bfg.gamepassion #26 Posted November 11, 2011 This version is better , i think Yeah, it's better, but then you won't have any scrolling stars in the red-to-black dithered portion, not unless the star pixels are red also. Correct, but you don't need to have it here to have good rendition of the star scrolling effect. And if really you want, you can have it anyway... use sprites for star in that area... Even if you put 8 sprites in a row (i think you really don't need to do that, 3 star in a row is enough anyway) with flickering for the stars i think the result will be correct. Just don't put Helicopter on that row.. I won't code the stars with sprite. I really need all the 32 sprites for bullet an ennemy !! There's at minimum 10 helicopter for level 1 to 3, 4 sprites for the 2 player (2 sub + 2 shoot, wan't to do a cooperative/scoring attack game). So it let me only 18 sprites for the ennemy bullet, And this game is heavy bullet consuming :) The good news : All the collision routine are coded (for 2 player simultaniously) , and i have no more slowdown, even having 32 sprites on screen. Bad news : i haven't coded the control for player 2, so it may change But before doing anything else, i'm tuning the attack wave to have something closest to the arcade game. It's interesting, but long die and retry process ... 2 Quote Share this post Link to post Share on other sites
youki #27 Posted November 11, 2011 This version is better , i think Yeah, it's better, but then you won't have any scrolling stars in the red-to-black dithered portion, not unless the star pixels are red also. Correct, but you don't need to have it here to have good rendition of the star scrolling effect. And if really you want, you can have it anyway... use sprites for star in that area... Even if you put 8 sprites in a row (i think you really don't need to do that, 3 star in a row is enough anyway) with flickering for the stars i think the result will be correct. Just don't put Helicopter on that row.. I won't code the stars with sprite. I really need all the 32 sprites for bullet an ennemy !! There's at minimum 10 helicopter for level 1 to 3, 4 sprites for the 2 player (2 sub + 2 shoot, wan't to do a cooperative/scoring attack game). So it let me only 18 sprites for the ennemy bullet, And this game is heavy bullet consuming :) The good news : All the collision routine are coded (for 2 player simultaniously) , and i have no more slowdown, even having 32 sprites on screen. Bad news : i haven't coded the control for player 2, so it may change But before doing anything else, i'm tuning the attack wave to have something closest to the arcade game. It's interesting, but long die and retry process ... You could use easily software sprites on sub aquatic part on the screen. Quote Share this post Link to post Share on other sites
bfg.gamepassion #28 Posted November 11, 2011 You could use easily software sprites on sub aquatic part on the screen. What do you mean by software sprite ? Characters ? Quote Share this post Link to post Share on other sites
youki #29 Posted November 11, 2011 You could use easily software sprites on sub aquatic part on the screen. What do you mean by software sprite ? Characters ? I mean "software sprite" .. .. binary motif you "blit" where you want on screen not limited by characters boundaries. Quote Share this post Link to post Share on other sites
bfg.gamepassion #30 Posted February 3, 2013 A Video of the hard mode ... Need to code 2 more attack wave. All the ennemy object are ok. Need to adjust some collision mask, some color. All collision detection are here, but for the moment i can't die, for testing purpose. No slowdown (the video slowdown are because of the video capture tool). http://youtu.be/yNSoBdnyswM 4 Quote Share this post Link to post Share on other sites
+Darrin9999 #31 Posted February 3, 2013 A Video of the hard mode ... Need to code 2 more attack wave. All the ennemy object are ok. Need to adjust some collision mask, some color. All collision detection are here, but for the moment i can't die, for testing purpose. No slowdown (the video slowdown are because of the video capture tool). http://youtu.be/yNSoBdnyswM Looks Good! Quote Share this post Link to post Share on other sites
Pixelboy #32 Posted February 3, 2013 Très bien! Quote Share this post Link to post Share on other sites
ozma wars #33 Posted February 7, 2013 Rescue on Fractalus Rescue on Fractalus Rescue on Fractalus Quote Share this post Link to post Share on other sites
bfg.gamepassion #34 Posted March 19, 2013 A few words to say that release candidate has been send to CollectorVision. 4 Quote Share this post Link to post Share on other sites
river9999uk #35 Posted March 29, 2013 Yey looking forward to this one! Nice work!! Quote Share this post Link to post Share on other sites
retroillucid #36 Posted March 31, 2013 It's coming! Quote Share this post Link to post Share on other sites
harlock76 #37 Posted March 31, 2013 Très bien! pas pire Quote Share this post Link to post Share on other sites
youki #38 Posted April 1, 2013 pas pire pas mieux... Quote Share this post Link to post Share on other sites
+evg2000 #39 Posted April 5, 2013 (edited) never mind Edited April 5, 2013 by evg2000 Quote Share this post Link to post Share on other sites