Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > C64 Coding > omega120 games
2008-05-29 14:18
omega120
Account closed

Registered: Sep 2005
Posts: 204
omega120 games

I seem to babble too much on my games in the code for beginners thread so I have created this thread if I am allowed to discuss any coding regarding to my games I hope everyone will join in.
 
... 122 posts hidden. Click here to view all posts....
 
2008-05-30 10:16
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
"BTW, what again did 'T.M.R.' mean?"

Yes, there's a fair bit of irony there... =-)
2008-05-30 19:36
Richard

Registered: Dec 2001
Posts: 621
@omega120

The main concept of doing a first level is to make it slightly or maybe very easy and possible to complete. I played Manky V4 myself, but unfortunately I still find the very first level very difficult to play. If there was a gamer playing this game, and finding it impossible to play, they may keep trying and if still no luck, would give up on the game completely and move on to something else.

This is why (It may sound off topic slightly) when I am working on Sub Hunter, each level SHOULD be possible to get through and level 1 should be easy enough - not impossible, but I do not want to make the game too easy.

Sadly, I find level 1 of your games *impossible* to complete. You should make thimgs easier for the gamer.

BTW: I have had 3 pints of fosters typing in this post :)

Also ignore those who cracked/trained your games. It is something we have to live with.

2008-05-30 22:02
omega120
Account closed

Registered: Sep 2005
Posts: 204
@Richard

You may find that MANKY v5 update easer to play as I was told by a coder here there was a flaw in the playing which I managed to find and corrected the code.Download the latest `update5` of `Manky` from my website.
I will think it over about recoding Manky`s 1st level to make it easier for Manky to get to the toilet and be zoomed to the next level.Since all I hear about `Manky` is impossible to play.........
2008-05-31 06:11
Stainless Steel

Registered: Mar 2003
Posts: 966
Regardless of the quality or the difficulty of the game I'm happy to see that people still take the time to make games on the c64.

I also must admit that omega120 has some brass balls. He's been taking quite a beating (justified or not)
and still he sticks up for his productions.

2008-05-31 09:44
omega120
Account closed

Registered: Sep 2005
Posts: 204
That is what I mean Commodore may have went elswhere but their C64 machine will always stick in certain peoples minds with a majority still believes the C64 will and always be something special to them.
2008-05-31 10:04
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:

The main concept of doing a first level is to make it slightly or maybe very easy and possible to complete


that should be rule #1 in game design. a first level always serves the purpose to let the player get familiar with the controls and game mechanics, it shouldn't challenge the player at all.
2008-05-31 10:24
omega120
Account closed

Registered: Sep 2005
Posts: 204
As it is I am now recoding `MANKY`S` 1st level to make it easer and more simple for any player to get Manky on time to his toilet!
Look at my website for details when the new update6 `Manky` will be available for download.
2008-05-31 11:35
Steppe

Registered: Jan 2002
Posts: 1510
Is it possible to lock Manky in the toilet and flush down the keys?
2008-05-31 16:23
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: As it is I am now recoding `MANKY`S` 1st level to make it easer and more simple for any player to get Manky on time to his toilet!
Look at my website for details when the new update6 `Manky` will be available for download.


You really need to tune the other levels down too or the "can't be arsed to play it" wall will just move to the second level - each should be more difficult than the previous, but that progression needs to be gradual. You should have loads of memory left (i haven't looked properly) so add more levels... and fixing that jump to make it a real jump and getting some improved sound would be Good Things.

(Just imagine if you had the code in a cross assembler, these changes would be at most a matter of hours...)
2008-05-31 16:26
chatGPZ

Registered: Dec 2001
Posts: 11386
how boring....nothing beats shuffling around memory and breaking a dozen things in the process!
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
sln.pixelrat
Jazzcat/Onslaught
Murphy/Exceed
Urban Space Cowboy
Guests online: 149
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 Edge of Disgrace  (9.6)
6 What Is The Matrix 2  (9.6)
7 The Demo Coder  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 No Listen  (9.6)
2 Layers  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.6)
6 X-Mas Demo 2024  (9.5)
7 Dawnfall V1.1  (9.5)
8 Rainbow Connection  (9.5)
9 Onscreen 5k  (9.5)
10 Morph  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Censor Design  (9.3)
5 Triad  (9.3)
Top Musicians
1 Rob Hubbard  (9.7)
2 Mutetus  (9.7)
3 Jeroen Tel  (9.7)
4 Linus  (9.6)
5 Stinsen  (9.6)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.069 sec.