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"ANUBIS" ... a new side-scrolling shooter


Retrospect

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Player can now be killed by attack-ship missile.  No other player collision is in yet.  Enemy explosion sounds need re-doing, they're crap. Player explosion sound needs to be deeper.

Attack ship movement still not completely satisfactory ... it's too "nervous".... otherwise all good.

 

 

 

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Some alterations made.  Saucer behavior is changed slightly but the swapping direction quickly is kept ... I'm not 100 percent happy with the 3rd enemy type ... as it appears at the bottom of the screen first then starts on it's attack pattern properly.  This is something to do with how I've introduced it.  There's now an attract screen if you don't press anything right away at the title screen.

 

Also you can crash with the ground too.  Not that you'd want to.  But you can.

 

 

 

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40 minutes ago, OLD CS1 said:

What happens when the attack ships get behind you?

Not a right lot at the moment.  They're pretty stupid, they keep tracking the player's movements and continue to the left until they reappear on the right.

 

 

40 minutes ago, OLD CS1 said:

The third stage boss ship should definitely be more aggressive and evasive

The third stage ship . I'm not happy with at all.  During the explosion sequence when he's been hit, something strange happens to his sprite, have you noticed how it appears very briefly at the bottom of the screen travelling upwards, this happens until the enemy has been re-assigned and then it appears from the top of the screen where it should do.  I shall look into that.  You're right about the lack of aggression.  He's a bit of a pansy.  I'll sort that. 
EDIT:  The abnormal sprite behavior during the explosion sequence happens with Normal XB + XB256 , and the XB GEM + XB256 ... It is still to be ascertained wether this is an XB256 issue, or far far more likely, a Retrospect issue.  (I've avoided the code-commenting bug that occurs if you comment a line that has logic in it)

 

 

40 minutes ago, OLD CS1 said:

I liked the former way the saucers attacked.  Maybe a combination of that and this new behavior.

I had the same thought.  I don't want them TOO tipsy but they were okay at one point. I might make them do what they're doing now, but add a random element where they can just zoom off in the opposite direction at any given moment and take the player up the jacksy.  

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13 hours ago, Retrospect said:

Got the flying saucers in now for the 2nd wave of enemies , tried to make them behave in a twitchy manner. You always hear accounts of them being able to switch direction quickly.

 

 

 

It is looking better and better. So many nice details to your game and it looks fast and smooth!
It makes me make stuff and play around! All your fault!

The X-fighter!
Going Down: 007F62504F4665444C56647C0506070000F03050FF230589510351890523FF00
Going Up: 000706057C64564C4465464F50627F0000FF230589510351890523FF5030F000

The Stealth fighter
Going Down: 0000000000385780700C020100000000000000000E12E408788040E000000000
Going Up:00000001023C51807F04020100000000000000E04E92E408F88040E000000000

 

The Crab Fighter

Spinning 1: 0038FEFF1F0F04040704040F1FFFFE380000000F9FCFE6BEFEBEE6CF9F0F0000
Spinning 2: 0000000000000007FF070000000000000000000F1F0F06FEFEFE060F1F0F0000

 

Borg! Coming to assimilate you!

Going Down: 7F406C6053514848272415140D0C0407E020101088086404FE02222A823202FE
Going Up: 7F404C415444407F2026101108080407E02030B028A824E412128ACA063602FE

 

The BMB (Bad Mad Bomber)
00001F224992A4A4A49249221F0000000000C0300CA2B19DB1A20C30C0000000

The Sniper!

000103050509091515112D2D2D2D110F00507C7F2A0000000000000000000000

000103050509091515112D2D2D2D110F002C7F7A500000000000000000000000

The Devil Hunter!
000101030206040F0F0700030301010080C0C06A60F570F9FA7075E0EAC0C080

000101030206040F0F0700030301010080C0C07560FA70FAF9707AE0F5C0C080

 

Mr. Biscuit!

0007182057403C02023C40572018070000C03088D4840A02020A84D48830C000

 

The Sting Ray!

00000000030FBC0C070CBC0F0300000000103070E0E1BA9EFE9EBAE1E0703010


And last - Falcon MK X BB! (BadBoss) A dream beyond the TI 😛 BadBoss fires 2 heat-seeking missiles! Half the distance as one and then splitting up! Over the "wavelength", this can be heard... "Surprise... Moth... F...er!"
 

Falcon MK BB 002.gif

Falcon MK BB 002b.gif

Edited by oddemann
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1 minute ago, Retrospect said:

@oddemann these are great sprites!   I like to think I inspire creativity and that's just what this is.  Absolutely brilliant!   

For sure... You have given me a lot a inspiration! I am more a graphics dude 😛 Not so much programming. That was my fasination with the TI, I could draw on it and make animations and stuff. Not knowing the limitations. I tried to make adds for shops on it. Lots of ideas, but hard to make stuff. With today's tool I can make stuff that would take me days, in a matter of minutes.

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This game is already magnificant as it is, but I thought how it would look like if you had a power-up possibility.

For example a double shot, where you have 2 sprites (vertically aligned, so could be single sprite, but perhaps spacing would be too small?)

Anyway, just tossing ideas here. Great game!

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9 minutes ago, retroclouds said:

This game is already magnificant as it is, but I thought how it would look like if you had a power-up possibility.

For example a double shot, where you have 2 sprites (vertically aligned, so could be single sprite, but perhaps spacing would be too small?)

Anyway, just tossing ideas here. Great game!

Thanks Retroclouds   :)

Yeah I think that'd be a nice idea for when the player completes a full level.  If they ever get that far.  The ground will change colour and the weapon will upgrade.  

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