artrag Posted August 21, 2018 Share Posted August 21, 2018 Wip 19 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted August 21, 2018 Share Posted August 21, 2018 Beatiful! Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted August 21, 2018 Share Posted August 21, 2018 Wip Missing the lateral squeezing of the spaceship's wings as it moves. just kidding! It looks great! Are you aiming to keep the game-play of the original Galaxians, or is it a re-interpretation like Deep Zone Gorf? Quote Link to comment Share on other sites More sharing options...
+KylJoy Posted August 22, 2018 Share Posted August 22, 2018 Wow! Can't wait to play! Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted August 22, 2018 Share Posted August 22, 2018 That looks awesome! I have to ask though, are you using Gaxian as the game name or is the thread title misspelled? Quote Link to comment Share on other sites More sharing options...
artrag Posted August 22, 2018 Author Share Posted August 22, 2018 (edited) For now it is just a test inspired by the more famous counterpart with more letters in the name. Edited August 22, 2018 by artrag 1 Quote Link to comment Share on other sites More sharing options...
artrag Posted September 4, 2018 Author Share Posted September 4, 2018 Progressing somehow 9 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted September 4, 2018 Share Posted September 4, 2018 Looks great!! It seems a little slow to me, though. -dZ. Quote Link to comment Share on other sites More sharing options...
+TrekMD Posted September 5, 2018 Share Posted September 5, 2018 That looks great! Quote Link to comment Share on other sites More sharing options...
artrag Posted September 5, 2018 Author Share Posted September 5, 2018 Speed tuning and code optimization will come after having implemented bullets and collisions There are too many missing features to start optimizing. Quote Link to comment Share on other sites More sharing options...
artrag Posted September 14, 2018 Author Share Posted September 14, 2018 Cleaner transformation between tiles and sprites 4 Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted September 15, 2018 Share Posted September 15, 2018 Cleaner transformation between tiles and sprites Looks good! Quote Link to comment Share on other sites More sharing options...
fsuinnc Posted September 15, 2018 Share Posted September 15, 2018 It looks really awesome. Quote Link to comment Share on other sites More sharing options...
artrag Posted September 17, 2018 Author Share Posted September 17, 2018 Many optimizations and clean up Initial support for enemy bullets 7 Quote Link to comment Share on other sites More sharing options...
+Steve Jones Posted September 17, 2018 Share Posted September 17, 2018 Looking awesome, great work! Quote Link to comment Share on other sites More sharing options...
+nanochess Posted September 17, 2018 Share Posted September 17, 2018 Impressive! Kudos! Quote Link to comment Share on other sites More sharing options...
Kiwi Posted September 17, 2018 Share Posted September 17, 2018 Looking good! You probably can use the hardware bg collision detection to pick up collision between the player's shot vs the enemies wave. Only have it detect between the enemy background wave to avoid blowing up the little blue stars in the background. You don't want to have a bunch of angry aliens ships come after your ship for blowing up the entire galaxy. Quote Link to comment Share on other sites More sharing options...
+cmart604 Posted September 18, 2018 Share Posted September 18, 2018 Wow! Looking great! ?? Quote Link to comment Share on other sites More sharing options...
artrag Posted September 18, 2018 Author Share Posted September 18, 2018 (edited) I need to multiplex the current 3 bullets in order to have 5 bullets (for 5 enemies) + one bullet for the player. There are a few non trivial details in the original game about enemies that I want to add. I need to implement the special behavior of the flagships: - if they have one or two red enemy under them, they will charge in swarm of 3 - if they do not have red enemies to control they flee to return in the next wave Moreover - red enemies do not charge if under a flagship, otherwise they attack as other enemies - if less than 5 enemies are alive none of them will return to the fleet, but will stay in charge mode I do not know if hw collision is practical when you use sprite multiplexing. I have to do some tests to see how it goes. Edited September 18, 2018 by artrag Quote Link to comment Share on other sites More sharing options...
artrag Posted September 19, 2018 Author Share Posted September 19, 2018 I've optimized the bullet code for enemies. It is a demo, there is no collisions and no bullets for the main ship, nor the planned items above. This time a ROM Galaxian.rom 1 Quote Link to comment Share on other sites More sharing options...
Kiwi Posted September 19, 2018 Share Posted September 19, 2018 - red enemies do not charge if under a flagship, otherwise they attack as other enemies I do not know if hw collision is practical when you use sprite multiplexing. I have to do some tests to see how it goes. Moreover I think for enemy shots should be fine since it's only looking for the player's ship. I would recommend to use 3 multiplexed shot with a single sprite from the enemies and 1 sprite non multiplex sprite for the player shot for the enemy sprite and bg collision. Since the current ROM now have slow down when there's 5 enemies on screen so that will mess up the HW collision detection if your multiplexing 2 enemy shot and player shot with 1 sprite. I had issue with multiplexing sprites but able to solve them by manually clearing the col registers. Quote Link to comment Share on other sites More sharing options...
artrag Posted September 20, 2018 Author Share Posted September 20, 2018 (edited) We will see. I prefer to multiplex 3 sprites on 6 objects I need dynamically to allocate these objects for bullets and explosions. I need at least a 2 frame animation for explosions and I can fit two extra frames in gram safely. The sole problem is that if you have 6 bullets on the screen you cannot see enemies explode... I should reserve one position for one explosion, one position for the bullet of the player and use the remaining 4 dynamically. Edited September 20, 2018 by artrag Quote Link to comment Share on other sites More sharing options...
CrazyChris Posted September 21, 2018 Share Posted September 21, 2018 IntyBasic? Quote Link to comment Share on other sites More sharing options...
artrag Posted September 21, 2018 Author Share Posted September 21, 2018 IntyBasic? Yes Quote Link to comment Share on other sites More sharing options...
+Steve Jones Posted April 26, 2020 Share Posted April 26, 2020 Any updates on this game? What you have so far looks great. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.