Oink 'n' Boink - 2 Player Battle Game

JamesNES

Well-known member
if you are gathering falling fruit, have the pigs collect the fruit and deposit on their side. also have non-fruit items fall down that wont count towards the score, but you can toss these items at the other pig to knock their fruit out of their hands. could make for some competitive play.

Great idea! The fruit will have different values so if you see a better one you can biff your one at the other guy and grab the new one. That's it, that's the next project, thanks!
 

SciNEStist

Well-known member
Very cinematic. like a better wild gunman.
I hope you have a somewhat randomized timer for the draw to keep it reaction based and not just memorizing the timing.
 

JamesNES

Well-known member
Very cinematic. like a better wild gunman.
I hope you have a somewhat randomized timer for the draw to keep it reaction based and not just memorizing the timing.
You know it, I did it like:

Code:
jsr doGetRandomNumber
ORA #%10000000

So it gives me a time of between #$80 and #$FF frames to wait. Plenty of RAM so I could add a high byte to the timer as well if I don't think it's long enough sometimes, since that's only up to like 5 seconds.
 

JamesNES

Well-known member
It just turns itself off, couldn't really think of anything else! When one player turns theirs off the stream for the other player starts blasting at double speed, and you can sub the other player very briefly by jumping on them. Thats the wrinkles I could think of for it
 

JamesNES

Well-known member
What if you go over … and the carrots overflow and spill on you?
Sort of, I had another go at it and (apart from smoothing out the filling animation) came up with this. If you go over, it's an instant loss and you get swamped haha. I'll make the stuff spill out sideways once it hits the ground as well but didn't feel up to it just yet.


carroted.gif
 

JamesNES

Well-known member
Think I'll put an animated carrot conveyor instead of a pipe though. Typical, spend an afternoon on the actual gameplay and then a week fiddling with graphical effects haha
 

JamesNES

Well-known member
Looking forward to the graphics part! Being they're all tiles it's gonna be hard on the brain, especially given I don't want a plain background, but I've got ideas on doing it already.
 

JamesNES

Well-known member
Got the gameplay down, and put in a temporary background graphic to see what it would look like.

blockfall1.gif

Fastforwarding this but the speed increases over time, and it's possible to get a draw if both players end up in a safe space. Doing collisions with moving blocks of tile was a lot of fun (sarcasm) but it's basically there, you can ride falling blocks downwards and bump off the sides of them. The arena doesn't need to be square, the blocks can basically do anything as long as they're square. They can blast through other things on screen if I want them to as well. Now I'm looking forward to jazzing it up, giving them different graphics and stuff.

blockfall2.gif

The block patterns are predetermined, I thought may be random would be good but then you'd end up with tons of gaps and it'd be boring so I'll just work out a bunch of patterns and store them in tables. All they need is an X, height, width, and how far they fall before stopping.
 

JamesNES

Well-known member
Think I've got it about as good as I'm going to get it. I thought I could "texture" the blocks more but how I'm doing it would take 5 CHR banks not 4. Lol. But it still looks pretty cool. Forget sprite moving platforms, I got background tile moving platforms.

blockfallfinal1.gif
 
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