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Entry 2018: Deep Zone

intellivision; intybasic

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#76 artrag ONLINE  

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Posted Sat Apr 21, 2018 11:34 AM

Hi Grenot, I've seen your video and your box art. Thanks for testing the rom on real HW. On LTO Flash you should be able to select ECS in the configuration menu to enable the 2nd psg. 

The current rom should use it both during in-game music and for voice playback. I'm trying to change the musics in order to use 2 PSG's in all musics.

 

I see than on real TV the star field is almost invisible due to the fact that its color is not very bright. I could make more evident.

Moreover in this version, when you pick the double shoot (keep pressed '3' on the second controller and collect the flashing globes), the main ship start flickering (to make room to the extra bullets). 

I'm curious to know if on real TV the result is acceptable. 

 

PS

In attach the last version with some small fixes

 

PPS

The game was broadly inspired by the 2nd stage of Gorf with a strong influence from Gyruss.

Attached Files



#77 artrag ONLINE  

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Posted Sun Apr 22, 2018 3:11 PM

The game mechanics are almost complete, at least during normal game play.

 

 

Collect the glowing spheres to have bonuses and power up. The colors mean :

 

SPR_LIGHTBLUE speed up (up to 4),

SPR_PURPLE double shoot,

SPR_BROWN bombs (as many you can),

SPR_DARKGREEN shield (energy will decrease with time and hits, unless you do not get new shield spheres),

SPR_PINK one up (as many you can)

 

To use bombs (when you have them) use bottom left button

 

To make new bonuses appear, kill enemies.

I have to tune the sequence of bonuses.

 

AR

 

 

PS

I've already updated the bonus sequence to give double shot if you have already speed after you die

 

Attached Files


Edited by artrag, Sun Apr 22, 2018 3:33 PM.


#78 artrag ONLINE  

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Posted Mon Apr 23, 2018 12:58 AM

I've made the bonuses slower and more frequent (and changed the look of the second boss)

 

Attached Files



#79 artrag ONLINE  

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Posted Mon Apr 23, 2018 9:23 AM

I have to extend Bombs to bosses

#80 artrag ONLINE  

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Posted Mon Apr 23, 2018 11:17 AM

In this version bombs can kill also bosses. Using shields and bombs, it is quite simple to reach level 64 or more ;-)

 

To do (not in order of relevance)

- visual effects for bombs (especially when bosses are hit)

- new sequences for enemies (I can mix all kind of enemies at each time, I want to try to see what I get)

- enemies protected by shields (same white shield like the player ship, but to be destroyed in few hits)

- add two new bullets/missiles to later bosses (now they cast just 2 directional bullets at time)

- add barrier to bosses

- add unarmed enemies in the interstitial warps

- remove the second interstitial warp with meteors 

- rewrite musics to use 6 channels everywhere.

Attached Files



#81 artrag ONLINE  

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Posted Tue Apr 24, 2018 3:57 PM

In this version bombs can kill also bosses. Using shields and bombs, it is quite simple to reach level 64 or more ;-)

 

To do (not in order of relevance)

- visual effects for bombs (especially when bosses are hit)

- new sequences for enemies (I can mix all kind of enemies at each time, I want to try to see what I get)

- enemies protected by shields (same white shield like the player ship, but to be destroyed in few hits)

- add two new bullets/missiles to later bosses (now they cast just 2 directional bullets at time)

- add barrier to bosses

- add unarmed enemies in the interstitial warps

- remove the second interstitial warp with meteors 

- rewrite musics to use 6 channels everywhere.

 

Improved visual effects for bombs: now the screen will flash shortly when you cast a bomb.

Improved attach for the bosses: now they can flood the player of directional bullets (up to 4 on the screen).

Attached Files



#82 Steve Jones OFFLINE  

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Posted Sat Apr 28, 2018 1:29 PM

Hey Artrag, I've been playing your latest build (April 24) for a while on my Sears system, it's quite addictive.

 

I like the graphics, despite all the earlier discussion in this thread I think they work pretty well.

 

A couple of questions that perhaps are explained already in this thread but I can't find them so I will ask:

 

what are all the numbers/scores onscreen?  

I figured in the stack of 4 in upper right the top red number is ships remaining but what are the other 3?

and what are the yellow numbers on bottom left?

 

It took me a while to figure out the movement controls but now I understand them.

The ship seems to move quite slow at first but then get faster, or am I imagining that?

Or am I getting the speed up power ups?

 

Also what about an option to turn music on/off?  After a while of playing it gets quite repetitive,

don't take this personally, I usually turn music off or way down in most games that have this option.

 

Overall I really like the game, I would definitely buy a finished version.



#83 artrag ONLINE  

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Posted Sat Apr 28, 2018 3:48 PM

The top right indicators are
Lives
Level
Speed
Bombs

Collect flashing globes to increase speed, bombs and lives. Other globes give you double bullets or barriers.
Cast Bombs using the lower left button
If you collect a barrier you will see an extra indicator bottom right with the energy of the shield which decreases with time and hits.
Bottom left counter is for debugging

Edited by artrag, Sat Apr 28, 2018 3:50 PM.


#84 Steve Jones OFFLINE  

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Posted Sat Apr 28, 2018 4:28 PM

thanks



#85 artrag ONLINE  

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Posted Sun Apr 29, 2018 2:14 AM

I have found that you can still collect bonuses while exploding and revive, it is not fully usual but fun. I think that I will remove this feature.
I can also limit the flickering of the main ship to the time extra bullets are on the screen, but it could be not worth of implement it.
I am also thinking to an alternative game mode without 3d tunnels.. Just because it is easy to implement

#86 Steve Jones OFFLINE  

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Posted Sun Apr 29, 2018 7:00 AM

one other thought, can bombs be both lower side buttons?  

I hold the controller in my left hand and spin disc with my right so the lower left is a bit awkward to reach with my left thumb.



#87 artrag ONLINE  

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Posted Sun Apr 29, 2018 11:09 AM

one other thought, can bombs be both lower side buttons?  

I hold the controller in my left hand and spin disc with my right so the lower left is a bit awkward to reach with my left thumb.

 

In this version you can use both lower buttons to cast bombs and if you press 1 in the title screen you will start without music.

Warp of meteors is removed and the reviving glitch is still there.

Attached Files


Edited by artrag, Sun Apr 29, 2018 11:10 AM.


#88 Steve Jones OFFLINE  

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Posted Sun Apr 29, 2018 11:13 AM

awesome, thanks



#89 artrag ONLINE  

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Posted Mon Apr 30, 2018 1:20 AM

I think that adding a bit of inertia could be useful for better aiming when you have 4 as speed.

#90 artrag ONLINE  

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Posted Mon Apr 30, 2018 3:59 PM

I've changed the control system adding inertia

It should be easier to aim accurately when you have max speed (i.e. 4), because now your ship starts moving slowly before reaching the full angular speed.

I've also removed the glitch allowing you to revive if while exploding you pick up a bonus.

Attached Files



#91 artrag ONLINE  

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Posted Tue May 1, 2018 3:47 AM

I've spotted a bug in the new control code that in this version I should have fixed.

 

Attached Files


Edited by artrag, Tue May 1, 2018 4:02 AM.


#92 artrag ONLINE  

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Posted Tue May 1, 2018 10:15 AM

Testing new animations for the warp

Attached Thumbnails

  • testwarp.gif


#93 cmart604 OFFLINE  

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Posted Tue May 1, 2018 7:38 PM

Cool! I like it!

#94 artrag ONLINE  

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Posted Sat May 5, 2018 3:55 PM

Also testing a new BGM from John Hassinks

Attached Files

  • Attached File  pt3.rom   31.58KB   35 downloads


#95 artrag ONLINE  

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Posted Fri Jun 1, 2018 12:49 AM

I'm trying to replace the current warp animation with this using only 4 tiles

Attached Thumbnails

  • testwarp.gif


#96 artrag ONLINE  

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Posted Sat Jun 2, 2018 9:00 AM

Testing alternative solutions for animating the stellar warp 

Attached Thumbnails

  • testwarp.gif

Attached Files



#97 nanochess OFFLINE  

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Posted Sat Jun 2, 2018 9:57 AM

I know you have a lot of particles, but it would need to be faster to give the feeling.
  • Rev likes this

#98 mthompson ONLINE  

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Posted Sat Jun 2, 2018 10:22 AM

The warp animation is looking good! I really like how the stars accelerate as they reach the outer portion of the screen. Very realistic (although I've never actually traveled at warp speed).


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#99 artrag ONLINE  

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Posted Sat Jun 2, 2018 11:00 AM

No problem with speed, it can safely go at 60fps. I'm using and updating less than 18 tiles per frame.

#100 artrag ONLINE  

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Posted Thu Jun 7, 2018 4:15 PM

This is a test with the new animated background

 

Sadly youtube at 30 fps is very bad when you have multiplexed sprites


Edited by artrag, Thu Jun 7, 2018 4:21 PM.






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