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Railslider WIP


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#1 Lillapojkenpćön OFFLINE  

Lillapojkenpćön

    Space Invader

  • 33 posts

Posted Tue Apr 26, 2016 4:31 PM

This is my first attempt at batari basic, it has stood still for awhile so i'm posting it so I'll have a place to ask questions and finish it.

It's a twin stick shooter, I play it with two sega mega drive arcade sticks, flicker varies from none to 15hz.

 

Shoot the robots missiles to get extra points,

The robots will sometimes shoot big green or big orange missiles, shooting those will give you extra lives and specialattacks.

Every thousand points the enemies speed up.
Pause the game on Edladdin Player2 Buttons to see how many lives and specialattacks you have left,
when paused the first three numbers of the score will show your lives, last three numbers shows specialattacks (034007)=34 lives, 7 megablasts left.
Execute megablast with Edladdin Player1 Buttons, takes four chunks of your current life but kills all robots on the screen and rewards you 100 points per robot, and slows down enemies a little bit.

 

On the game over screen you can restart with the Edladdin Player1 Buttons.

Attached Thumbnails

  • bild.png

Attached Files


Edited by Lillapojkenpćön, Wed Jun 1, 2016 10:23 PM.


#2 chavert OFFLINE  

chavert

    Chopper Commander

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Posted Wed Apr 27, 2016 2:50 AM

Thanks. It's a good game, good job. :)

 

 



#3 Lillapojkenpćön OFFLINE  

Lillapojkenpćön

    Space Invader

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Posted Wed Apr 27, 2016 12:01 PM

Thank you, really cool and weird seeing someone playing it :) Hopefully it will become better when I get the enemies to speed up depending on your score.

 

Here's a question

 

Does any examples of dpc+ playerpointers exist? It would free up ALOT of space that could be used for atarivox.


Edited by Lillapojkenpćön, Wed Apr 27, 2016 2:14 PM.


#4 sramirez2008 ONLINE  

sramirez2008

    Stargunner

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Posted Wed Apr 27, 2016 12:59 PM

I really like this game.  Just gave it a spin with my Edladdin Super Twin 78 controller.  

 

Like the colors.  Also like how you can draw the enemies towards you based on your movement.

 

Thanks. :thumbsup:

 

 

Update...my son and I love twin stick shooters, so I just showed this to him. I Had a chance to really watch and must say that I like the the following:

 

  • The particle effect when the enemy explodes
  • The way the enemies head rotates, as well as the way your cannon rotates

 

Will there be waves, or a stronger enemy that may require you to strike it in a particular spot?

 

Thanks again.

 

Railslider.JPG



#5 Lillapojkenpćön OFFLINE  

Lillapojkenpćön

    Space Invader

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  • 33 posts

Posted Sat Apr 30, 2016 6:03 AM

Thanks for the feedback and controller tip, just ordered one of those beasts.

I'm using all the sprites and objects allready but I'm trying to make it challenging in other ways.

 

 


Edited by Lillapojkenpćön, Sun May 8, 2016 2:10 PM.


#6 sramirez2008 ONLINE  

sramirez2008

    Stargunner

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  • Location:Houston

Posted Sat Apr 30, 2016 6:15 AM

Sweet!  I'll try to play it this evening.

 

Thanks for the updated demo. :thumbsup:



#7 TrekMD ONLINE  

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    River Patroller

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Posted Sat Apr 30, 2016 6:25 AM

Nice!  I'm downloading this to give it a spin.



#8 sramirez2008 ONLINE  

sramirez2008

    Stargunner

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  • Location:Houston

Posted Sat Apr 30, 2016 10:36 AM

Thanks for the feedback and controller tip, just ordered one of those beasts.

I'm using all the sprites and objects allready but I'm trying to make it challenging in other ways.

 

 

Here's a rough second demo where the enemy and missiles speeds up by 0.03 every 1000 points

you also get a specialattack every 1000 points that can kill every enemy on the screen and gives you 100 points per enemy, so you should try and get as many enemies to respawn as possible before executing it on the fire button.

 

You can only execute the specialattack when the score ends with an even thousand like 001000 or 027000 for example.

 

It's important to execute every specialattack since it also slows down enemies and missiles by 0.01

 

Loving the recent updates.  The speed is ramping up nicely and the special attack is really cool. I was able to receive 600 points a couple times by way of special attack. 

 

Get yourself the Controller (see below), you won't regret it.  It takes 7800 Robotron to another level.

 

RailSlider Demo2.JPG      Playing Railsllider.JPG



#9 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

    Thrust, Jammed, SWOOPS!, Boulder Dash, THREE·S, Star Castle

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  • Always left from right here!
  • Location:Düsseldorf, Germany

Posted Fri May 20, 2016 11:38 AM

Finally a bBasic game that doesn't look generic. :thumbsup:

 

But you should change the score font if possible. 



#10 CPUWIZ OFFLINE  

CPUWIZ

    Sheriff

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Posted Sun May 22, 2016 5:11 PM

Finally a bBasic game that doesn't look generic. :thumbsup:

 

But you should change the score font if possible. 

 

I agree, encouraging. :)  Love the "Williams" sound effects.



#11 TheHoboInYourRoom ONLINE  

TheHoboInYourRoom

    Chopper Commander

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Posted Tue May 24, 2016 12:42 PM

Wow, this is good. This is definitely a game that you can get into the zone with. It works well in Stella with a DualShock-type USB controller.

Attached Thumbnails

  • Railslider PAL60-Demo3.bas.png


#12 lucifershalo ONLINE  

lucifershalo

    River Patroller

  • 2,847 posts
  • Location:Belgium

Posted Tue May 24, 2016 1:21 PM

niiiiiiice

thanks



#13 AtariBrian ONLINE  

AtariBrian

    River Patroller

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  • Location:Toledo, Ohio

Posted Wed May 25, 2016 7:16 PM

Looks very good and I also have an edladdin supertwin . And I agree about the cool explosion effects .  Sound effect when you hit an enemy ? Different boards ? 



#14 TheHoboInYourRoom ONLINE  

TheHoboInYourRoom

    Chopper Commander

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Posted Wed May 25, 2016 9:01 PM

Sound effect when you hit an enemy ?

If you listen closely, there's already a slight rumble when the robots burst.



#15 Lillapojkenpćön OFFLINE  

Lillapojkenpćön

    Space Invader

  • Topic Starter
  • 33 posts

Posted Wed Jun 1, 2016 10:57 PM

Thanks for the kind comments and suggestions, updated demo that's a bit easier on the eyes.

Changes include:

Random player respawn

Explosion sound effect

New score font (modified version of the snake font by revenge)

Enemies shoot rapidfire and special-missiles

Color and graphics changes

Fixed point movement for everything

Temporary titlescreen

No bugs that i've noticed.

 

The shooting sound effect is straight from a Random Terrain example btw.



#16 sramirez2008 ONLINE  

sramirez2008

    Stargunner

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  • Location:Houston

Posted Thu Jun 30, 2016 5:56 PM

Downloaded latest version. Will try it out over the weekend.

Thank you!

#17 Lillapojkenpćön OFFLINE  

Lillapojkenpćön

    Space Invader

  • Topic Starter
  • 33 posts

Posted Sun Jul 10, 2016 10:13 PM

Downloaded latest version. Will try it out over the weekend.

Thank you!

You shouldn't :) Found a game crashing bug right after posting it, took me forever to find it, It seemed to happen randomly when executing megablast, but now I know it was only when holding left or right because the wheel animation nybble counter could end up on number that didn't have a label, so it would run over all wheel frames and crash the game.

 

Haven't touched it since, other than adding a power up that gives you a bigger weapon and adding the abbility to snag the special missiles with the megablast and perfecting the hitboxes.. ok i've done a couple things, but I should really try and finnish it as best I can sometime and upload the .bas


Edited by Lillapojkenpćön, Wed Jan 4, 2017 7:03 AM.


#18 sramirez2008 ONLINE  

sramirez2008

    Stargunner

  • 1,350 posts
  • Location:Houston

Posted Mon Jul 11, 2016 5:03 PM

Hmm. I've played it without crashing.

 

I hope you find the time to complete it as best you can, because I really like this game. :)



#19 BadHornet OFFLINE  

BadHornet

    Dragonstomper

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Posted Mon Jul 11, 2016 10:32 PM

Looks amazing!

#20 Lillapojkenpćön OFFLINE  

Lillapojkenpćön

    Space Invader

  • Topic Starter
  • 33 posts

Posted Wed Jan 4, 2017 7:58 AM

Thank you, looks even better now but overcycles slightly sometimes, I will upload the improved demo 5 when it doesn't anymore.

 

 

I would like to ask the experts when does "on goto" becomes more efficient than comparing a counter several times, especially with a nybble counter like with this four frame animation example..

 

temp6 = _PEEK_P1_Counter

 on temp6 goto 0 1 2 3 4

 

1

 player1 graphics

 goto 0

2

 player1 graphics

 goto 0

3

 player1 graphics

 goto 0

4

 player1 graphics

 

0

---------------------------------------------------

 or is comparing the nybble counter four times every time like this better..

 if _PEEK_P1_Counter = 1 then player1:

  player1 graphics

 

 if _PEEK_P1_Counter = 2 then player1:

  player1 graphics

 

 if _PEEK_P1_Counter = 3 then player1:

  player1 graphics

 

 if _PEEK_P1_Counter = 4 then player1:

  player1 graphics

 

After how many compares approximately does the on goto become faster?






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