I found mine at a flea market for $15. It was missing its stand, but it works perfectly. My back-up one was bought at a used video game store and has some minor issues.
Does anyone have any ideas on what to do to this game next?
OK, another month, another change. After I had some issues with my FlashBoy not working right (it kept stalling at either 2% or 6% complete, so I had to CTRL+ALT+DEL and start the FlashBoy program over and over again. It was annoying.) I changed it so that special moves now have special sequences to enter to activate them. The sequences are:
Gi-Ant : L, R, U, D
Behe-Moth : R, L, U, D
Rumblebee : L, R, D, U
Melee-Dy Bug : R, L, U, D
Superfly : L, D, U, R
Killipede : R, D, U, L
Panzer Dragonfly : L, U, D, R
Slaying Mantis : R, U, D, L
The R, L, D, and U in the second letter indicate Right, Left, Down and Up respectively. And these should be entered using the right control pad.
I tested Gi-Ant and it works well. Let me know what you think if you download the ROM.
I haven’t forgotten about this site! I added three more game pages since it opened.
I tried making big versions of the characters in there, but I couldn’t even do that. So I’ll just leave it as is, although I did change one thing: The fighters were going over the magnifying glass (oops!) I changed it so they now go under it.
I worked on making the intro more readable. I updated the Insecticide website so you can look at it as well as the new magnifying glass I put in.
Attachments:
Thanks. Now if there was only a way to make sprites appear bigger when they are under it. That would be really cool.
It took me about two hours to figure out, but I like it. How about you?
Attachments:
It’s been longer than usual, but I have an update. I think I fixed a few things. Glitches. One of the things I am going to do next is add a magnifying glass to the fighter/opponent selection screen, something that I have been wanting to do for a while now. Download the latest rom, as always, at http://www.atari2600land.com/insecticide/
I hope not to go a whole other two months for another update. In fact, I plan to work on this tomorrow.
I think that’s due to me sucking at Sonic rather than the controls.
You mean like this…
http://www.planetvb.com/modules/news/article.php?storyid=391
I fixed a few things. I added the ability to press start on the win or lose screen to go back to the title screen. Also, I reversed the background depths like Thunderstruck suggested I do.
Great to hear the compliments. I’ll work on changing the depth of the game. Somehow the 3D effect of the Virtual Boy doesn’t really work for me, yet I can sense the 3D effect on the 3DS. I wasn’t really going to put a way to pick a fighter after you pick one. As for winning and losing, I haven’t got that far yet. I am going to put in code that requires a button press after the win/lose screen in order to go back to the title screen. Also, I don’t know very much on how to put enemy AI in. I am hoping someone can help me on how fighting games (like Mortal Kombat) work on that, since I don’t really like fighting games all that much. The only fighting games I have are on the game.com. I would play those, but I fear there are not many people like me who enjoy the handheld.
I would like some feedback on the game. What do I need to do next? Is it anywhere close to being finished? I want to finish this by August, so any feedback would be greatly appreciated. Man I wish there were signatures here so I don’t have to keep putting the link to the latest builds.
http://www.atari2600land.com/insecticide/
Thanks for the explanation. In the most recent version, I fixed a few glitches I saw involving Gi-Ant and Behe-Moth’s special moves. Earlier today, I also put in an opponent jumping sound. I also tried to put in some AI so the opponent’s moves are not reliant on your left or right button presses. But the opponent does go back and forth. It’s your job to damage his health while blocking his moves with the left or right shoulder button (or jumping.)
I did, but I was just wondering why it does that. Shouldn’t everything be reset when the Virtual Boy is turned off?
Very cool. Makes me want to do something like that to my Jaguar. But I think I might break it!
OK, I think I might have everything solved. For now, anyway. There’s one thing I don’t get though. When you turn the Virtual Boy off, why doesn’t everything reset to 0 and not have to worry about text showing up that was there when you turned the system off?
I found that when I turned the system off during fighting and turning it back on made the fighters’ names and health be on the first warning screen. This has never happened before. What might be causing this?
I was working on this again. My FlashBoy was acting a little wonky, I don’t know why. The Virtual Boy would power off a few times in the middle of a fight. It wasn’t a battery issue as I had it plugged into the wall. But after I altered the code a little, it worked a little bit better after I loaded the program on it. I don’t know if it’s my program, the FlashBoy, the Virtual Boy, or all three. Anyway, if you want to try out the newest version for yourself (please do especially if you have a FlashBoy), at http://www.atari2600land.com/insecticide/

