I'm writing a port of Space Invaders with enhanced SuperCharger graphics that will run on the Atari Flashback Portable
Jump to content
Posted Sat Sep 2, 2017 12:56 AM
Posted Mon Sep 4, 2017 3:06 PM
i think it would be neat if instead of shooting through your shields your shots to the shields would strengthen them ever shot you shoot at the shield would repair a shot from them
and instead of the mothership appearing only at the top have it appear above the top row of the enemy and have the top row of guys need to take 2 hits to die maybe make them a special color that turns white when they have been shot once
ooh and have a berzerk level where all the bad guys are those berzerk robots and have evil otto bounce across the screen instead of the mothership
Posted Mon Sep 4, 2017 8:33 PM
Like the invader formation formed as a score idea and the Ship stealing it and shooting it down as a powerup or effect.
Also like the idea of having robots in the game - have four of them now. Should the robots move around the invaders in the band, maybe escape the moving band to seek out the player if they get low enough?
Here is the first alpha version:
SpaceInvaders_AFP_and_SuperCharger_Alpha_01.bin 12KB 35 downloads
Invaders are cyndrilical shaped blocks - semigraphics, so is your ship and so are the dual cannons - those are operational but don't blow anything up yet (much). Once that's implemented both shots from the cannons will blow up blocks and/or robots at different levels.
Invaders aren't descending yet either and don't fire back yet, nor do the robots.
Posted Tue Sep 5, 2017 10:53 PM
I think this should have a score counter at the top and a functional reset switch.
Edited by Keatah, Tue Sep 5, 2017 10:54 PM.
Posted Thu Sep 7, 2017 2:56 PM
Here is the next Alpha for the SuperCharger and the AFP:
Invaders now descend and your ships dual cannons are active.
Invaders and Robots do not fire back yet.
Robot movement and ideas:
Robots are still stationary in formation with the Invaders - thinking of having them get assigned to the destroyed Invaders in a FIFO queue so that they have a chance of reaching their target before being redirected to another destroyed invader.
If the robots are able to reach their destination and remain for a duration, they can rebuild the invader.
Like the idea of having the Robots require multiple hits and thinking of having the destroyed robots get replaced from above and travel accross the screen like the saucer idea so you have additional chances to hit them.
Great ideas on this thread, keep posting 'em!
Posted Tue Sep 12, 2017 10:40 AM
SuperCharger_SpaceInvaders_AFP_BETA2.bin 12KB 20 downloads
SpaceInvaders_AFP_and_SuperCharger 2.txt 18.93KB 13 downloads
Here is the playable Beta of SuperCharger Space Invaders!
Classic Space Invaders gameplay: Destroy the invading fleet before it descends without being hit.
Reset restarts the game.
Since memory is maxed out some of the more complex features have been left out like the robots rebuilding the fleet, but they do navigate to the destroyed invaders adding some randomness to the missles you have to dodge.
I have to crunch the code a bit to fit the score in, and a bigger problem is compiling SuperCharger Space Invaders for the SuperCharger - the game is written in Flashback BASIC which is compatible with SuperCharger BASIC however SuperCharger BASIC provides 4K free to BASIC while Flashback BASIC has 5K free like the VIC-20.
Although the BASIC's are compatible it's a better approach to write the game in SuperCharger BASIC and then recompile it with Flashback BASIC - the Alpha builds cross compiled fine but I didn't realize I was out of memory until the beta hit 5K.
I've attached the BASIC listing if anyone would like to have a look at it, this BASIC has display lists like the A8 for creating multiple scroll zones that are featured in this game.
It's also a good example of the largest SuperCharger and Flashback BASIC program size possible - about 16K of code, obviously a little less for the SuperCharger since it won't fit there now.
If I can crunch the code enough to get the playable Beta running on the SuperCharger there will be enough space to add the extra features to the Flashback version.
Posted Sun Sep 17, 2017 1:39 PM
SuperCharger_SpaceInvaders_AFP_BETA3.bin 12KB 9 downloads
SpaceInvaders_AFP_and_SuperCharger 2.txt 19.06KB 4 downloads
BETA3 is very playable, checkout the fun on the second level where the action criss-crosses!
You have to beat the first level to play it, it gets tougher than in the vid - the robots that kept getting lost on the on the second level when crossing the streams now find their way back
Al or a mod please give me access to the first post for the ROM's
Posted Fri Sep 22, 2017 6:33 AM
SuperCharger_SpaceInvaders_AFP_BETA4.bin 12KB 15 downloads
SpaceInvaders_AFP_and_SuperCharger 4.txt 20.01KB 4 downloads
BETA4 of SuperCharger Space Invaders is very playable with ramping difficulty added and a bug fixed on the criss-cross level where the laser cannons hadn't been able to reach the second band of Invaders.
Posted Today, 10:12 AM
Can you slow things down, at least, in the beginning. I can't even tell if I am hitting what I am
Yes, I want to make a seperate trainer version
Compare Defender III and Defender III Trainer on the wall of games linked in my signature, they will launch in Javatari when you click on them.
Atari Systems →
Atari 2600 →
Atari 2600 Programming →
Gaming General →
Modern Gaming →
Sony Playstation 3 →
Gaming General →
Arcade and Pinball →
0 members, 0 guests, 0 anonymous users