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Gaxian wip

Intybasic

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#1 artrag OFFLINE  

artrag

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Posted Tue Aug 21, 2018 8:32 AM

Wip

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#2 nanochess OFFLINE  

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Posted Tue Aug 21, 2018 8:46 AM

Beatiful! :lust:

#3 DZ-Jay OFFLINE  

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Posted Tue Aug 21, 2018 1:21 PM

Wip


Missing the lateral squeezing of the spaceship's wings as it moves.

:lol: just kidding! It looks great! :thumbsup:

Are you aiming to keep the game-play of the original Galaxians, or is it a re-interpretation like Deep Zone Gorf?

#4 KylJoy OFFLINE  

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Posted Tue Aug 21, 2018 9:48 PM

Wow!  Can't wait to play!



#5 cmart604 OFFLINE  

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Posted Wed Aug 22, 2018 2:01 AM

That looks awesome! I have to ask though, are you using Gaxian as the game name or is the thread title misspelled?

#6 artrag OFFLINE  

artrag

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Posted Wed Aug 22, 2018 2:12 AM

For now it is just a test inspired by the more famous counterpart with more letters in the name.

Edited by artrag, Wed Aug 22, 2018 10:04 AM.


#7 artrag OFFLINE  

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Posted Tue Sep 4, 2018 3:46 PM

Progressing somehow

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#8 DZ-Jay OFFLINE  

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Posted Tue Sep 4, 2018 5:04 PM

Looks great!!  It seems a little slow to me, though.

 

    -dZ.



#9 TrekMD OFFLINE  

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Posted Tue Sep 4, 2018 8:25 PM

That looks great!



#10 artrag OFFLINE  

artrag

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Posted Wed Sep 5, 2018 12:24 AM

Speed tuning and code optimization will come after having implemented bullets and collisions
There are too many missing features to start optimizing.

#11 artrag OFFLINE  

artrag

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Posted Fri Sep 14, 2018 4:11 PM

Cleaner transformation between tiles and sprites

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  • galaxian.gif


#12 DZ-Jay OFFLINE  

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Posted Fri Sep 14, 2018 6:17 PM

Cleaner transformation between tiles and sprites


Looks good! :thumbsup:

#13 fsuinnc OFFLINE  

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Posted Sat Sep 15, 2018 11:21 AM

It looks really awesome. 



#14 artrag OFFLINE  

artrag

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Posted Mon Sep 17, 2018 3:17 PM

Many optimizations and clean up

Initial support for enemy bullets

 

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  • Galaxian.gif


#15 Steve Jones OFFLINE  

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Posted Mon Sep 17, 2018 4:02 PM

Looking awesome, great work!

#16 nanochess OFFLINE  

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Posted Mon Sep 17, 2018 4:11 PM

Impressive! Kudos!

#17 Kiwi OFFLINE  

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Posted Mon Sep 17, 2018 5:42 PM

Looking good! You probably can use the hardware bg collision detection to pick up collision between the player's shot vs the enemies wave.  Only have it detect between the enemy background wave to avoid blowing up the little blue stars in the background. You don't want to have a bunch of angry aliens ships come after your ship for blowing up the entire galaxy. 



#18 cmart604 OFFLINE  

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Posted Mon Sep 17, 2018 8:29 PM

Wow! Looking great! 👍🏻

#19 artrag OFFLINE  

artrag

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Posted Mon Sep 17, 2018 11:59 PM

I need to multiplex the current 3 bullets in order to have 5 bullets (for 5 enemies) + one bullet for the player.

There are a few non trivial details in the original game about enemies that I want to add.

I need to implement the special behavior of the flagships:
- if they have one or two red enemy under them, they will charge in swarm of 3
- if they do not have red enemies to control they flee to return in the next wave

Moreover
- red enemies do not charge if under a flagship, otherwise they attack as other enemies
- if less than 5 enemies are alive none of them will return to the fleet, but will stay in charge mode

I do not know if hw collision is practical when you use sprite multiplexing. I have to do some tests to see how it goes.

Edited by artrag, Tue Sep 18, 2018 7:55 AM.


#20 artrag OFFLINE  

artrag

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Posted Wed Sep 19, 2018 11:34 AM

I've optimized the bullet code  for enemies.  It is a demo, there is no collisions and no bullets for the main ship, nor the planned items above.

This time a ROM ;-)

 

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#21 Kiwi OFFLINE  

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Posted Wed Sep 19, 2018 2:28 PM

- red enemies do not charge if under a flagship, otherwise they attack as other enemies
I do not know if hw collision is practical when you use sprite multiplexing. I have to do some tests to see how it goes.

Moreover

I think for enemy shots should be fine since it's only looking for the player's ship.

I would recommend to use 3 multiplexed shot with a single sprite from the enemies and 1 sprite non multiplex sprite for the player shot for the enemy sprite and bg collision.  Since the current ROM now have slow down when there's 5 enemies on screen so that will mess up the HW collision detection if your multiplexing 2 enemy shot and player shot with 1 sprite.  I had issue with multiplexing sprites but able to solve them by manually clearing the col registers.



#22 artrag OFFLINE  

artrag

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Posted Thu Sep 20, 2018 10:45 AM

We will see. I prefer to multiplex 3 sprites on 6 objects
I need dynamically to allocate these objects for bullets and explosions.
I need at least a 2 frame animation for explosions and I can fit two extra frames in gram safely.
The sole problem is that if you have 6 bullets on the screen you cannot see enemies explode...
I should reserve one position for one explosion, one position for the bullet of the player and use the remaining 4 dynamically.

Edited by artrag, Thu Sep 20, 2018 11:02 AM.


#23 CrazyChris OFFLINE  

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Posted Thu Sep 20, 2018 7:44 PM

IntyBasic?



#24 artrag OFFLINE  

artrag

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Posted Thu Sep 20, 2018 10:40 PM

IntyBasic?


Yes





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