Home
JAQForum Ver 20.06
Log In or Join  
Active Topics
Local Time 10:36 02 May 2024 Privacy Policy
Jump to

Notice. New forum software under development. It's going to miss a few functions and look a bit ugly for a while, but I'm working on it full time now as the old forum was too unstable. Couple days, all good. If you notice any issues, please contact me.

Forum Index : Microcontroller and PC projects : New Game Fort Micromite

Author Message
joker
Newbie

Joined: 06/02/2024
Location: Germany
Posts: 18
Posted: 09:30am 17 Mar 2024
Copy link to clipboard 
Print this post

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
 
lizby
Guru

Joined: 17/05/2016
Location: United States
Posts: 3016
Posted: 01:22pm 17 Mar 2024
Copy link to clipboard 
Print this post

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
 
matherp
Guru

Joined: 11/12/2012
Location: United Kingdom
Posts: 8592
Posted: 01:26pm 17 Mar 2024
Copy link to clipboard 
Print this post

  Quote  What platform?

CMM2

Great work joker
 
Volhout
Guru

Joined: 05/03/2018
Location: Netherlands
Posts: 3550
Posted: 02:10pm 17 Mar 2024
Copy link to clipboard 
Print this post

Looking great. Will try on my brand new CMM2 soon.

Thanks for sharing.

Volhout
PicomiteVGA PETSCII ROBOTS
 
bar1010
Senior Member

Joined: 10/08/2020
Location: United States
Posts: 197
Posted: 11:00pm 20 Mar 2024
Copy link to clipboard 
Print this post

The graphics are very good.  The controls are absolutely horrible though.  
Same thing for Air Rescue.
 
Martin H.

Guru

Joined: 04/06/2022
Location: Germany
Posts: 903
Posted: 04:58am 21 Mar 2024
Copy link to clipboard 
Print this post

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
 
joker
Newbie

Joined: 06/02/2024
Location: Germany
Posts: 18
Posted: 05:42pm 31 Mar 2024
Copy link to clipboard 
Print this post

  Martin H. said  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)


Hi Martin,
Sorry to hear that.
Could you sen me the output of MM.INFO(MODE) please?
I might be able to fix it or install a work around.

Best Regards
 Matthias

Footnote added 2024-04-01 22:46 by joker
Fort Micromite needs at least 256 colors and MMBasic for DOS/Win only supports 16. That's what I have found in the manual. This port would be very hard, sorry.
 
joker
Newbie

Joined: 06/02/2024
Location: Germany
Posts: 18
Posted: 05:47pm 31 Mar 2024
Copy link to clipboard 
Print this post

  bar1010 said  The graphics are very good.  The controls are absolutely horrible though.  
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
 
bar1010
Senior Member

Joined: 10/08/2020
Location: United States
Posts: 197
Posted: 06:10pm 31 Mar 2024
Copy link to clipboard 
Print this post

  joker said  
  bar1010 said  The graphics are very good.  The controls are absolutely horrible though.  
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.
 
joker
Newbie

Joined: 06/02/2024
Location: Germany
Posts: 18
Posted: 06:17pm 31 Mar 2024
Copy link to clipboard 
Print this post

  bar1010 said  
  joker said  
  bar1010 said  The graphics are very good.  The controls are absolutely horrible though.  
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
 
twofingers
Guru

Joined: 02/06/2014
Location: Germany
Posts: 1133
Posted: 07:37pm 31 Mar 2024
Copy link to clipboard 
Print this post

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
 
joker
Newbie

Joined: 06/02/2024
Location: Germany
Posts: 18
Posted: 12:43pm 01 Apr 2024
Copy link to clipboard 
Print this post

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
 
joker
Newbie

Joined: 06/02/2024
Location: Germany
Posts: 18
Posted: 06:17pm 06 Apr 2024
Copy link to clipboard 
Print this post

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
 
Print this page


To reply to this topic, you need to log in.

© JAQ Software 2024