Lander for Uzebox

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Lander for Uzebox

Postby Harty123 » Sat Feb 19, 2011 11:47 pm

Hi,

I have finished my first game Lander for the uzebox. It's a remake of the game Lunar Lander. You can play 7 different levels wit different backgounds, skills etc.
Please check also the Wiki entry for this game.



Control the rocket in the game:

Left: rotate rocket counterclockwise
Right: rotate rocket clockwise
Button A: Start/Stop engine

In main menu:

Button Start: start a new game
Button A: View hall of fame
Button B: Music on/off

Land on the red plattforms for doubled highscore!!!

Have FUN :D
Attachments
lander.uze
(47.12 KiB) Downloaded 32 times
lander.hex
Lander V1.1 Hexfile
(131.14 KiB) Downloaded 251 times
Last edited by Harty123 on Thu Dec 08, 2011 10:28 pm, edited 3 times in total.
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Re: Lander for Uzebox

Postby paul » Sun Feb 20, 2011 1:29 am

Really nicely done, Hartmut! Loved the music, too :)

I did manage to get through all the levels, although I haven't landed on the red platform in level 3 yet :x Which leads me to my only criticism (which is really just a testament to a great game): I'd love a few more levels! Is there room for more? Although its current level limit does make it feel like it fits a multi-player session well where you compete for the best score. And it prevents that one person who's always better than everyone from hogging it ;)

Congrats on a great game, Hartmut!
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Re: Lander for Uzebox

Postby D3thAdd3r » Sun Feb 20, 2011 9:17 am

Great game, nice work! Gameplay is fun and the overall presentation is well done, congrats on your first Uzebox game :)
Lee
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Re: Lander for Uzebox

Postby uze6666 » Sun Feb 20, 2011 6:50 pm

Man, Lander is hard at first, but after a while it get's much more fun. And the planets in the background are gorgeous...made me keep trying to get to the next level! More levels!!! :mrgreen: One comment: the last text line with fuel and level during game play is outside the "title safe" area of many CRT TVs (like mine), so it appears cut in half.

Anyhow, simple concept, great game! Keep em coming.

Cheers,

Uze

ps: do you plan to release sources?
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Re: Lander for Uzebox

Postby Harty123 » Sun Feb 20, 2011 9:36 pm

Hi,

many thanks.

Yes it is possible to add some additional levels. The problem is the maximum count of tiles for mode 3 - I have actually 225 tiles in use. So I'm afraid it's only possible to add tiles for 1 additional planet... (or I have to create additional levels with the existing tiles).

About the planet graphics: I found a website which offers pictures for all planets from our solar system in several resolutions. So it was easy to convert this pictures with TileStudio ;-)

I will save the reported bugs in the next days - also the problem with the half text in the last line. (I have not this problem on my CRT TV.)

Further ideas or game extensions are:
- better and more sound effects (at the moment I use changed sound effects from B.C Dash).
- meteors in higher levels
- vertical scrolling

@uze
I will publish also the source code. But first I will "polish" my sources and comments, fix some bugs and add some features (levels).

-Hartmut
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Re: Lander for Uzebox

Postby D3thAdd3r » Mon Feb 21, 2011 6:18 am

Harty123 wrote:Hi,
...Yes it is possible to add some additional levels. The problem is the maximum count of tiles for mode 3 - I have actually 225 tiles in use. So I'm afraid it's only possible to add tiles for 1 additional planet... (or I have to create additional levels with the existing tiles).


For the planets they look like they are 4x4 tiles big, so 16 tiles each. What you could do, if you have enough ram, is to have 16 ram tiles devoted to the planet and you should still have enough for the rocket(maximum cost of 9 ram tiles it looks like, how big is it 2x2?). Instead of setting the vram to the planet tiles you set them to ram tiles indexes(outside what the rocket will ever use) and transfer the graphic data for the planet from another area(outside of the tileset, maybe a separate planet tileset for convenience) to those ram tiles. Gets you around the tile limit, and you could apply compression,effects, etc to the planets if it turns you on. I tend to say everything should be solved with ram tile effects :lol: but seems it would fit your situation well and be easily implemented. Just my 2 cents, again nice work. http://uzebox.org/wiki/index.php?title=Ram_Tile_Effects_Primer
Lee
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Re: Lander for Uzebox

Postby uze6666 » Mon Feb 21, 2011 5:24 pm

Hi Harty,

Another idea to have more tiles: for the fuel/level/score info, use the overlay as it can have is own independent tileset. That way you could have two tile sets, one with the font and the title graphics, and one for the play field's tiles. In any cases, you would need the overlay if you want to add scrolling (which would be awesome btw :D ). Right now, mode 3 only allows to have it at the top of the screen but the mode could be updated to have it at the bottom. Also, some asteroids (like you proposed) would be a great addition to the game.

-Uze
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Re: Lander for Uzebox

Postby Harty123 » Fri Feb 25, 2011 11:25 pm

Hi Lee, Hi Uze

thx for your suggestions. I splited the tiles now in 2 different tilesets for the games and for the intro. Now I have more space for more levels :mrgreen:

The new version 1.1 is released in my mail above with the following changes:

- 7 levels
- additional music for hall of fame
- level 3 is now easier (more fuel capacity; red platform is better reachable)
- bugfix: status line is only half visible in older CRT TV's
- bugfix: rocket will not start in vertical position after crash in level 1

Enjoy it!

-Hartmut
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Re: Lander for Uzebox

Postby uze6666 » Sat Feb 26, 2011 1:14 am

Oh yeah! Thanks, can't wait to see the new levels!

-Uze

Edit: Just in time for the latest video! :D
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