers (Contra, SMB2, etc).

I agree on trying this only on platforms, because some parts are very tricky to get out of the water when there's one on top of you. But for ridges, you only have to remember to jump before you touch the wall, since you won't collide with platforms. Just hope this doesn't make the game too easy.

uze6666 wrote:I just converted the track. The original song is called Crazy Caroms by Graa, a very prolific NES composer. Get more of his songs here: http://nsfarchive.wikidot.com/graa-originals. Btw, if you recover a couple bytes, could be nice to give him credits for his great song! I really like the idea of using scene music, it's a great way to add fresh music to games.

I'm certainly taking a look at that website. Thanks for the link.
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Re: B.C. Dash

Postby paul » Mon Oct 26, 2009 4:24 pm

Btw, if you recover a couple bytes, could be nice to give him credits for his great song!


I bet I can find the space needed. I'll collect ideas/bug fixes and do a single update. I should also note that many of the sprites are reworked from those found in Ari Feldman's SpriteLib. It'd be great to find a talented pixel artist in our community.

I'm gonna try to get my programmer fixed ASAP so I can try this on the uzebox and become a pro.

Thanks for the game, man.


I'm glad you like it! Imagine racing someone on Uzenet (or Uzebox Live). Hopefully Tony will get some spare time for his Zuzebox project and this time next year we can do so.

Edit:

I should also mention that sometimes landing and just letting a few clicks of speed burn away under friction before making your next jump can really help to adjust your trajectory.
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Re: B.C. Dash

Postby paul » Mon Oct 26, 2009 4:37 pm

You can control your horizontal speed to a certain degree while in the air with the dpad. So you'll need to slow down mid-air as you jump from the first mushroom to land on the edge of the second and immediately go into another jump while then increasing your horizontal speed. Yikes! This is a pretty clutch jump to make for a sub 2min time.


Sorry, I misled you there. This is only valid when your horizontal speed is zero (to allow you to grab ledges). The friction technique on the first mushroom appears to be the trick. Still, I wonder if that option would make it more interesting/fun. You can, however, pick up speed (or drop it) with the dpad for the fraction of a second that you are in contact with the ground. I'm sure folks will develop their own techniques.
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Re: B.C. Dash

Postby nebososo » Mon Oct 26, 2009 8:07 pm

paul wrote:
You can control your horizontal speed to a certain degree while in the air with the dpad. So you'll need to slow down mid-air as you jump from the first mushroom to land on the edge of the second and immediately go into another jump while then increasing your horizontal speed. Yikes! This is a pretty clutch jump to make for a sub 2min time.


Sorry, I misled you there. This is only valid when your horizontal speed is zero (to allow you to grab ledges). The friction technique on the first mushroom appears to be the trick. Still, I wonder if that option would make it more interesting/fun. You can, however, pick up speed (or drop it) with the dpad for the fraction of a second that you are in contact with the ground. I'm sure folks will develop their own techniques.

You can try programming it, see if it's any good.

Couldn't get my programmer fixed, but I played some more on the emulator.
The friction technique does the trick, I get it right most of the time.

The same bug that makes the turtle fly made my panther go underwater once, haha.

And I got a new record, 2:52.
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Re: B.C. Dash

Postby paul » Mon Oct 26, 2009 9:02 pm

Couldn't get my programmer fixed, but I played some more on the emulator.


Don't forget you can use it with the bootloader, if you have that already programmed.

And I got a new record, 2:52.


I'll maintain the best time for each contestant so someone doesn't push everyone else off the board :P

From someone who's played it waaay too much (and never ran into that bug, mind you :oops: ), there's room for times well below 2:00. It is possible to activate more than one power-up at a time; I find this helps a lot. Also knowing the best places to use them and then making best use of their duration can be key.
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Re: B.C. Dash

Postby JRoatch » Mon Oct 26, 2009 10:23 pm

Very well done game. I got 3:57 on My first try. Then I got 3:38.
paul wrote:...there's room for times well below 2:00...

I might just add recording and re-recording (TAS-videos) to the emulator just to see how fast B.C. Dash can be completed. :D
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