Release: Game Theory REMAKE

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Jeff-20
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Release: Game Theory REMAKE

Postby Jeff-20 » Tue Apr 19, 2016 11:42 pm

Most of you may know I've been revisiting my old programs this year. I ended up starting over from zero with this one. The concept is probably old news for long-time Denial members, but I want to share it with newer members. It's all new games with no user programmed characters.

Image

It's a one-button, Skinner box, Wariowarish game.
All BASIC, no memory expansion, uses Keyboard (any key) or Joystick (fire button).

download with full instructions and cover art
or direct prg download (because you're lazy)
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merman
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Re: Release: Game Theory REMAKE

Postby merman » Wed Apr 20, 2016 10:27 am

Jeff kindly sent me a preview, been really enjoying it. Even better than the original Game Theory.

randolph.pickle
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Re: Release: Game Theory REMAKE

Postby randolph.pickle » Tue Apr 26, 2016 5:59 pm

Great work! I've been playing this off and on since you posted. I still can't figure out "WHIRL" and "AVOID"... Please, no spoilers :oops:.

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Jeff-20
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Re: Release: Game Theory REMAKE

Postby Jeff-20 » Tue Apr 26, 2016 10:16 pm

I'm just happy someone noticed the post! haha The games are all very simple in principle. I hope they make sense after a few plays. Maybe I can change those two.
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orion70
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Re: Release: Game Theory REMAKE

Postby orion70 » Wed Apr 27, 2016 3:14 am

Wow! Frantic gameplay! It's all based on the surprise effect :)
Jeff, you're able to put a distinctive look and feel in your games. They're all kinda... fast and smooth, if I can say so. People really should learn programming games in BASIC taking yours as examples.

hasseapa
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Re: Release: Game Theory REMAKE

Postby hasseapa » Wed Apr 27, 2016 7:19 am

Elegant and very nice. I loved being surprised by a new mini game when you thought you had discovered them all since long. Now I have to try the original :)

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R'zo
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Re: Release: Game Theory REMAKE

Postby R'zo » Wed Apr 27, 2016 8:15 pm

This version is very addictive. The randomization of the minigames keeps me on my toes.
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Jeff-20
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Re: Release: Game Theory REMAKE

Postby Jeff-20 » Thu Apr 28, 2016 12:08 am

Thanks for playing! I'm having with the RND in line 9. The game seems to start with the same pattern of games and color combinations when first RUN. I usually associate this problem with resetting the clock, TI$. But this time I'm not even using the clock. Shouldn't the random number be more... random?

Code: Select all

9 N=INT(RND(1)*R)+1:IFN=MTHEN9
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R'zo
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Re: Release: Game Theory REMAKE

Postby R'zo » Thu Apr 28, 2016 12:47 am

Jeff-20 wrote:Thanks for playing! I'm having with the RND in line 9. The game seems to start with the same pattern of games and color combinations when first RUN. I usually associate this problem with resetting the clock, TI$. But this time I'm not even using the clock. Shouldn't the random number be more... random?

Code: Select all

9 N=INT(RND(1)*R)+1:IFN=MTHEN9


I had this problem generating random levels that were coming out not so random in a game I've been working on. I ended up placing pointless RND functions into the GET/GOTO loop in my menu routine. This helped produce more randomized levels... unless the player presses the key at the same time from start up every time :)

Code: Select all

2910 OPEN2,8,2,"0:gom1,s,r"
3010 GETA$
3110 a=int(rnd(1)*5000)+0:b=int(rnd(1)*5000)+0
3210 input#2,m1:input#2,m2:input#2,m3:input#2,m4
3310 ifm1=999then3710
3410 poken+3,m1:poken,m2:poken+1,m3:poken+2,m4
3510 fort=1to25:nextt
3610 goto3810
3710 close2,8,2:goto2910
3810 IFA$=""THEN3010


Line 3110 serves no real purpose within this routine except to spit out random values for a and b so that future values for a and b will seem more random.
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vicist
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Re: Release: Game Theory REMAKE

Postby vicist » Thu Apr 28, 2016 2:27 am



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