Revontuli Posted May 19, 2020 Share Posted May 19, 2020 (edited) Cartridge now available for purchase at the AtariAge store! Demo available: This demo goes to stage 6-1 and has the stage select automatically enabled. A "tour" build meant for folks to check out later parts of the game - so high scores are deactivated, and the final stages are kept for those curious enough to buy a physical cartridge for now DragonsHavoc_Dec_2022_Demo.bas.a78 DragonsHavoc_Dec_2022_Demo.bas.bin (Demo that goes to stage 4-3, testing full score and lives counter onscreen) DragonsHavoc_2_20_2022_Demo.bas.a78 DragonsHavoc_2_20_2022_Demo.bas.bin DragonsHavoc_2_17_2022_Demo.bas.a78 - Demo to Stage 4-3, sfx changes, minor bug fixes DragonsHavoc_2_17_2022_Demo.bas.bin DragonsHavoc_2_13_2022_Demo.bas.a78 - This demo goes to level 4-3, adds shield mechanic DragonsHavoc_2_13_2022_Demo.bas.bin - binary of above DragonsHavoc_2_4Demo_2022.bas.a78 - Various little adjustments to controls and graphics for rage/fury feedback DragonsHavoc_2_4Demo_2022.bas.bin DragonsHavoc_1_18_2021_Demo.bas.a78 - Bug fixes DragonsHavoc_1_18_2021_Demo.bas.bin DragonsHavoc_12_31_2020b_Demo.bas.a78 - Start of a rage/fury meter DragonsHavoc_12_31_2020b_Demo.bas.bin - binary of above file DragonsHavoc_12_31_2020_Demo.bas.a78 DragonsHavoc_12_31_2020_Demo.bas.bin That's right - As I finish Dragon's Descent and Dragon's Cache, I figured why not make them part of a loosely connected thematic trilogy of games? Here's a build - this is just a tech test at this point, "as is", but I'm curious to see how it runs on different machines (and 7800 hardware). Press the joystick button to transition from the parallax to the tile level: DragonsHavocSunset_5_19_2020.bas.a78 DragonsHavocSunset_5_19_2020.bas.bin I've been sitting on this one for a while, working on it when I'm not occupied by other things. Some other folks have been posting the awesome stuff they've been working on recently, so I'm giving in to implicit peer pressure I'll warn everyone that there is a looooong way to go before this one is ready - One reason I didn't post this sooner is the fear that it will draw attention away from the other games I'm close to completion on. I'm still not 100% sure I'll be able to pull off all the features I think I'll need/want, but that's why I'm doing these tests. This particular demo is trying to juggle parallax scrolling, data-based tile scrolling, strategic use of sprite flicker, swapping graphics blocks, two simultaneous players, targeted projectiles, and some other stuff... The video capture seems to have not captured the full framerate - I'm using flicker for the projectiles, rendering half of them every other frame, so there are roughly twice as many projectiles during actual gameplay, at least in emulation - I'm curious to see how this looks on physical hardware. MAME A7800 seems to stutter every few seconds, while BupSystem and RetroPie have a nice, steady framerate that makes the projectiles look OK. I'm usually dead-set against using flicker normally (some folks make it work, I usually can't), but I can make an exception for projectiles if I can get them to look semi-decent. I'm totally using the double buffer for this, and working on ways to manage multiple graphic blocks (which is why the background glitches midway through, I'm switching blocks as I switch scrolling modes). I'll likely have a ton of questions on the finer points of juggling multiple graphics blocks, performance costs for various things, etc. The big things/questions I still need to implement/answer are proper collision detection, and implementation of enemy placement throughout a level - to say nothing of specific game features! I have the mechanics sketched out, but I want to see what my technical (in terms of the machine and my own skill are). These are things I more or less know how to do, the trick is to make sure they work on top of everything else going on... ...oh yeah, and the mechanics, levels, and story! *These* I actually have a pretty concrete ideas for, but that's why I'm stress-testing the 7800 (and my own coding skills) at the moment, to see if I can do this particular game on this particular platform. Special thanks to a ton of sources, particularly RevEng and others involved with 7800 homebrew and 7800Basic. Also, in this particular case, some code I fairly shamelessly took from this forum thread to start my experimentation with shmup projectile aiming. Edited February 14 by Revontuli 18 1 Quote Link to comment Share on other sites More sharing options...
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