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Re: Released: pulse

Posted: Fri Mar 07, 2014 7:16 pm
by pixel
pulse has been released: http://sleepingelephant.com/ipw-web/bul ... =15&t=6793

May the source be with you. 8)

Thanks for all the great feedback! You made it happen!

love+respect
pixel

Re: pulse - now a release candidate

Posted: Fri Mar 07, 2014 7:29 pm
by pixel
Mayhem wrote:
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? ;)
Sure! I guess it's at the right place now. :)

Re: pulse - now a release candidate

Posted: Fri Mar 07, 2014 7:32 pm
by pixel
malcontent wrote: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?.
Exactly! But I didn't dare messing with the gameplay and couldn't think up the right formula.

Re: Released: pulse

Posted: Sat Mar 08, 2014 8:07 am
by pixel
There's been a post-release problem with the foreground detection which slowed everything down. I'm terribly sorry. It got the action back now.

Update: https://github.com/SvenMichaelKlose/pul ... g?raw=true

Re: Released: pulse

Posted: Sat Mar 08, 2014 8:59 am
by rhurst
I noticed and was actually a bit relieved by that. :twisted:

Feel free to post your High Scores now that the frenetics are back. I mirrored your latest git, too.

Thank you!

Re: Released: pulse

Posted: Sat Mar 08, 2014 10:00 am
by pixel
rhurst wrote:I noticed and was actually a bit relieved by that. :twisted:
It's been scary... :lol:
rhurst wrote:Feel free to post your High Scores now that the frenetics are back. I mirrored your latest git, too.
How can one get an account there?
rhurst wrote:Thank you!
My pleasure.

Re: Released: pulse

Posted: Sat Mar 08, 2014 10:03 am
by Boray
Thanks for your new versions! :D I've tried it on a real vic now. When you're flashing red and invulnerable, you can even go behind the ground. Is it supposed to be like that? There are still som things kind of sticking to the screen or flashing by. I think this might be leftovers from fireing or moving around or something. They are animated. Once, one got stuck by the score in green (or is it cyan).

Re: Released: pulse

Posted: Sat Mar 08, 2014 10:41 am
by pixel
Boray wrote:Thanks for your new versions! :D I've tried it on a real vic now. When you're flashing red and invulnerable, you can even go behind the ground. Is it supposed to be like that?
Yup! There're also secret bonuses, hidden between the lines of source code... :twisted:
Boray wrote: There are still som things kind of sticking to the screen or flashing by. I think this might be leftovers from fireing or moving around or something. They are animated. Once, one got stuck by the score in green (or is it cyan).
It must be a bug in the system I cannot figure out. Same thing with the sprites just popping out on the left. Can't make sense of it. I overdid it anyway. Time for a break. :)

Re: Released: pulse

Posted: Sun Mar 09, 2014 4:38 am
by pixel
I'm optimizing the source code for tangibility. Please do not hesitate to ask me about it here or via PM if you desire more information – that'd help a lot and I love to discuss it anyway. :)

So, don't worry if you spot changes on github. They won't affect the gameplay.

Re: Released: pulse

Posted: Mon Mar 17, 2014 1:06 pm
by Jeff-20
Seriously?! Are you kidding me? I just got around to playing this and I'm awe struck. For me, this game easily pushed the vic into third generation console territory. Amazing!!


Sent from my iPhone using Tapatalk

Re: Released: pulse

Posted: Sat Mar 22, 2014 12:54 pm
by pixel
Jeff-20 wrote:Seriously?! Are you kidding me? I just got around to playing this and I'm awe struck. For me, this game easily pushed the vic into third generation console territory. Amazing!!
Soon, I'll need professional help with adjusting my self-concept... 8) All the flattering is just too much. Thanks anyway. Can't wait to see the new territory prods of 2014. :D

I've sent the game to a bunch of retro magazines and those software companies a couple weeks ago. Until now I just got a single answer along the lines of "Will take a look at this later.". Isn't that a little bit odd?

Re: Released: pulse

Posted: Sat Mar 22, 2014 3:54 pm
by TBCVIC
If it helps you, I think it sucks :evil: :wink:

Re: Released: pulse

Posted: Sun Mar 23, 2014 10:02 am
by Vic 2000
I can help too...i hope. Writing a real bad review. ;) :)

THE PROFESSIONAL REVIEW OF PULSE

Pulse is supposed to be a shoot'em up for Vic-20. The big problem about Pulse is that Pulse has no pulse, and while the creator is flattered the whole game feels more flat then a panncake stomped on. Even the shots seems to be incredible flat in this game. Pulse should be played in a house, with pulse, because to play Pulse without pulse, in a flat wouldn't mix at all.

SCORE -15/5

Re: Released: pulse

Posted: Wed Mar 26, 2014 9:18 am
by pixel
TBCVIC wrote:If it helps you, I think it sucks :evil: :wink:
LOL! Thanks! I needed that. Now I feel right at home again. :D

Re: Released: pulse

Posted: Wed Mar 26, 2014 9:19 am
by pixel
Vic 2000 wrote:I can help too...i hope. Writing a real bad review. ;) :)

THE PROFESSIONAL REVIEW OF PULSE

Pulse is supposed to be a shoot'em up for Vic-20. The big problem about Pulse is that Pulse has no pulse, and while the creator is flattered the whole game feels more flat then a panncake stomped on. Even the shots seems to be incredible flat in this game. Pulse should be played in a house, with pulse, because to play Pulse without pulse, in a flat wouldn't mix at all.

SCORE -15/5
ROTFL! O.K. Thanks. I guess I just got over it. XD