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View topic - Baluba Balok - A little remake

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  • Joined: 28 Jan 2017
  • Posts: 360
  • Location: Málaga, Spain
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Baluba Balok - A little remake
Post Posted: Sun Jan 29, 2017 11:19 am
LAst weeks I have been working on a little game for the LD retro compo.
I had to choose between all retro systems and this page, the forums and related links got me caught on SMS and SDCC.

So this is my little contribution to the scene . Hope you enjoy!
image0.png (5.44 KB)
image0.png
image1.png (11.14 KB)
image1.png
image2.png (11.04 KB)
image2.png
game-src.rar (101.02 KB)
game.zip (11.15 KB)

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  • Joined: 25 Feb 2006
  • Posts: 532
  • Location: Belo Horizonte, MG, Brazil
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Post Posted: Sun Jan 29, 2017 2:15 pm
That's a pretty nice little game.
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  • Joined: 07 Jun 2010
  • Posts: 172
  • Location: Greece
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Post Posted: Sun Jan 29, 2017 3:21 pm
Very nice game! Congrats!
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  • Joined: 26 Jan 2014
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Post Posted: Sun Jan 29, 2017 6:03 pm
Very nice work, are you planning an other game for the SMSPower competition in March?
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  • Joined: 28 Jan 2017
  • Posts: 360
  • Location: Málaga, Spain
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Post Posted: Sun Jan 29, 2017 8:10 pm
Well.... maybe
Really liked how things funcs and I think I should make a better game, like my last games (ask for violent room in ludumdare, by example).

As what I really like is to do shmups, I'm planning to do one, a mix of aleste, hype, zanac... with scrolling and nice tilemap effects, but I see the SMS a little limited (but this is part of the charm...) so today I have been trying the genesis SGDK.

I don't know. If could be possible to work in group, could be interesting a more complex project.
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  • Joined: 28 Feb 2016
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  • Location: Barcelona
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Post Posted: Sun Jan 29, 2017 8:38 pm
Nice work !!! ;)

For your possible project, have you seen Power Strike 1-2, GG Aleste 1-2, RType, Sagaia... ????
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  • Joined: 26 Jan 2014
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Post Posted: Sun Jan 29, 2017 8:49 pm
Btw, a 2 players version of this game would be nice ;)
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  • Joined: 01 Feb 2014
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Post Posted: Mon Jan 30, 2017 9:00 am
Very nice game. My only complaint is that the level restarts completely everytime you lose a life. That makes it unnecessarily frustrating, imo.
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  • Joined: 05 Sep 2013
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Post Posted: Mon Jan 30, 2017 9:01 am
Nice work! Thanks for sharing the sources too! :)
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  • Joined: 12 Oct 2015
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  • Location: Ireland
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Post Posted: Wed Feb 01, 2017 8:03 pm
Kagesan wrote
Very nice game. My only complaint is that the level restarts completely everytime you lose a life. That makes it unnecessarily frustrating, imo.

Awesome game eruiz00 but I have to agree with Kagesan - would be cool if you could just resume the level after you die.
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Post Posted: Thu Feb 02, 2017 9:11 am
May I ask how long it took you to code?
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  • Joined: 28 Jan 2017
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  • Location: Málaga, Spain
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Post Posted: Thu Feb 02, 2017 7:57 pm
Ummm. two days. Was a little game for the LD compo, and I get bored too song :) Had experience with 8 bits, as when I was child, developed many little games in msx-basic, and sprites and characters are familiar for me :)
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  • Joined: 28 Jan 2017
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  • Location: Málaga, Spain
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Post Posted: Thu Feb 02, 2017 8:01 pm
By the way, need info about next concerns:

1. Banks and code: allocate code in bank 2, 3... with SDCC. It's possible?
2. It's possible (using SDCC) to have functions memset and memmove but not SRAM oriented? could not find these functions on SDCC headers, and don't want to mess with assembly if it's possible.
3. Alternative (existing) to map image and bmp2tile... something like a mappy plugin, by example.

These questions was made because I have thinking about a new game and need it.

Thanks!
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  • Joined: 05 Sep 2013
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Post Posted: Thu Feb 02, 2017 8:20 pm
Last edited by sverx on Fri Feb 03, 2017 8:54 am; edited 1 time in total
1. Allocating code in banks and have bankswitching isn't a great idea, as SDCC doesn't yet support auto-bankswitching. 32 KB should be enough for almost everything you mean to code, and you can have bankswitching on slot 2 (you'll keep your code always mapped and switch the next 16 KB only)
2. SDCC standard libraries should have those too - I never checked myself. Sure you really need them?
(edit: they're in string.h)
3. Mappy, yes you can use that. You'll then need your exporters (or ask Mojon Twins to lend you theirs ;) )
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  • Joined: 23 Mar 2013
  • Posts: 567
  • Location: Copenhagen, Denmark
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Post Posted: Thu Feb 02, 2017 9:34 pm
Nice little game! The music and sound effects fit well.
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  • Joined: 29 Mar 2012
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  • Location: Spain
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Post Posted: Fri Feb 03, 2017 7:53 am
Great game guy! :-D
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  • Joined: 01 Aug 2012
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  • Location: Porto, Portugal
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Post Posted: Fri Feb 03, 2017 10:06 pm
http://www.smspower.org/Homebrew/BalubaBalok-SMS ;)
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  • Joined: 18 Dec 2014
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  • Location: Canada
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Post Posted: Fri Feb 10, 2017 2:46 pm
Good fun
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