Tutorial - How to make Frogs and Flies!
Re: Tutorial - How to make Frogs and Flies!
No progress at all. The 3D printing took all the free time and this game just doesn't motivates me enough to complete. All there is, is the graphics on this page.
Re: Tutorial - How to make Frogs and Flies!
I can understand those sentiments, having been there at least 50 times I wonder if anyone is interested enough in this game to make it a community effort or if it dies here? I like the way it looks but I could probably only contribute 25% of the total work before my interest rolled off. Never had a community gane done yet, but perhaps it is impractical?
Re: Tutorial - How to make Frogs and Flies!
it's a pity ...
Life's too short to remove usb safely
Web: www.hwhardsoft.de
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Web: www.hwhardsoft.de
http://www.facebook.com/hwhardsoft
YouTube: http://www.youtube.com/user/hwhardsoft
Re: Tutorial - How to make Frogs and Flies!
Yeah I know... I should have followed my first rule of making a game...make one that you really like!
Re: Tutorial - How to make Frogs and Flies!
Well I will confess that I ended up adopting it, but I'm glad I did because it has a lot of charm to me. It is pretty hard to get too excited about adding infinite features on this one, so it was perfect candidate for something I would actually finish! It is to a point where I am nearly going to call it done, though for sure I must make the game over sequence and the high score entry work first. After that I do intend to add a second song since I have around 4k left, but so far I am not finding anything that fits well.
There is the obvious idea to implement "mario jumping" where you can let go of the jump button in the middle and take a short jump, steer your jump, etc. Not sure I'm convinced it will actually make the gameplay better in this game but it's possible. Still needs a bit of polish before it's done, so might get mario jumping, and maybe slightly better AI. So here is a preview and the next version will be a finished product maybe in a month....along with hopefully another surprise
There is the obvious idea to implement "mario jumping" where you can let go of the jump button in the middle and take a short jump, steer your jump, etc. Not sure I'm convinced it will actually make the gameplay better in this game but it's possible. Still needs a bit of polish before it's done, so might get mario jumping, and maybe slightly better AI. So here is a preview and the next version will be a finished product maybe in a month....along with hopefully another surprise
Re: Tutorial - How to make Frogs and Flies!
Very, very well done, cool and original intro screen, music and FXs!
My humble two cents to help wrap it up:
-I was wondering if my TV was freaking out because of the colors changing, but I guess it's a day light changing thing? Dunno if it's my monitor but a couple ones looks weird, like the purple sky. But the "full night"/blue one is very cool.
-Can't skip the high score screen it seems
-"Start" doesn't seem to work at main screen
-Would be nice to be able to continually move by holding left/right
-Use A to jump (And why not also UP, since I keep trying that for some reasons!) and B to "eat" for more "standard" controls
-I'd adjust the FIRST_RENDER_LINE a couple lines up since it truncates the bottom of the pic on my CRT monitor.
-Definitely voting for the mario jumps!!
Need to find someone to test the two player mode...
My humble two cents to help wrap it up:
-I was wondering if my TV was freaking out because of the colors changing, but I guess it's a day light changing thing? Dunno if it's my monitor but a couple ones looks weird, like the purple sky. But the "full night"/blue one is very cool.
-Can't skip the high score screen it seems
-"Start" doesn't seem to work at main screen
-Would be nice to be able to continually move by holding left/right
-Use A to jump (And why not also UP, since I keep trying that for some reasons!) and B to "eat" for more "standard" controls
-I'd adjust the FIRST_RENDER_LINE a couple lines up since it truncates the bottom of the pic on my CRT monitor.
-Definitely voting for the mario jumps!!
Need to find someone to test the two player mode...
Re: Tutorial - How to make Frogs and Flies!
Thanks for the kind words Alec!
-I was trying to emulate the gradual day to night transition in F&F and Frog Bog. I ended up having to make up a bunch of custom binary masks to fade the video port because fixing one color always makes something else look weird so it's all a tedious compromise. Granted I haven't looked at this on a real tv yet, but out of the 12 fade steps, 4 of them probably are too dodgy.
-On the "GUI" screens I'll just make start and maybe also a&b buttons all work as well as skip-able high scores since that makes more sense.
-
-I have only played this game in Uzem with the default keyboard configuration so far, and for some reason hadn't put one thought into how awkward jumping with A was on a NES/SNES pad versus every other normal game(Angry Video Game Nerd went on a rant about exactly that I recall ). I'll fix that. Hadn't thought about continual hopping either. As long as it's still easy to do exactly 1 hop when you want to, then it should be better.
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-I moved 4 lines up, which is more centered in the emulator anyways.
-Ah... mario jumps Right now it's just a bunch of y offsets that make the "jump table" which would be very quick to add just a cutoff when you let go of the jump button. Now the steering aspect I do wonder about being too easy though, because it wouldn't be good if the High Score table was all scores of 255! I have some C code I translated from 6502 disassembly from marios jump mechanics somewhere..this will be tried after absolutely every last other detail is done so I can bale out and call it done if I can't get it right!
-I was trying to emulate the gradual day to night transition in F&F and Frog Bog. I ended up having to make up a bunch of custom binary masks to fade the video port because fixing one color always makes something else look weird so it's all a tedious compromise. Granted I haven't looked at this on a real tv yet, but out of the 12 fade steps, 4 of them probably are too dodgy.
-On the "GUI" screens I'll just make start and maybe also a&b buttons all work as well as skip-able high scores since that makes more sense.
-
-I have only played this game in Uzem with the default keyboard configuration so far, and for some reason hadn't put one thought into how awkward jumping with A was on a NES/SNES pad versus every other normal game(Angry Video Game Nerd went on a rant about exactly that I recall ). I'll fix that. Hadn't thought about continual hopping either. As long as it's still easy to do exactly 1 hop when you want to, then it should be better.
-
-I moved 4 lines up, which is more centered in the emulator anyways.
-Ah... mario jumps Right now it's just a bunch of y offsets that make the "jump table" which would be very quick to add just a cutoff when you let go of the jump button. Now the steering aspect I do wonder about being too easy though, because it wouldn't be good if the High Score table was all scores of 255! I have some C code I translated from 6502 disassembly from marios jump mechanics somewhere..this will be tried after absolutely every last other detail is done so I can bale out and call it done if I can't get it right!
Re: Tutorial - How to make Frogs and Flies!
After playing a bit more, a kind of agree with you! It forces you to better evaluate before jumping. Perhaps it could be a eater egg feature activated with a certain classic button code.Now the steering aspect I do wonder about being too easy though, because it wouldn't be good if the High Score table was all scores of 255!
Re: Tutorial - How to make Frogs and Flies!
I was wrong again and I will release another unfinished build in the next couple days because I will need more feedback on gameplay. Alec I fixed all the issues you brought up and added a couple other features(intro,improved title,pause menu) and general polishing. I noticed the frog's eyes were getting very dry, so I added blinking, since it's a frog simulator...The Konami code is now there and works individually per player and can be turned on and off at the title screen by entering the code. I wont say what it does because that ruins the fun, but it will be obvious when you see it
All I have left is to finish eeprom high score sorting/storing and fine tune the jump controls, unless anyone else brings up gameplay ideas. All the extra code and improvements have left me with ~1.5k flash left so I am not going to add any more music; just features/variety. I didn't want to involve SD card in this game at all, but I could definitely get a couple kilobytes back by storing the screen maps on card like I'm doing in my other game if I find real need.
Mario jumping:
I have experimented with a couple different variations of mario jumps and each version is significantly easier(or at least a little faster since you don't have to travel accross the screen) to catch a fly. I do however intend to keep it as an integral gameplay element, and I have found making flies caught with a mario JUMP worth 1 point and those caught with the normal(un-steerable) LEAP worth 2 points actually works out for interesting tactical decisions based on the situation. You can pretty easily catch 2 flies by JUMPING straight up and moving left and right, but you can often catch 2 flies on a LEAP and it's twice as many points in not much extra time....so it's interesting but I definitely need to work on it to make it balanced. Basically I'm liking an exact copy of mario 3 jumps and then "nerf" them so they aren't so brutally effective. This also entails that the AI frog needs to be able to choose between jumping and leaping. I worked up a control scheme that feels pretty fluid on SNES pads and you can pretty quickly switch between jumping/leaping steering/hopping and licking.
SNES PAD CONTROLS
==========
D-LEFT/D-RIGHT = hop/steer
B or D-UP = JUMP(steerable, can abort by lifting button at any point for a short jump-I may FORCE a small amount of forward momentum at launch to make it harder?)
A or Ls/Rs = LEAP(goes further across screen with forward speed not possible by jump, floats around the top of the arc("killzone") longer, score is 2x)
Y = Lick to eat flies
Start = open pause menu, options for turning off music and/or sound effects, quit to title)
I'll have the new version when I can get jumping where I want, but I actually have started to think about other stuff like stomping. Similar to several mario games where you can push down at the peak of a jump to come quickly towards the ground and maybe stuns the other frog? Of course landing has a recovery time so the game doesn't simplify into a stomping match. Hmm yea that's all for now..
All I have left is to finish eeprom high score sorting/storing and fine tune the jump controls, unless anyone else brings up gameplay ideas. All the extra code and improvements have left me with ~1.5k flash left so I am not going to add any more music; just features/variety. I didn't want to involve SD card in this game at all, but I could definitely get a couple kilobytes back by storing the screen maps on card like I'm doing in my other game if I find real need.
Mario jumping:
I have experimented with a couple different variations of mario jumps and each version is significantly easier(or at least a little faster since you don't have to travel accross the screen) to catch a fly. I do however intend to keep it as an integral gameplay element, and I have found making flies caught with a mario JUMP worth 1 point and those caught with the normal(un-steerable) LEAP worth 2 points actually works out for interesting tactical decisions based on the situation. You can pretty easily catch 2 flies by JUMPING straight up and moving left and right, but you can often catch 2 flies on a LEAP and it's twice as many points in not much extra time....so it's interesting but I definitely need to work on it to make it balanced. Basically I'm liking an exact copy of mario 3 jumps and then "nerf" them so they aren't so brutally effective. This also entails that the AI frog needs to be able to choose between jumping and leaping. I worked up a control scheme that feels pretty fluid on SNES pads and you can pretty quickly switch between jumping/leaping steering/hopping and licking.
SNES PAD CONTROLS
==========
D-LEFT/D-RIGHT = hop/steer
B or D-UP = JUMP(steerable, can abort by lifting button at any point for a short jump-I may FORCE a small amount of forward momentum at launch to make it harder?)
A or Ls/Rs = LEAP(goes further across screen with forward speed not possible by jump, floats around the top of the arc("killzone") longer, score is 2x)
Y = Lick to eat flies
Start = open pause menu, options for turning off music and/or sound effects, quit to title)
I'll have the new version when I can get jumping where I want, but I actually have started to think about other stuff like stomping. Similar to several mario games where you can push down at the peak of a jump to come quickly towards the ground and maybe stuns the other frog? Of course landing has a recovery time so the game doesn't simplify into a stomping match. Hmm yea that's all for now..
Re: Tutorial - How to make Frogs and Flies!
I'm eager to see the finished product!
Sounds like a really great gameplay element to me...Similar to several mario games where you can push down at the peak of a jump to come quickly towards the ground and maybe stuns the other frog?