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TIME PILOT - final release


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#1 solo/ng ONLINE  

solo/ng

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Posted Wed May 16, 2018 4:49 PM

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We have released final version of Timepilot for ATARI XL/XE. Sorry for the delay.

 

Website: http://timepilot.atari.pl/

Binary (xex): http://timepilot.ata...load/tpilot.xex

Sources: http://timepilot.ata...mePilot-1.0.zip

Github repository: https://github.com/laoo/TimePilot

 

You can find more information (and our special thanks) on the website.

 

There are going to be physical version of the game on cartridge - Nir Dary is doing this and already got prototype. More information soon.

 

The game works on every 8bit Atari with 64kB ram: XL,XE, XEGS etc. and any computers with hardware expansions.

Automatically detects better CPU (like Rapidus expansion) and scale accordingly. Should load with any SIO, any DOS.

 

screen1.png screen2.png screen3.png screen4.png

 

About the project:

I always didnt like it that our machine doesnt have Timepilot game in the library. Its not atari-friendly game to make but one day after long, long break (our last production was Forsaken Love demo in 2004) we have decided that we will take the challenge and make almost arcade perfect port for stock Atari XL/XE. At start Laoo (our coder and my friend) texted me "lets make small 1-day production for Wapniak 2016". I replied to him with youtube video: lets make Timepilot. He was like "fuck you Solo!" but later on provided brilliant soft-sprite renderer. 

 

Whats new in the final version:

 

- better performance

- fixed various bugs

- new game balance (earlier levels are easier, later - harder)

- fixed and better higscores with option to delete character

- additional lifes 

- asteroids and cosmonaut (level 5 - space stage)

- enemy squadrons

- enemy bombs

- UFO missiles

- pause button (with option to back to the title screen)

- full PAL/NTSC support

- auto Rapidus detection (with engine auto-parametrisation and of course 1 frame)

- additional new game mode: THE SWARM (only for Rapidus; press SELECT on the title screen)

 

Title screen:

FIRE/START - start the game

SELECT - the SWARM (additional game mode; Rapidus only)

 

Gameplay:

START or any key - pause

OPTION during pause - back to title screen

 

Highscore:

up/down - change letter

left - delete letter

fire - next letter

 

THE SWARM:

- enemies wont shot

- enemies wont drop bombs

- enemies will behaviour differently (will try to swarm to players position)

- enemies are faster

- tons of enemies

 

What didnt make it:

Helicopter missiles - there were no free ram for additional animated soft sprite (the softsprites story). But the rest is there. 

 

About the engine:

We think its good - not perfect - but we will refactor it for easy generic purpose later on. Theoretically it can render unlimited soft sprites with n-parameters (like agility, velocity, position, customflags and so on) for every obejct.

A lot of things is queued/spawned to object list then process by different part of code. There are also small cool stuff like input lag fix, original arcade control (it has exceptions here and there), big cloud x player mask (to hide player P/M object under bigcloud).

 

Big thanx for all the feedback you provide to us. See you in our next project (its on the move already).

 

 

 

Attached Files



#2 Atari030 OFFLINE  

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Posted Wed May 16, 2018 5:26 PM

That looks incredible. I can't wait to get stuck into it.



#3 Mclaneinc OFFLINE  

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Posted Wed May 16, 2018 5:46 PM

Solo....AMAZING....

 

Thank you, the first version was just great but its been bettered...

 

Total applause to all involved...

 

And well done Nir for getting a real item on the way...All pleased!!



#4 Fox-1 / mnx OFFLINE  

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Posted Wed May 16, 2018 5:54 PM

Quite impressive.

 

Lot's of different P/M's to keep it interesting without getting bored.  Speed is good too.  Only difficulty I have are the controls because I'm used to the asteroids style of thrust and steering but that's just me I guess.



#5 Rybags OFFLINE  

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Posted Wed May 16, 2018 6:15 PM

Real nice.  I just played back to back with arcade and actually got further in the Atari one.

 

But one thing - not 100% sure but I don't think you're supposed to get the parachutes once the end of level boss has appeared.



#6 x=usr(1536) OFFLINE  

x=usr(1536)

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Posted Wed May 16, 2018 8:19 PM

This is an astounding release.  Thank you, and I'm really looking forward to playing it!



#7 erichenneke OFFLINE  

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Posted Wed May 16, 2018 9:18 PM

Nice!  What's not to love?   this is really great. 



#8 Mr Oni OFFLINE  

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Posted Wed May 16, 2018 10:03 PM

it plays fine but the top and bottom are cut off on my crt i use.



#9 Philsan ONLINE  

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Posted Wed May 16, 2018 11:32 PM

Masterpiece!

Thank you very much Jaroslaw and all people involved!



#10 Heaven/TQA ONLINE  

Heaven/TQA

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Posted Wed May 16, 2018 11:50 PM

Love the arcade game and the Gameboy advance edition and this one...

As the game is 3:4 instead of 4:3 did you altered gameplay etc?

Was it translated from z80 version?

#11 twh/f2 OFFLINE  

twh/f2

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Posted Thu May 17, 2018 12:23 AM

Had a quick check of the source code. It seems that there were some true "Clean Coder" at work. It's very well structured and understandable. Thanks for sharing Waldemar!!!



#12 solo/ng ONLINE  

solo/ng

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Posted Thu May 17, 2018 2:31 AM

Love the arcade game and the Gameboy advance edition and this one...

As the game is 3:4 instead of 4:3 did you altered gameplay etc?

Was it translated from z80 version?

 

4:3 and lower resolution forced us to slow down velocities a bit (because of lower viewport).

 

It wasnt translated from Z80 - all was done from the ground. We have created custom engine, custom renderer, custom logic etc

Actually I have no idea how original code looks like. 

In short version: the code uses Object List and subsystems: SPAWN, HIT, OLP to process the game. A lot of stuff can be easly configured via config.asm. Main loop is kinda like:

 

jsr level.mainLoop
jsr OLP.mainLoop
jsr HIT.mainLoop
jsr SPAWN.mainLoop
jsr waitFrame

It was fun doing it from scratch.

 

edit:

About GBA version - I like it too - it was our second referent. Atari's version is better, because got 16x16 player/enemy sprites and GBA got 12x12 ;- )


Edited by solo/ng, Thu May 17, 2018 2:53 AM.


#13 Tezz OFFLINE  

Tezz

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Posted Thu May 17, 2018 3:26 AM

Excellent work Solo :thumbsup:



#14 TrekMD OFFLINE  

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Posted Thu May 17, 2018 5:22 AM

Wow, that looks awesome!



#15 H.E.R.O. OFFLINE  

H.E.R.O.

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Posted Thu May 17, 2018 5:34 AM

I do love me some Time Pilot (or Space Pilot if you've kicked it C64 style). Looking forward to trying it out.



#16 bfollett OFFLINE  

bfollett

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Posted Thu May 17, 2018 5:52 AM

Good looking release, The link to the binary is a .html page instead of the .xex.  So shows up as a garbage text displayed page in Microsoft Edge (for me).  I had to right click on the link and do a save as and rename the file to .xex to get the download.  Also I found the controls to be difficult.  Have you tested letting the left and right controls continue to rotate instead of stopping when ship is facing directly left or right? having to switch to the up and down keys from there was off putting to me.

 

Edit:  I had to rethink my comments on the controls.  I'm only playing on an emulator without a real joystick.  I'm sure the controls are fine with a joystick.  Only with a keyboard would I think a simple 2 button rotate right and rotate left would be preferable.

 

Bob


Edited by bfollett, Thu May 17, 2018 6:07 AM.


#17 Gibstov OFFLINE  

Gibstov

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Posted Thu May 17, 2018 7:24 AM

Great work...awesome job on this.



#18 Cafeman OFFLINE  

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Posted Thu May 17, 2018 7:25 AM

Wow, very impressive work. How much ROM did you need to use?

#19 Lord Thag OFFLINE  

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Posted Thu May 17, 2018 8:59 AM

Been waiting for this, can't wait to play it. Great work!



#20 MrFish OFFLINE  

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Posted Thu May 17, 2018 9:18 AM

The link to the binary is a .html page instead of the .xex.  So shows up as a garbage text displayed page in Microsoft Edge (for me).  I had to right click on the link and do a save as and rename the file to .xex to get the download.

 

It worked fine for me just by clicking on the link (in Firefox). You can tell it's not linked to an html file by looking at what the link itself points to when you hover your mouse pointer over it.

 

The problem is more likely that a MIME type needs to be added to their website's config file for XEX in order to support proper downloading with your particular browser (and possibly other browsers). I had a similar problem with several Atari extensions on my own website when using MS Internet Explorer for downloading files, even though it was fine when using Firefox, Chrome, and Safari to download the same files.


Edited by MrFish, Thu May 17, 2018 10:02 AM.


#21 Fingolfin OFFLINE  

Fingolfin

    Chopper Commander

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Posted Thu May 17, 2018 11:32 AM

Thank you very much for making and sharing this solo/ng!  :thumbsup:

 

Classic arcade game brought to A8.  :grin:

 

Wonderful graphics, sfx, music and most importantly game play.  :jango:

 

Looks, sounds and plays like the arcade!

 

Thank you very much to all involved in making and sharing Time Pilot!


Edited by Fingolfin, Thu May 17, 2018 11:32 AM.


#22 Mr Oni OFFLINE  

Mr Oni

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Posted Thu May 17, 2018 5:36 PM

Can anybody guess why i can't see the fullscreen



#23 AtariGeezer OFFLINE  

AtariGeezer

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Posted Thu May 17, 2018 5:48 PM

Can anybody guess why i can't see the fullscreen

If you're using an NTSC A8,  that would be why.  Looks great on PAL A8's :)



#24 NISMOPC OFFLINE  

NISMOPC

    Moonsweeper

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Posted Thu May 17, 2018 7:06 PM

If you're using an NTSC A8,  that would be why.  Looks great on PAL A8's :)

 

Can anybody guess why i can't see the fullscreen

 

Any chance an NTSC version can be set up...?



#25 Mr Oni OFFLINE  

Mr Oni

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Posted Thu May 17, 2018 7:19 PM

If you're using an NTSC A8,  that would be why.  Looks great on PAL A8's :)

Well its a great game






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