Released: pulse

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orion70
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Re: pulse - now a release candidate

Post by orion70 »

Robert, you linked an older version of the game!
malcontent
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Re: pulse - now a release candidate

Post by malcontent »

If you do free up more space I'd like to see upside-down or cave terrain. Most of the code is already there I'm guessing.
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pixel
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Re: pulse - now a release candidate

Post by pixel »

malcontent wrote:If you do free up more space I'd like to see upside-down or cave terrain. Most of the code is already there I'm guessing.
It's a run-length decoder for the level data which is very tight and would IMHO call for self-modification. Even if that worked the score display had to be done with raster interrupts because it's running out of characters. So that'd be a +3K thing, I'm afraid.
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bills442
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Re: pulse - now a release candidate

Post by bills442 »

Wow. I'm blown away. Very impressive, and fun -- I actually want to go home and use my joystick. I can't even fathom how you accomplished this in the unexpanded vic.
I did at one point die and found my ship inside of a terrain mountain,lol I could survive there as long as I didn't move
Boray
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Re: pulse - now a release candidate

Post by Boray »

Did the last update introduce some graphics bugs?
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pixel
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Re: pulse - now a release candidate

Post by pixel »

Boray wrote:Did the last update introduce some graphics bugs?
What kind of? They're kinda all over the place. :p
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Boray
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Re: pulse - now a release candidate

Post by Boray »

Things sticking in space kind of.
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Re: pulse - now a release candidate

Post by rhurst »

orion70 wrote:Robert, you linked an older version of the game!
Nice catch!! Too busy playing to pay attention to those (crucial) missing 57-bytes. :P
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pixel
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Re: pulse - now a release candidate

Post by pixel »

Boray wrote:Things sticking in space kind of.
If you mean those red riserbombs, no, it's always been like that.
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pixel
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Re: pulse - now a release candidate

Post by pixel »

Today is release day! The last bytes went into a 1up every 1000 points and a more correct background collision detection. If have a hard time finding unfair situations and always die because I didn't pay attention, forgot about coming up with some strategy or because I couldn't control my fingers. My absolute record is 1677 points, my average is about 500. It's just bringing me to my very limits. Friends trying pulse out got nailed to it for about an hour each. One couldn't ask for more.

So, this evening this release will be done, no matter what, including a little present for the community.

Have a nice day!

love+respect
pixel
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Mike
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Re: pulse - now a release candidate

Post by Mike »

Mike wrote:If all goes well, I'll make a short video of pulse running on my VIC-20 by Friday. :)
pixel wrote:My desk will go vintage until then! *scratch!* ;)
Here we go (warning, big: ~72 MB): pulse.avi

Cheers,

Michael
Boray
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Re: pulse - now a release candidate

Post by Boray »

Maybe it's time to bring out my Vic-20 from the closet. There are some new games I haven't run on it yet: Pulse, Bolder Dan, Viccy Bird, Pooyan, Panicman and Fastboy. After your release today seems like a good time. :D
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malcontent
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Re: pulse - now a release candidate

Post by malcontent »

I appreciate that you're done, but I'm thinking you could use procedural generation for the level data, instead of storing it. You only need two numbers right? Height and length?

Anyhow, ignore me. The game is great.
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Mayhem
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Re: pulse - now a release candidate

Post by Mayhem »

pixel wrote:So, this evening this release will be done, no matter what, including a little present for the community.
May I suggest posting that version as a link IN the release post you make, so we know it's the release version? ;)
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pixel
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Re: pulse - now a release candidate

Post by pixel »

Mike wrote:Here we go (warning, big: ~72 MB): pulse.avi

Cheers,

Michael
Thanks a lot! :)
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