We have released final version of Timepilot for ATARI XL/XE. Sorry for the delay.
Binary (xex): http://timepilot.ata...load/tpilot.xex
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.
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)
FIRE/START - start the game
SELECT - the SWARM (additional game mode; Rapidus only)
START or any key - pause
OPTION during pause - back to title screen
up/down - change letter
left - delete letter
fire - next letter
- 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).