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Minor Project Starting.

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Mord

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Starting from my shell program (Which I think I'll update for the future to use the macro.h functions) I'm going to fiddle around with making a vertical shooter.

 

I'm not stopping/abandoning Action RPG. I've been having trouble with the new animation routines. They aren't pulling info in properly. So taking a step back for now to think about it while I work on this. Plus I plan on developing a similar/identical animation routine for the enemies in this new game. The hope is that I'll be able to port that code over to Action RPG later. :)

 

Anyway. As for "story" for this vertical shooter, the idea will be that aliens of some sort has invaded earth. Very original right?

You're the pilot of an experimental new space fighter. The catch is that you're still deep within an underground industrial complex when the attack happens and the enemy is already moving through the tunnels! So you have to blast your way through them to get to the surface and from there meet up with one of the few remaining supply ships that has been fighting off the enemy all this time while waiting for you!

 

Not the most thought out plan, but it's not suppose to be. It's just a little project to play with while I rest up on Action RPG.

 

Project started a little while ago. About an hour or so before I sat back to write this.

 

*edit*

After about 6 hours, I've gotten it to this point. Mind you, I stopped to eat and go for a walk in the middle of it all. Right now it's just initial stab at what will become the walls of the corridors you'll be flying down. The wall data is not 100% random - there's a page of sample data for it to read from. But at present it -is- randomly determining the offset for the zones as it passes by.

 

Going to patch in fractional movement on the movement next.

 

*update*

 

Done. Next to add the player. :)

 

*update*

 

Done. (version 003) Now to make it move. May not get this done before I go to bed however. :)

 

*update*

 

Done. (version 004) It moves, and your Y position has a limited effect on the speed of the playfield scrolling by. The way the ship moves right now is not what I actually want tho. It's just a hack so I can test the movement code.

 

Additionally, the ship graphic is not something I did up myself. It's one of Adam/salstadt's ships he had done up for one of his concepts. I had asked for (and received ;)) permission to use them ... years ago, probably 2005. :ponder:

 

I think to advance this game much further I'll have to unroll the display kernel some. It's currently the same line of code being shot out 192 times for the display screen so as you can imagine there's little to no room left with just the playfield and the player. I had attempted to apply a color mask to the player but even that blasted the 76 cycle limit. :D

 

 

But now, I'm done for the night. I'll try to get back at this after lunch tomorrow.

 

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