+CyranoJ Posted March 9, 2019 Author Share Posted March 9, 2019 This game deserves a remix of Rob Hubbards great C64 Thrust music E.g. something like this. Robert If someone wants to make a Thrust! remix as a .MOD....... No promises to use it, but... convince me 3 Link to comment Share on other sites More sharing options...
+chicgamer Posted March 9, 2019 Share Posted March 9, 2019 Looks like the game is progressing well! By the way, for the first day after this topic was posted I thought it was titled Thursty Thing, which made me wonder 1) why you were spelling "thirsty" that way and 2) what being thirsty had to do with space. Yeah ... reading's hard. 2 Link to comment Share on other sites More sharing options...
+CyranoJ Posted March 10, 2019 Author Share Posted March 10, 2019 Day 10 - And we have explosions and a few other tweaks. We've gone from nothing to a fully playable game prototype in 10 days, very happy with that and I hope it inspires people to try using RAPTOR API/rB+ to make their ideas come to life quickly. https://youtu.be/Swhqe-c-hTU Couldn't find a 4 channel MOD of the Thrust time, but did find a Sanxion version that the U235SE can mostly play We will most likely take this private now to work on it further. Thanks for following this! 16 Link to comment Share on other sites More sharing options...
+Saturn Posted March 10, 2019 Share Posted March 10, 2019 That looks incredible. I haven't been able to post lately for lack of time but have been following and am blown away by the pace. Can't wait to see the end result but this has been a fun ride. Going to look into setting up the environment on a new system soon then start with the barrage of noob questions and wait for the awesome replies that are sure to follow Thanks for sharing this 4 Link to comment Share on other sites More sharing options...
saboteur Posted March 12, 2019 Share Posted March 12, 2019 May I ask a technical question ? I assume the collision detection for the foreground is all handled by a single call to the raptor api and the foreground image is X x Y pixels with the non collission area being a certain colour that is then treated as transparrent. How do you assign the transparrent colour ? or is it always black for example. ? Looking good though. Link to comment Share on other sites More sharing options...
+CyranoJ Posted March 12, 2019 Author Share Posted March 12, 2019 May I ask a technical question ? I assume the collision detection for the foreground is all handled by a single call to the raptor api and the foreground image is X x Y pixels with the non collission area being a certain colour that is then treated as transparrent. How do you assign the transparrent colour ? or is it always black for example. ? Looking good though. No problem, happy to discuss The background that you see is not what the 'game engine' sees at all... The engine runs off the collision map (right), the display image (left) is positioned in an identical place in the map as the player. Colour index 0 is safe, index 1 is a wall, and index 2 is a landing pad. I actually perform pixel checking on the pixels under the current rotation of the ship against the background, so you can 'twist' past certain dangers. The reason I don't use RAPTOR for player-vs-wall is because RAPTOR uses a collision box, and this needs pixel accuracy. All the other objects (turrets, bullets, grav mods, missiles) are using RAPTOR collision boxes as per the examples. When an object is transparent, indexed images (1,2,4,8 bpp) index 0 is always transparent. In 16 bit modes a value of $0000 R(5)B(5)G(6) is transparent. It is impossible to display true black in a transparent 16bit object, so use a very dark blue or grey Hope that helps. 9 Link to comment Share on other sites More sharing options...
saboteur Posted March 12, 2019 Share Posted March 12, 2019 Thanks for taking the time CJ A perfect explanation and gives me a few pointers cos i was scratching my head with the pixel perfect collision detection and raptors built in hit boxes. 1 Link to comment Share on other sites More sharing options...
+CyranoJ Posted March 13, 2019 Author Share Posted March 13, 2019 One more update, because it is kind of cool. Multiple maps, of different dimensions... wheeeee! Maximum sizes can be: 1536 x 600 512 x 1800 4096 x 225 1024 x 900 If you 'do the math' you'll see that all gets you to the same number: 921,600 https://youtu.be/evDyBUZasyc If anyone is wondering about the name..."This is the Kobayashi Maru, nineteen periods out of Altair VI. We have struck a GRAVITIC MINE." 13 Link to comment Share on other sites More sharing options...
+CyranoJ Posted March 23, 2019 Author Share Posted March 23, 2019 Day #13 - Waypoints... Which can be assigned to any object in the list, even the player or the background (which is useless, but hilarious) https://youtu.be/vuBvdxeA3MU 9 Link to comment Share on other sites More sharing options...
VintageGamer74 Posted March 23, 2019 Share Posted March 23, 2019 That is awesome! The artwork is fantastic! You do good work, sir! Keep it up!!! 1 Link to comment Share on other sites More sharing options...
+CyranoJ Posted April 7, 2019 Author Share Posted April 7, 2019 Days #14 and #15 Forcewalls and switches! https://youtu.be/rWHFuhxJk7w 5 Link to comment Share on other sites More sharing options...
+CyranoJ Posted April 9, 2019 Author Share Posted April 9, 2019 Day 16 - Lets go orbital! https://youtu.be/RSi3uw0JE1o Definitely time to start making some real levels now 8 Link to comment Share on other sites More sharing options...
doctor_shred Posted April 10, 2019 Share Posted April 10, 2019 This looks great already. I'm looking forward to seeing more. Link to comment Share on other sites More sharing options...
+CyranoJ Posted April 10, 2019 Author Share Posted April 10, 2019 Thanks for the comments Day 17... Water... which allows for some neat puzzles. It is hard to land on the pad, but with the extra mass of the pick-up you can land easier (But burn more fuel!) https://www.youtube.com/watch?v=EW8BWnWdUrE 6 Link to comment Share on other sites More sharing options...
VintageGamer74 Posted April 11, 2019 Share Posted April 11, 2019 This and Last Strike!!! Definitely looking forward to your releases. Last Strike coming soon??? ? Link to comment Share on other sites More sharing options...
+CyranoJ Posted April 11, 2019 Author Share Posted April 11, 2019 Strike is moving along nicely... this one... will be a while 2 Link to comment Share on other sites More sharing options...
+CyranoJ Posted April 13, 2019 Author Share Posted April 13, 2019 Some QOL stuff today Colour coded and animated switches and force fields Turrets and player bullet animations Animated gravity modifiers ..And a video of me running out of fuel just before obtaining orbit and laughing as I crash! https://youtu.be/gT65ImWn81A Enjoy! 5 Link to comment Share on other sites More sharing options...
agradeneu Posted April 13, 2019 Share Posted April 13, 2019 Nice sophisticated gameplay features - CJ really is on fire! I'm having a blast contributing to this project. 1 Link to comment Share on other sites More sharing options...
+CyranoJ Posted April 14, 2019 Author Share Posted April 14, 2019 Super boring, unexciting, nobody cares, wasn't even fun to code UI crap to show off today... Oh yeah, and a peek at level two https://youtu.be/Gwwh9wIduJA 6 Link to comment Share on other sites More sharing options...
Machine Posted April 14, 2019 Share Posted April 14, 2019 I ended up finding/buying a Gravitar arcade last week. Been searching for several years. I sold one around 2001 and immediately regretted selling. Been searching on & off ever since. This game hits home for me, beyond excited!!! Link to comment Share on other sites More sharing options...
Albert Posted April 14, 2019 Share Posted April 14, 2019 I ended up finding/buying a Gravitar arcade last week. Been searching for several years. I sold one around 2001 and immediately regretted selling. Been searching on & off ever since. This game hits home for me, beyond excited!!! I had one over a decade ago and I also regret selling it. I do have three other Atari color vectors at the moment, Tempest, Major Havoc and Black Widow. 1 Link to comment Share on other sites More sharing options...
Machine Posted April 14, 2019 Share Posted April 14, 2019 (edited) I had one over a decade ago and I also regret selling it. I do have three other Atari color vectors at the moment, Tempest, Major Havoc and Black Widow. I got a nice original Asteroids with a "Asteroids, Asteroids Deluxe, Lunar Lander chip" installed. Tempest is a big want, but prices are too high. Just traded a Centipede/Millipede/Missile Command for a GORF. The trackball was too small and felt weird so it had to go. Plus GORF is in my top 5 classic arcades. Gravitic Mines fits nicely into my arcade lineup Edited April 14, 2019 by Machine 1 Link to comment Share on other sites More sharing options...
UHATEIT Posted April 14, 2019 Share Posted April 14, 2019 Damn this is looking great. Damn I should have taken a greater interest at computers when I was younger and learned to make cool shit like this. Link to comment Share on other sites More sharing options...
+CyranoJ Posted April 14, 2019 Author Share Posted April 14, 2019 Damn this is looking great. Damn I should have taken a greater interest at computers when I was younger and learned to make cool shit like this. It isn't too late to start 1 Link to comment Share on other sites More sharing options...
VintageGamer74 Posted April 14, 2019 Share Posted April 14, 2019 @CyranoJ Never too late? What does one need to experiment with Jag game development? Just curious ? Link to comment Share on other sites More sharing options...
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