Story-driven Baloon Fight with guns :|
Posted: Sun Aug 05, 2007 7:55 pm
I'm writing a pure-QB game with no POKE or PEEK; the gameplay is designed so that tapping keys, as opposed to holding them, is the optimal way to play (so that INKEY$ works perfectly, even with two players). It's in a fairly alpha state, but very playable... and, as is obvious, it's based on Baloon Fight for the NES.
I'm looking for feedback on the gameplay, design, framerate, and compatibility. Methinks I may need to replace my PSET stuff with POKE at some point for the benefit of slower computers, though the game runs fine on my computer with 10 players onscreen firing rockets and spurting flame particles everywhere (which is impressive). I've got the beginnings of a full-fledged campaign mission system, complete with in-game cutscenes, dialogue, and goals, etc. Control can be removed from the user and then given back after characters act out the story - whatever that will be - all in real-time.
Anyways. Try everything and tell me what works and what doesn't... and laugh at my funny code. I'm so backwards. :'(
Download
Edit: I was given Internal Server Errors when I tried to post the code, even though I split it up. :'(
I'm looking for feedback on the gameplay, design, framerate, and compatibility. Methinks I may need to replace my PSET stuff with POKE at some point for the benefit of slower computers, though the game runs fine on my computer with 10 players onscreen firing rockets and spurting flame particles everywhere (which is impressive). I've got the beginnings of a full-fledged campaign mission system, complete with in-game cutscenes, dialogue, and goals, etc. Control can be removed from the user and then given back after characters act out the story - whatever that will be - all in real-time.
Anyways. Try everything and tell me what works and what doesn't... and laugh at my funny code. I'm so backwards. :'(
Download
Edit: I was given Internal Server Errors when I tried to post the code, even though I split it up. :'(