Frumpy
Re: Frumpy
Just played it, loved it! and completed v1 all in 25 mins but very tough.
Then found 002 but like others, dont like the roll anim
Enjoyed it though, good job!
Then found 002 but like others, dont like the roll anim
Enjoyed it though, good job!
Re: Frumpy
Very addictive! I've made it to Room 6 on the 002 version, I don't mind the difficulty at all since you've got unlimited tries. Going against the flow here, but I like the rolling animation.
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- bob_fossil
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Re: Frumpy
Thanks for the positive feedback. Guess I need to add some new screens.
There's another update, 003 with the following changes:
There's another update, 003 with the following changes:
- Restored the old player sprite.
- Added new 'first' room 'The Corkscrew'.
- Swapped the order of 'The Ol' Switcheroo' and 'First Things First' rooms around.
- Modified the spike jump in 'The Ol' Switcheroo' to try and make it a bit easier.
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Re: Frumpy
Grrr . . . Now I have to play the whole thing through to Room 6 again.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: Frumpy
I think that's loads better..! The corkscrew seems to be a really good starter room to get you going. I've now managed the heady heights of screen 6, but my terrible finger reactions are letting me down.
Very nice game..!
Very nice game..!
My Speccy site: thirdharmoniser.com
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Re: Frumpy
Oh, Room 6 is Room 7 now. Hmm. Still can’t get out of the first switch well.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: Frumpy
Completed version 003 from start to finish this morning. Got the record on all stages, though I had less than a second to spare on Room 7. Such a fun game, I thoroughly enjoyed this! Will there be any more rooms?
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Re: Frumpy
I think I found some unintended cheese in Room 7. You can skip the first switch entirely, it requires a rather pixel perfect jump though. I recorded an RZX of my last playthrough, you can see it in action here.
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Re: Frumpy
Thanks for the feedback and the .rzx file. It was very interesting to see your approach for the various screens. I'm back full time at work now, so progress on this and other projects will be a lot slower. I have added another room but I wanted to wait until I've gotten a couple more finished before doing another release.
I did wonder whether you could avoid having to trip the switch if you did some nifty jumping, so well done! I don't think I'll 'fix' that room. if you've got the chops to take the shortcut, then best of luck to you!
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Re: Frumpy
Dang it! That was pretty clever (the last room, I mean).
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: Frumpy
Just downloaded the new version of this game, i am using it on the ZX Vega. It works well and it is a good game.
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Re: Frumpy
Thanks for the feedback and kind words!
For those who've finished the current six room version, I've created 4 new rooms. I'd like to add another 2 before releasing a new version (doubling the room count from the previously released version). So that hopefully shouldn't be too long.
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Re: Frumpy
v004:
- Added 6 new screens, taking the total to 12 screens (not included the first tutorial screen).
- Added boxes which can be pushed around and jumped on to clear obstacles.
- Added umbrellas which can be collected and are helpful when falling from a great height.
- You no longer get to set a record time in the tutorial screen.
Re: Frumpy
Took me about an hour and a half to play through, with the last screen (aptly named Kill Screen) taking about 45 minutes or so by itself. Pixel perfect timing and jumps aren't that prevalent in the other stages, but here it was just one after the other. Though I got pretty consistent up to the last part when you unlock the door, but it took forever.
You might want to debounce the jump key when you complete the game, I think I saw a congratulatory screen flash by, but the game went on to the stage 1 screen immediately.
Really like all the new stages! Such a fun game!
You might want to debounce the jump key when you complete the game, I think I saw a congratulatory screen flash by, but the game went on to the stage 1 screen immediately.
Really like all the new stages! Such a fun game!
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Re: Frumpy
'Kill Screen' was both a reference to those screens in old arcade games like Donkey Kong or Pacman where you end up a screen that kills you immediately due to the game logic overflowing and a warning of things to come for the last screen (I re-used that horrible jump that used to be in 'The Ol' Swictheroo').Ersh wrote: ↑Sun Aug 23, 2020 6:12 pm Took me about an hour and a half to play through, with the last screen (aptly named Kill Screen) taking about 45 minutes or so by itself. Pixel perfect timing and jumps aren't that prevalent in the other stages, but here it was just one after the other. Though I got pretty consistent up to the last part when you unlock the door, but it took forever.
You might want to debounce the jump key when you complete the game, I think I saw a congratulatory screen flash by, but the game went on to the stage 1 screen immediately.
Really like all the new stages! Such a fun game!
Thought I'd fixed the issue with the end screen as the same thing happened to me during testing. I'll give it another look.
Glad you like the new levels. Wasn't sure whether the introduction of new elements would work, so thanks for the feedback.
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Re: Frumpy
Hopefully fixed the issue with the end message. Updated the .zip file in the original download for v004.
Re: Frumpy
Yup, I got the arcade reference!bob_fossil wrote: ↑Sun Aug 23, 2020 6:34 pm 'Kill Screen' was both a reference to those screens in old arcade games like Donkey Kong or Pacman where you end up a screen that kills you immediately due to the game logic overflowing and a warning of things to come for the last screen (I re-used that horrible jump that used to be in 'The Ol' Swictheroo').
Glad you like the new levels. Wasn't sure whether the introduction of new elements would work, so thanks for the feedback.
The boxes and umbrellas are a really nice new addition. (would love to see them in even more levels!)
Would you consider implementing a password system? And maybe an option to replay a stage after completion? It's a really fun game for speed running and that would make single segment attempts a bit more convenient.
Works fine now, thanks!bob_fossil wrote: ↑Sun Aug 23, 2020 11:24 pm Hopefully fixed the issue with the end message. Updated the .zip file in the original download for v004.
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Re: Frumpy
*single-segment should be non-single-segment. doh.
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Re: Frumpy
I almost added passwords in for this version as the number of screens was starting to get a bit too much (it would make testing and debugging levels easier for me too). Adding an option to replay a level after completing is also doable.Ersh wrote: ↑Tue Aug 25, 2020 6:44 pm
The boxes and umbrellas are a really nice new addition. (would love to see them in even more levels!)
Would you consider implementing a password system? And maybe an option to replay a stage after completion? It's a really fun game for speed running and that would make single segment attempts a bit more convenient.
More levels is the bit that takes the time. I did wonder about adding in an editor option so you could create your own screens? Thanks for testing the fix and all your feedback.
Re: Frumpy
Sounds great!
The option for user generated content is always a plus, would personally love a level editor.
The option for user generated content is always a plus, would personally love a level editor.
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Re: Frumpy
005:
- On completing a room, you can now press left to retry it (to improve your time) or jump to move onto the next.
- Rooms now have codes. When you start a game, you can enter a room code to start from a specific room or just press ENTER to start from the first screen.
Re: Frumpy
Great! Though after a level is completed you might want to check that no keys (or joystick input) are being pressed before polling for retry/continue. If the player keeps holding left to complete the level (ex. on Don't You Open That Trap Door!) there's a risk that Retry is accidentally selected.
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Re: Frumpy
Re: Frumpy
That was great fun (Frumpy Xmas) - thank you for making it! I nearly smashed my laptop up on the final level but I got there in the end
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Re: Frumpy
Thanks! I did wonder whether I'd over egged the Christmas pudding but the last screen in the original Frumpy was a bit of a git as well.