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Post by Peer on Jul 5, 2023 7:28:08 GMT -5
Greetings everyone,
on last week's Thursday was the last classroom session of this semester's Vectrex Academy course. All lectures are officially over, and the general exams have started this Monday. The deadline for the final submission of the Vectrex projects is end of July. For now, the students are focusing on their other exams and will continue working on their projects afterwards.
This year’s course was great and fun. Not saying that the past classes were less fun, just stating how happy I am that everything went really smooth and how much I enjoyed teaching. What really was great about this class is that so many of the students were brave enough to release their early alpha version to the public, and that we got such a great response and feedback from the forum here. My sincerest thanks once again!
Many Cheers, Peer
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Post by hcmffm on Jul 9, 2023 7:28:01 GMT -5
Thank you for your words and summary above, Peer. There's little to add from my side: Testing and providing feedback was fun as always and it's no surprise that some games are more mature and some are not. For most students it's the very first game that they have written and programming in C is a bit of a challenge. My respect to all students - you all did very well! I'm not sure whether more alpha or beta versions will become available during the remaining three weeks. If people still want feedback, I'll happiliy playtest and write up some feedback. BTW, if a student doesn't want feedback that's also fine and acceptable - a short hint and we'll know. Last not least: End of October there will be the Vector War, a yearly Vectrex tournament. Requirements for a game to be played in Vector War are: - Difficulty of game must be high enough so that people cannot marathon a game and play endlessly or that not everyone can reach the ending of a game (given there is a definite ending).
- There must be a comparable score which can be photographed at the end of the game. Ideally, one can recognize the game on the "Game Over" screen.
- If game offers several difficult levels or game variations, difficulty level/variation should be shown together with highscore on the "Game Over" screen.
Typically, 6 or 7 homebrew games are played in a Vector War. Currently, Cavern Rescue is set for Vector War XIII and Vyrzon might also be played. So there's still room for another four homebrew games. Alpha and beta versions of the Vectrex Academy that I have seen so far go into the right direction. While deadline for final submission to Peer is end of July, I wouldn't mind if you continued programming after that. Again, thank you, all students and Peer, for your effort and time. It was (and is) a pleasure to see the good results of Vectrex Academy 2023!
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Post by Peer on Jul 10, 2023 2:58:35 GMT -5
Many thanks for efforts, for your kind words, and for your offers, Helmut. As usual, this is highly appreciated! ... For most students it's the very first game that they have written and programming in C is a bit of a challenge... Hehe, the students had to pass the infamous "entry test", and I made sure in advance, that they know their C. Programming in C for the Vectrex is the actual ultimate (and fun) challenge Exams last until the end of this week. From next week on, development will continue, and there might or there might not be more alpha or beta releases before the final submissions. I cannot tell right now, as there are no more classroom sessions. The students can contact my any time and get remote support. I am as curious as you also might be regarding the next weeks. I will keep you all posted here. Great that you are again considering to possibly include an academy game in the upcoming Vector War event. I think some of the projects show the necessary potential. We will know more by end of July. And adapting a game to the formal Vector War requirements is of course possible, even after July.
Many Cheers, Peer
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Post by hcmffm on Jul 15, 2023 2:16:34 GMT -5
Great that you are again considering to possibly include an academy game in the upcoming Vector War event. I think some of the projects show the necessary potential. We will know more by end of July. And adapting a game to the formal Vector War requirements is of course possible, even after July. A small correction: I consider to possibly include several academy games in the upcoming Vector War event if possible.
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Post by Peer on Jul 15, 2023 2:28:16 GMT -5
Great that you are again considering to possibly include an academy game in the upcoming Vector War event. I think some of the projects show the necessary potential. We will know more by end of July. And adapting a game to the formal Vector War requirements is of course possible, even after July. A small correction: I consider to possibly include several academy games in the upcoming Vector War event if possible. In that case I happily enjoy to stand corrected for having used the wrong "numerus"
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Post by Peer on Jul 15, 2023 13:06:06 GMT -5
And the next one
There is now also a beta release candidate of project "Tank Master" available for testing. This one features a single-player mode (against computer AI) as well as a competetive two-player mode (human against human). There are also new screenshots and demo videos on the project web page.
Many Cheers, Peer
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Post by hcmffm on Jul 16, 2023 11:58:00 GMT -5
Tank Master Following feedback is for "Tank Master" developed by "alt_&_F4_for_save". A beta version of Tank Master can be played online in a web browser or downloaded and played in an emulator or real hardware, see Vectrex project gallery. · GENERAL NOTESTank Master is another very positive surprise in this year's Vectrex Academy. Tank Master is a combat game - you control a tank and fight against enemies. You can either play against enemies or play against your friend using two Vectrex controllers. It has some references to Armor Attack (intro morse message, tank explosion) but has quite a different game play.
Already, Tank Master is well done and pretty mature and has various extra screens. I've played Tank Master on an original Vectrex console for about 15minutes, only, my maximum score was 122.
· WHAT I LIKE + 1 and 2 player mode (player vs. AI or player vs. player)
+ Flicker free although (more or less) complex background is drawn + Various "Game over" comments
+ Clever AI of opponents which pass blocks when being blocked for a short while
+ Intermediate screen with countdown till actual game starts · BUGS Game resets after a short while in "Player" screen. · SUGGESTIONS Below, please find various suggestions which came on my mind. Game speed and diffuculty: Slower and lower Currently, tanks drive pretty fast compared to their size. Same applies for the rotation of the turret / cannon. All in all the game is pretty fast. From the very beginning you have to struggle to survive. Suggestion: Tank of player and all in all the complete game could be slower and difficulty lower - at least at the beginning of a game. Later on - game speed and difficulty could get higher.
No driving required
Currently, it seems that best score can be achieved by just rotating the turret of the tank and shooting without changing position of tank. Suggestion: For good scores both driving around plus using the turret in combination should be required. I'm not quite sure how this can be achieved. Perhaps there could be a very slow moving, non-destroyable enemy which homes player's tank. This would require the player to change position every now and then. Background: DimmerCurrently, background graphics (obstacles) have about the same intensity as the tanks and enemies.
Suggestion: Background graphics could be dimmer - this would make the game look even more appealing.
Tank control Currently, tank immediately moves in the direction controlled by the joystick. Suggestion: A tank like control would be cool, i.e. left/right=rotate. Up= Forward, Down = Backward.
Enemies: Diamonds are a girls best friend
Currently, enemies have the shape of squares. The simple design is fine but together with the rectangular obstacles it all looks a bit rectangular.
Suggestion: Use diamonds instead of squares as enemy graphics, i.e. rotate the squares by 45° degrees. Explosion and player re-spawning Currently, once player is hit, an explosion is displayed for a very short time and player is respawned very quickly. And very soon after re-spawning the player is vulnerable, again. As a consequence, the player has little chance to survive in higher difficulty (I scored 122 and lost three lifes within two seconds.) Wait time inbetween screens Currently, game over screen and intermin screen are skipped when pressing button 4. It happens quite often that when loosing last life you keep pressing buttons for shooting which results in skipping "Game Over" screen and other screens immediately. Suggestion: There should be a minimum display time for each screen.
Spawning of enemies Currently, spawning of enemies looks cool. But from what I can see as soon as an enemy spawns it can kill player's tank. Suggestion: Spawning of enemies could slower so that player has chance to drive away with the tank. Alternatively, spawning could never happen at current position of player's tank. Respawning position of player tank Currently, when player's tank was hit, the player's tank respawns always at a specific position. Suggestion: In two player mode this respawning might make sense but in one player mode this respawning is a bit irritating. I'd find it more intuitive if player tank would respawn at the position it was hit.
Numbers in playfield (minor and arguable issue)
Currently, number of lives and score is displayed within the playfield. This makes the playfield look slick. But to me, numbers in playfield look a bit non-realistic. Suggestion: Instead of displaying a number for number of lives, there could be small Symbols (e.g. squares) to indicate number of lives. Score could be displayed whenever an enemy was shot and then vanish after a short while. Alternatively, number of lives and current score could be displayed above the playfield. In two player mode number of lives could be displayed above and underneath the playfield. Or starting positions of tanks could be changed to left / right (instead of top / bottom) and number of lives could be displayed above the playfield at top-left and top-right. More SoundFX (edited)
Currently, there are some sound effects when shooting or when exploding. It would be cool, if there were more sound effects, e.g. whenever an enemy spawns or if tank drives or if turret rotates or ... Switching 1 and 2 player mode Currently, there seems to be no way to switch from one player mode back to two player mode and vice versa except resetting the game. Suggestion: I guess in reality it won't happen too often that a player switches from 1 player to 2 player game. But it would be good if there was a way to to so other than resetting or powering off/on. Currently, the screen which displays "PLAYER 1" and tank symbol seems to almost superflous - from what I can see its only purpose is to indicate which player controls which tank. Perhaps this screen can be used for choosing number of players - this would give this screen importance plus player mode could be switched.
Tank: Facing upwards and downwards (minor issue)
Currently, when choosing number of players, tank faces upwards. When starting a game, tank of player 1 starts on top half of the screen and faces downwards.
Suggestion: When choosing number of player, tank of player 1 could face downwards. This way, the tank on the player screen would have same direction like in the game. Alternatively, player 1 could start at bottom while player two starts at top but this would require that in screen right before game starts "PLAYER 2" is shown at top to make it consistent.
"3-2-1-Fight": Varying pauses inbetween counting Currently, when counting down the pauses between two numbers have a slightly different duration. Suggestion: Countdown should have pauses with same duration. Button settings: 1-2-4 Currently, buttons 1 and 2 rotate the turret and button 4 is for shooting. Perhaps it's just me but control with original Vectrex controller feels a bit strange because of the gap in the used buttons and thus used fingers.
Suggestion: Buttons 2 and 3 for rotating turret and button 4 for shooting might be a better choice. This way all three right-most fingers of the right hand are used.
Player shots: Inside tank Currently, when shooting, shot can be seen inside of the tank. Suggestion: Shot should start at the end of the tank gun.
Text: Three, two, one, fight (minor and arguable issue)
Currently, it says "THREE", "TWO", "ONE", "FIGHT" right before game starts. Suggestion: Instead of words it could be "3 - 2 - 1 - Fight". Text: PLAYER1 without blank (minor issue)
Currently, it says "PLAYER1" and your tank is shown. Suggestion: "PLAYER 1" with a blank. Tank graphics: Gun (minor issue) Currently, tank gun seems to be a bit long Suggestion: Tank gun cold be a bit shorter. Text and text layout: TANKS ARE FILLED, ... (minor and arguable issue)
Currently, it says:
TANKS ARE FILLED UP AMMUNITION IS RELOADED AIMING DEVICE IS SET Text is centered. Suggestion: Shorter and left-aligned text: - STATUS - AMMUNITION: RELOADED AIMING DEVICE: SET TANKS: FULL
Status screen: Vector font (minor / cosmetic)
Currently, in status screen (AMMUNITION, TANKS, ...) the standard Vectrex font is used. Suggestion: In status screen, a vector font could be used. This would look technical and much like a status.
· SUMMARYAs written above, Tank Master is a pretty cool game worth while playing, already. AI of enemies is challenging and fast enemies above 50 points are pretty nasty. You (alt_&_F4_for_save) did very well. Perhaps you (alt_&_F4_for_save) can tackle some of the above suggestions and add some sound effects (driving, shots, explosion, ...) - this would be very cool.
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Post by Peer on Jul 16, 2023 12:22:20 GMT -5
Following feedback is for "Tank Master" ...
... Perhaps you (alt_&_F4_for_save) can tackle some of the above suggestions and add some sound effects (driving, shots, explosion, ...) - this would be very cool. Hi Helmut, wow, that was lightning fast. Thanks a lot for your immediate testing and for your feedback!
Quick question: Did you not hear any sound? The beta RC does feature sound (for shots and explosions). I just checked using the link to Dr. Snuggles online emulator. There is definitely sound. You might have to make sure that sound is indeed enabled in the emulator settings, but the game does have sound effects. Those sounds should of course also be there when playing on the real console?
Many Cheers, Peer
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Post by hcmffm on Jul 16, 2023 13:06:30 GMT -5
... Quick question: Did you not hear any sound? Oops, I didn't set volume right on my Vectrex console. There is indeed sound including the intro sound of Armor Attack. Thank you for this hint, Peer.
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Post by Peer on Jul 17, 2023 6:07:37 GMT -5
A new second beta release candidate of project "Happy Bird" is available: Change log since first beta version:
- Sound effects added
- Bug fixed (game speed was increased only one time)
- Optical effect added when a new highscore is reached
Many Cheers, Peer
PS: Current highscore achieved by MRX during testing is 102
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Post by hcmffm on Jul 17, 2023 12:27:08 GMT -5
Great that there's an update for Happy Bird! Thank you for making it available and letting us know, Peer. Chainsaw, nexus6: Beta version is available - now, it's your turn, Stefan and Roland.
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Post by Peer on Jul 23, 2023 10:49:53 GMT -5
The course is coming to a close, as the final submission deadline is nearing:
Latest updates:
See project pages for change logs.
Many Cheers, Peer
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Post by Peer on Jul 27, 2023 2:21:50 GMT -5
Greetings everyone,
today project "Wetcat" has gone from alpha to beta release status, and a new binary, a new demo video, and a new game manual are available. There has been quite a lot of progress, and the game plays really great.
Change log since last alpha version:
- Dynamic scroll speed (slower at first, increases over time, adapts to player height)
- Introduce powerups (added springs, that catapult the cat upwards after touching it)
- New concept for hit action (mice cannot be beaten anymore, instead their throwing of stones can be fended off)
- New splash animation if cat falls into the water
- Improve cat animations (e.g. some cat movements persist for a short amount of time)
- Refined cat movement mechanics
- Refined spawning mechanism of items and enemies (introduce "scenes")
- Score increases for each platform sunken into the water
- Startup melody
- Prettify title screen (remove blinking, game name, cat, high score, ...)
- Prettify game over screen
- Prettify game won screen (in case someone ever reaches 10000 points)
The new features are described in more detail in the updated game manual.
Many Cheers, Peer
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Post by nexus6 on Jul 27, 2023 4:59:05 GMT -5
A new second beta release candidate of project "Happy Bird" is available: Change log since first beta version:
- Sound effects added
- Bug fixed (game speed was increased only one time)
- Optical effect added when a new highscore is reached
Many Cheers, Peer
PS: Current highscore achieved by MRX during testing is 102 The Happy Bird on speed makes much more fun. While in the previous version it felt like you could play it forever, now it's more challenging. I only scored 94 on the test (in the browser). I think it makes a difference whether you're pounding the keyboard or hammering on worn out Vectrex buttons.
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Post by Peer on Jul 28, 2023 4:15:37 GMT -5
Greetings everyone,
more projects have handed in beta RCs / final submissions:
Latest Updates:
Have fun, and many Cheers, Peer
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