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Ophelius

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  1. Minor Update Version 1.0.2 (Current) -Released March 26, 2010 [Fixed] - The game now forces 60 FPS no matter what. If your monitor is not refreshing at 60Hz and/or you have your vsync turned off in your video card settings, it will still refresh at 60 FPS, but the game won't run as smooth as possible and you might experience some unwanted graphical side-effects like jerkiness. This is because instead of allowing vsync to sync to a 60Hz refresh rate perfectly, the engine would have to time and adjust a delay to force it to 60FPS which isn't perfect. Most people have it set the right way, but some people don't. ***So for optimal gaming experience, turn on your vsync and run your monitor at 60Hz. [Added] - the ability to change the letters at the highscore entry by moving the mouse left or right if you're using the mouse.
  2. Someone found a strange bug where if played in Hardware mode the game doesn't cap at 60, but goes as fast as possible(he was getting 140 FPS). He said it capped at 60 FPS if he ran it in Software mode. If the game seems too fast for you, you might have this problem too. In the Config tool, check 'Show FPS' too see how fast the game is being ran at. If it's higher than 60, try changing the Rendering option to see if that fixes it. I'll see what I can do to solve it. Let me know if you experience this as well. Thanks Edit: I added a 'Force 60 FPS' option in the Config tool. This allows you to force the game in 60 frames per seconds if it isn't doing so automatically. The only reason the game wouldn't cap at 60 I found out is if you have your vsync settings turned off in your video card settings. For optimal game play turn on your vsync instead of using this option.
  3. Major Update! Version 1.0 (Current) -Released March 24, 2010 This version has been transformed from the ground up. It includes major bug fixes, improvements, face lifts, and changes. [New] - The game is arcade ready, which means it can easily be ported into an existing PC-based arcade, or put into a dedicated one. [Changed] - Before there was the PC version and the Arcade version of this game. There's only one version now which can be suited for both worlds. [Fixed] - Major syncing issues. Before I was relying on the system clock to control timing such as item spawn delays, monitoring events for recoding/playback, etc. This means that if the game ran on machines incapable of achieving 60 FPS, then you would start noticing unwanted timing behavior(too many items would spawn at a time, bad recording playback, etc). To use the system timer to control the game's timing was simply not the right approach to use. The game now uses a Frame-based counter to regulate everything. A game played on a slower machine will now only have the disadvantage of a lower frame rate. Because of this, the game, including demos and recordings, can be played perfectly on any machine. [Added] - Mouse support! [Added] - Replay Mode, which can playback a game you've played as if it were a video. Look at the Readme file or the About page to read more about it. [Added] - A lot more options in the config tool. [Changed] - The game overall is a bit more challenging. [Fixed] - a lot of minor bugs, too many to count www.astrosmashproject.com
  4. Just another note, for the arcade version you now have the ability to map out which keys are for which actions. That way, for those with Mame arcade cabinets, the game can be customized to match your arcade controls. Read the 'Key Map.txt' file for more info.
  5. Arcade version released! -New retro arcade-style title with rotating demo screens. Feels like the real thing. -This version is ready to be put into a custom PC-based arcade cabinet. Just re-route the keyboard keys to the joystick, pushbuttons, coin slot etc using a JAMMA board or similar. If you already have a MAME arcade cabinet, let me know so I can send you a custom game with the Keys you specify(because your 'Fire' pushbutton might not be linked to the game's 'Z' button, etc). I guess I'll come out with a config tool to map out the keys how you want. Let me know if you actually use this game in your arcades www.astrosmashproject.com
  6. cmart604: Any cart from any console from that period would not be able to handle this game. Perhaps the minimum would be an 8-bit console like NES. SNES for sure.
  7. radiohead: Thanks for the feedback and the interest. About the joystick, I guess I never thought anyone these days would have a joystick with less than 3 buttons haha(even the nes controllers had 4 including the start/select). What I'm going to add in the next release is the ability to switch to auto-fire by holding down the fire button for a second. But I can't do much more. I think that if you could push up or down to trigger the squadrons, it would be too easy to accidentally push those directions when not intended. This way, at least everybody with 2-button joysticks can now have full control. What I'll do about all of you 1-button joystick gamers is to add a link to this JoytoKey utility so you can configure it that way if you want. Anyways, always glad to hear someone's enjoying this game. Remember to submit those high scores
  8. An atari cart? That would be impossible without completely remaking it into something less than what it is.
  9. Version 0.9.4 is out. It now has Joystick support and a new configuration application to tweak your game settings the way you want. www.astrosmashproject.com
  10. I thought about adding it, but I for one found it annoying hahaha.
  11. Bug alert: If anyone is still playing version 0.9.3 which they downloaded before this post on March 3, 2010, please re-download. The bug is that the UFO never appears again if it shoots you. To get him back you have to reset the game. This bug is now fixed in the current version. I didn't want to wait until the next release.
  12. radiohead: I'm glad you enjoy it I'm not sure how porting it to the wii is done, but I'm sure it's possible. Just connect your computer to your tv. I know that's a pain, but less a pain than porting it to a console haha.
  13. Version 0.9.3 is out: New updates like Shield Upgrade, Auto-fire option and more. www.astrosmashproject.com
  14. ummmm...never The hardware would never be able to run it. I am building an arcade to house it though. As soon as I could afford it that is.
  15. Hey fellows, first I'd like to introduce myself. My name is Justin and I am new to this forum. I'm a computer programmer, musician and I love old video games. Anyways, I thought I can start by showcasing my newest creation. It's a remake of the classic intellivision game astrosmash. I kept the same feel, but added some new elements and made it more arcade-like. There's a leaderboard at the site, so if you beat a highscore, follow the instructions to submit your score. Here's the link: www.astrosmashproject.com Feedback is always appreciated! Hope you enjoy it!
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