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Ok, i have been working on this for a month or so in the evenings / night after work and i think its coming along nicely now in the current version i have tried to include most of the features of the original atari 2600 game: 8 levels 8 speeds 8 different point amounts for collecting the bombs in the bucket this version does not follow the same bomb dropping as the atari 2600, i decided to spice it up a little and use some degree of randomness (based on the x position of the bomber and the x position of the player for the seed some features are not included as yet, the item that most concerns me is the extra life every 1000 points, i may be over thinking this quite substantially but to me right now this seems to be very complicated. you cant check dead on 1000 / 2000 etc because if your at 995 then earn 10 points you are at 1005 and the check will not catch it. using greater than would cause a new life to be added every program loop if the score higher than 1000 which is not wanted i tried to use: if (score / new_life_points) = cint(score / new_life_points), this caused its own issues, mainly because the jaguar as i understand it does not take kindly to decimal numbers and in my tests 995/1000 although should equal 0.995, the jaguar decides it equals 0. Nice!!! this option is however thinking about it no good because it still only basically gives you if score = 1000. so for the moment im at a loss on that one, if anyone has any ideas let me know moving on, there are only two sound samples integrated currently, the explosion sound and a splash sound all sprites are 16 colours i hope to work on this beautifying it somewhat in the future, as i am quite enjoying actually making something useful for the jaguar things to do: new life every 1000 change bombers face to smile at 10000 add rotary support, which I don't think can be tested in VJ add title / options / game over screens achievements - i am undecided on this one yet add a selection of bombs to use add a selection of buckets to use probably a load of things I haven't listed thanks goes to: CJ / GGN / SH3 for continued abuse comments and help and putting up with my stupid questions at times which has lead to the creation of this spaghetti bowl of bad code if anyone has any useful criticism, please post it here, i shall be keeping an eye on the thread to see what people think of this Kaboom.abs
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So, lately we've been getting some feedback - nice! I'm really glad to see people slowly starting to do some fun stuff . Which means of course that bugs were identified and fixed and requests for new functionality have been implemented. And of course people might be wondering where to get this updated version. Well, as I find it a bit tedious to package stuff up tag them and release them, for the time being I decided to have latest versions on Github/Bitbucket. Sounds scary? It's not that big deal really! For the github repo just find the button at the right of the page saying "download zip" and click it - you just got the latest version! For bitbucket it's even easier, just go here and click "Download repository" - sorted! Both github and bitbucket have my meaningful commit messages (usually ), but I'll summarise the changes so far (current commit hash: 9178e52e8ce4874198e5ec2526f571d54dfc516f): Debugged PLOT command and changed it into a function (i.e. plot(x,y) instead of plot x,y) Debugged COLOUR command build.bat is now more robust and tries to be more helpful (i.e. deletes old build files and aborts compilation so you won't end up running an older build because the current failed!) New command: CLS will clear the particle/text layer. round() function fixed (for some reason it was relying on way too many dependencies that weren't included) Each project now has its own ASSETS folder where its data files reside (so no more shared assets between projects) Raptor equates: Instead of having to hunt for cryptic numbers where you want to access an object's attribute (for example x/y positions) it's now possible to use built-in equates, which exist in file "include\raptor.h". This is especially handy in projects bigger than 20 lines when maintainability becomes a concern And that's it for now. I'll keep updating this thread as more work is done. Happy hacking! P.S. if you want to report a bug or request a feature please make sure you have the latest version and if possible mention the commit hash (you can see the hashes here).
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Raptor Basic+ is 1 year old today! And to celebrate its birthday, we thought we'd make a small retrospective with past, present and future products made using it. But first... Premise It was a no brainer. After releasing Raptor, our bare metal library that handles jaguar objects, we realised that it would be much better if we provided people with more ways to interface with it than just plain assembly (actually we knew about this way before the release but for various reasons it never materialised). After a couple of iterations with playing with Pascal and ehbasic (which we got up and running and named it Raptor Basic) we ended up trying BCX Basic. This looked much more promising! After 12 days of intense hackery (read more about it here) we got it up and running and just in time for Christmas! Anyway, enough blabla, let's quickly move on to... Projects This is not an exhaustive list, but tries more or less to be in chronological order. Doger Binary: doger.abs Oh look, it's a game! And it stars Doge! Awwww! Started as a tutorial game that's essentially frogger with doge as the main sprite, this is actually very fun to play! I've showcased it at a few parties and people would not leave the joypad until they finished the game. I think that's a very good indication that something good is happening there! Yeah yeah, tutorial schmutorial - this is fun! Doesn't this just screams of fun to you? Cloudy with a chance of metaballs Pouet link: http://www.pouet.net/prod.php?which=65610 Youtube: This is a demoscene production which ranked #1 at Outline 2015, where we entered it in the wild compo. 6 differnt productions were entered and about 110 people cast their votes, so it wasn't just ourselves voting - thanks to the people at the party! This is probably the first release that showed the potential of rb+, giving Raptor and the hardware a run for its money! How the stars look after a few beers (no, not really) Foxy lady! That's the hardware jumping for joy for running rb+ code! The classic interference effect from early 90s demos that stressed the contemporary hardware back then, done with a few lines of basic code (instead of tens of hundreds of assembly)! The Atari ST used up all available CPU time to to do plasma effects. The amiga needed a separate coprocessor. The jaguar? 10 lines of code again . Xor patterns? Impossibru! Metablobs. Needed tons of precalculation and very clever code. And then only about 3-4 of them could be displayed on screen. On the Jaguar? Again a few tens of lines of Basic code! This screen probably sets the record for most metaballs at 50/60fps on the Jaguar! [ And, to rub salt in the wounds, here's some grilles! A few dots and a wobbly background next. The real genius behind the demo: a doge wearing a tie! The end. Thank you, drive through. Particle playtime Grab the jagpad, press all the buttons, create psychedelic animations with particles! Binary: particles.abs Astro Storm A challenger appears! Out of seemingly nowhere Sporadic comes into the spotlight and lands this neat and polished game! You can check out its development here from its modest beginnings till the final version. Reboot salutes you, Rik! Download final here: http://atariage.com/forums/topic/247085-astro-storm-new-game-release/ A good production has to have a nice boot screen, right? Sporadic scores 10/10 on this! In-game shot. Just point at the rocks and blast them to outer space. Watch out for big alien ships attacking with different patterns! After 2 screens of rocks are cleared, you are transported to a first person flight sequence where you have to fly into the green zooming boxes and avoid the meterorites (like the one on the screenshot! Bank, you idiot!) Raycaster It's Doom on Basic!!11111onoeneenoneoneone Well, it's a raycaster engine. And it's dog slow. But that's really just a proof of concept with very unoptimised code and mathematics. Written by Sporadic again just for fun. I thought I'd leave this here! Binary: raycaster.abs μfly SH3 strikes back with another old favorite... Superfly DX! ...only it's not like that at all. The movement curve is totally different, the objects are aligned so they are a bit 3D, the scoring mechanism is different.... and everything's micro! It's still not complete but it's quite close. Binary and dedicated thread: http://atariage.com/forums/topic/241958-μfly-new-jaguar-game-release/ Check your screen's aspect ratio before playing the game - another free service by Reboot! RRRRRRRRRRRRRR That scroller definitely looks familiar! Watch out mr fly, an obstacle is almost upon you! Boingy uppy Around the time SH3 was making ufly I pointed him to an animated gif from the Intellivision forum that showed a simple jumping game (forgive me, but I can't find it to link it here). One thing led to another and SH3 ended up dusting off the old tool I wrote to create the backgrounds for Downfall Falcon and make this small experiment that got nowhere for the time being. Inspiration wanted for this! Youtube: Boioioioioing! Bexagon Complete role reversal! SH3 wrote the code and I made the graphics! As an idea it started from a Game&Watch demake of Super Hexagon SH3 noticed on my very low-key review blog (http://dbug.kicks-ass.net/RebootReviews/), it took life of its own after 1-2 hours! I'm sure this doesn't need introductions - it already looks spectacular (and I don't mind me saying this!) and plays great! I'm really excited about this and I can't wait till it's finished to be honest! Did I mention that Terry Cavanagh (the original creator of Super Hexagon) liked the video of the game? Youtube: Youtube: Kaboom Completely out of the blue Omf lands this learning exercise of his - a port of the classic 2600 game with the same name. Keep at it! Dedicated thread and downloads: http://atariage.com/forums/topic/243746-wip-kaboom/ The title screen. Press the button, You know you want to ! And the main playfield screen. You know what you have to do so get going! I can't believe it's not Outrun (working title - obviously!) Sporadic has been busy again! What started as a very low FPS thing that looked like this: got gradually pimped, drove the development of the language, and became this: Quite an improvement I'd say! Sporadic still plugs away at this so it's still an early WIP but it really looks promising. Go Rik! Game progress, downloads and discussion thread: http://atariage.com/forums/topic/247091-wip-not-outrun/ Christmas present! To celebrate rb+'s birthday, we thought it would be fitting if a new version was released. So here it is! v1.3 is ready for download on Github and Bitbucket. Grab the updated package and enjoy! 42 improvements and bug fixes have been committed since v1.2 - that's a good sign, right? . Also, we have a brand new demo released today! Sommarhack 2016 invite intro Dedicated thread and download: http://atariage.com/forums/topic/247113-new-release-sommarhack-invitro-wiggle/ Using the same set of commands introduced to help Sporadic accelerate his racing game, and after 5 minutes of me explaining how twister/rubber cube effects work, SH3 went and did this little invite intro for the Sommarhack party in Sweden! Thanks! It's been a year full of pleasant surprises. People stepping up and trying the language, asking questions, making suggestions, influencing the language, pressing for more functionality, making tools. Quite honestly this was totally beyond our expectations - quite frankly we didn't expect that anyone would pick this up. Not a lot of people did of course but I'd like to thank everyone for sticking with it and creating fun stuff. You make all the work put toward this language worthwhile! Here's to many more years of creativity! The future We are far from being done with this. Both the language and the Raptor API are in constant development and will continue to be as long as we can find the time and people ask for new features. There will be a Raptor update soon, so keep a look out for that!
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Willemsoord, The Netherlands, May 14th - 17th. Outline demo party \o/. Reboot was there and submitted a demo for the competitions. It competed in the "realtime wild demo" category, which means was against various other productions in diverse platforms. Our demo managed to rank first! Anyway, enough text, download the .ROM file . Note: it needs 60hz display so only pal60 or ntsc. Also make sure that if your emulator actually runs at 60fps or the syncing will be quite off - in our experience if virtualjaguar reports 62.something fps then the result will be wrong. Also you can visit the pouet and demozoo pages if you like. Finally, for the really lazy people (i.e. 99% of everyone ) here's a youtube video that has a capture from the real machine (try 720 or 1080p for 60fps, chrome or firefox should work): Hope you enjoy our modest contribution that was made in Raptor Basic+ by sh3!.
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