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Forum Index : Microcontroller and PC projects : New Game Fort Micromite
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joker Newbie Joined: 06/02/2024 Location: GermanyPosts: 25 |
Hello, I just uploaded my latest project "Fort Micromite" to Github. github.com/grimm-git/fortmicromite It is still work in progress but the first level is playable. The second will follow soon. It is game was inspired by the old classic 'Fort Apocalypse' from the C64 or Atari. It has been redeveloped from scratch including graphics, sound effects and game mechanics. The goal of the game is to enter the base of Dr.Evil with your helicopter and destroy the base by blowing up the reactor which is deeply burried in the mountain. While you fight against automatic defence robots, lasers and try to manouver through the cave labyrinth, rescue the workers who were held hostage to work for Dr. Evil. Tell me your opinion (and ofcourse any bug you will find ;-)) and have fun. Matthias |
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lizby Guru Joined: 17/05/2016 Location: United StatesPosts: 3150 |
What platform? LCD or VGA or both? Youtube video of game play? But good work to add to the collection of MMBasic games. PicoMite, Armmite F4, SensorKits, MMBasic Hardware, Games, etc. on fruitoftheshed |
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matherp Guru Joined: 11/12/2012 Location: United KingdomPosts: 9112 |
CMM2 Great work joker |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4227 |
Looking great. Will try on my brand new CMM2 soon. Thanks for sharing. Volhout PicomiteVGA PETSCII ROBOTS |
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bar1010 Senior Member Joined: 10/08/2020 Location: United StatesPosts: 197 |
The graphics are very good. The controls are absolutely horrible though. Same thing for Air Rescue. |
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1113 |
Looks good but sadly, it doesn't run on MMB4W (5.07.03B21) Error in inc/cmap.inc line 104:Syntax So I'm not able to test it. Line 104 in cmap.inc is LOCAL cm$=mid$(str$(MM.INFO(MODE)),3) Cheers Martin 'no comment |
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joker Newbie Joined: 06/02/2024 Location: GermanyPosts: 25 |
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joker Newbie Joined: 06/02/2024 Location: GermanyPosts: 25 |
What exactly is it what you find so horrible? The control is a bit soft to immitate the real helicopter's behaviour. It will not stop just because you draged the stick to neutral. You have to steer actively against your last command to compensate. If you accelerated a while it would take you the same time to brake it to zero. But I thought already myself that this might be too realistic ;-) Best Regards Matthias |
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bar1010 Senior Member Joined: 10/08/2020 Location: United StatesPosts: 197 |
I can get the helicopter to ascend, but it is darn near impossible to fill up with fuel at the beginning. It wants to slide left or slide right, very difficult to keep it stationary. Fort Apocalypse on the Conmodore 64 had much, much better controls. I actually felt like I was controlling a helicopter in that game. |
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joker Newbie Joined: 06/02/2024 Location: GermanyPosts: 25 |
Same thing for Air Rescue. What exactly is it what you find so horrible? The control is a bit soft to immitate the real helicopter's behaviour. It will not stop just because you draged the stick to neutral. You have to steer actively against your last command to compensate. If you accelerated a while it would take you the same time to brake it to zero. But I thought already myself that this might be too realistic ;-) Best Regards Matthias I can get the helicopter to ascend, but it is darn near impossible to fill up with fuel at the beginning. It wants to slide left or slide right, very difficult to keep it stationary. Fort Apocalypse on the Conmodore 64 had much, much better controls. I actually felt like I was controlling a helicopter in that game. Ok, I will look into it and see if I can make it more stable. As a work around: You can land on the fuel platform, then the heli is stationary. And turn it into nose view. That gives you more room left and right. Thanks for testing and the feedback. Best Regards Matthias |
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twofingers Guru Joined: 02/06/2014 Location: GermanyPosts: 1241 |
Hello Matthias, Congratulations, it looks really good! Very mpressive! I don't think the controls are that bad, I vaguely remember that it wasn't easy on the C64 version either ... and we were 40 years younger. BTW: AFAIK, MMB4W doesn't know "MM.INFO(MODE)" at all Kind regards Michael causality ≠ correlation ≠ coincidence |
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joker Newbie Joined: 06/02/2024 Location: GermanyPosts: 25 |
Hello, I just uploaded a major update for Fort Micromite (https://github.com/grimm-git/fortmicromite). The main change: A second level has been added Besides this, many bugs were fixed and some optimisations were done. I hope the game is a bit better to control now. As always: Feddback is welcome and highly appreciated Best Regards Matthias |
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joker Newbie Joined: 06/02/2024 Location: GermanyPosts: 25 |
Hi again, So, I hope this is it. Pre-release has been uploaded. I spent some time for balancing (to make it less hard) and time optimizing (found one or two ms). Unfortunately I found and fixed quite a lot of bugs. The level 2 was impossible to win due to them. This is hopefully fixed. Played it several times until the end. There are more ways to win. Have fun to explore them. Instead of heading home to base as in the original, in my version you exit through a hole in the ground like the way you get from level 1 to 2. This would allow to add further levels any time. I don't know if someone is interested in extending Fort Micromite with a third level, but who knows. There are only very minor changes necessary to the code. The rest is scripted in inc/level.inc (as long as you don't invent new effects or game mechanics). The rest is more or less the artwork in /lvl - tileset, level map and radar images. The color table is fix, but has almost 100 spare colors free to use. I would be delighted to help, but I won't do a third level myself. Best Regards Matthias |
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