Videopac / Odyssey2 forum

Programming the Videopac / Odyssey2 => Homebrews => Topic started by: Doug on September 21, 2021, 02:47:22 AM



Title: Turmoil?
Post by: Doug on September 21, 2021, 02:47:22 AM
Here's a Turmoil homebrew for the Colecovision...

https://8bitmilligames.com/turmoil-2022.html

I was just thinking, with that screen design, the lines, wouldn't it port well to the O2/Videopac?


Title: Re: Turmoil?
Post by: Chris! on September 21, 2021, 01:57:23 PM
I actually attempted a Turmoil-type game, but there wasn't any interest in it, so I quit. Unfortunately I lost all the code and binary files, so if I were to make it, I'd have to start all over again. I am about done finishing Jack and the Beanstalk, so perhaps I'll start work on this soon?


Title: Re: Turmoil?
Post by: Chris! on September 21, 2021, 02:56:18 PM
I made this proof of concept screen. It is a real Odyssey 2 program.


Title: Re: Turmoil?
Post by: Chris! on September 21, 2021, 06:29:07 PM
I've decided I'm going to go ahead with this project. I added a rocket that you can move and fire with. I'm going to call it "Tunnels of Terror."


Title: Re: Turmoil?
Post by: Doug on September 21, 2021, 08:29:41 PM
Look forward to it! Maybe I'll reacquaint myself with the 2600 game and try the Coleco game, see if I have any ideas about it...


Title: Re: Turmoil?
Post by: Chris! on September 22, 2021, 05:58:24 PM
Can I put YouTube videos on here? Let's find out...
https://youtu.be/W0_uY5fo1Nw (https://youtu.be/W0_uY5fo1Nw)


Title: Re: Turmoil?
Post by: Doug on September 22, 2021, 06:41:09 PM
Looks great!


Title: Re: Turmoil?
Post by: cjherr on September 23, 2021, 06:05:25 PM
Very nice!


Title: Re: Turmoil?
Post by: Chris! on September 24, 2021, 06:57:59 PM
Working on this a little more. I think the biggest obstacle is the lack of space I have for the game. I only have 2 different enemy types and already I have used 1,457 bytes (out of 2,048). I tried putting the title screen stuff in a different bank, but I think I'll have to make this an 8k game in order to fit stuff in. Or can I make a 6k game? Here's a breakdown of what I would do:
+ one bank of "Cedar games" intro
+ one bank for title screen
+ one bank for main game.
+ one bank for I don't know what.
But I will try to fit everything in 2k for now. Here is what I have so far, I attached a bin file for you to try.


Title: Re: Turmoil?
Post by: Doug on September 26, 2021, 05:20:24 AM
It looks - and plays - really nice on my phone (retroarch).  I did sometimes find it a bit difficult to get to tunnels in time... Perhaps if you hold up or down, movement can accelerate while held? So people can tap-tap the joystick up or down, or hold up or down to move fast if necessary.

If you provide a nuclear/smart bomb option, maybe the keyboard can be used for that? Like I said, in such a fast game using the Voice as a cue for the appearance of certain enemy types (or bonuses /power ups) would be great.

I think if there was ever a game type in which the O2 could compete with the 2600, or even Colecovision, it's this... Would love to see 8K or more with lots of enemies.

Still have to fire up my 2600 to reacquaint myself with Turmoil, and try that Colecovision ROM to see what was changed and added... Just haven't been in a twitch gaming mood lately.


Title: Re: Turmoil?
Post by: Chris! on September 26, 2021, 05:53:05 PM
I don't get how the Voice would be better at letting you know certain stuff appears more than your eyes.
I'll work a little on the rocket's movement.
I've decided to make it be an 8k game now. I added a wave intro screen.
EDIT: I worked a little on the rocket's moevement to make it be more like Turmoil.


Title: Re: Turmoil?
Post by: Doug on September 27, 2021, 02:28:08 AM
"I don't get how the Voice would be better at letting you know certain stuff appears more than your eyes."
- Because, as I recall, the action is often so fast and furious that you don't see stuff or realize that important enemies just popped up...


Title: Re: Turmoil?
Post by: Chris! on September 27, 2021, 08:43:44 PM
I don't think my version will be as fast paced as the original.
Work continues. Noticed that the top couple of lines flicker when a new enemy comes up on real hardware. To get rid of this, I had to remove stuff on top. What's on top? An 8th tunnel. So I removed that tunnel and now the game has 7 tunnels just like the original and everything is working fine.


Title: Re: Turmoil?
Post by: Chris! on September 29, 2021, 09:33:48 PM
Still working on this. I have an idea for a new enemy but I had to fix some other stuff first.


Title: Re: Turmoil?
Post by: Chris! on October 25, 2021, 12:50:07 AM
It's been a while since I last worked on this. I made a new enemy. This new enemy is green/yellow and you have to shoot it from behind to kill it. What I want to do is introduce a new enemy every wave until you reach a certain wave.

EDIT: And I did just that.


Title: Re: Turmoil?
Post by: Chris! on October 25, 2021, 08:28:44 PM
Added the green killer drone Killitron. It knows where you are, follows your vertical movement and you can't shoot it, so your best bet is to avoid it. I think this makes the game a little bit harder than it once was. I can't get to Wave 4. Thoughts? Did I make the game too difficult?