Author Topic: Spaceinvader game  (Read 20866 times)

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Offline Sorunome

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Re: Spaceinvader game
« Reply #15 on: January 04, 2014, 06:07:23 am »
Nice to see the old classic games invading the prime (you see what i did there? :P )
Anyways, looking nice :)

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Offline DJ Omnimaga

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Re: Spaceinvader game
« Reply #16 on: January 04, 2014, 12:13:49 pm »
Glad to hear. By the way, by alien-space do you mean the collision is based on the big alien army GROB you now use and once the bullet hits something it tries to detect which one it hits before killing it?


Also for later do you plan to add aliens that requires more than one hit to die?

By the way I moved this with the other HP Prime projects if you don't mind. :)

EDIT: Just tried the new version actually and it got way better. Good job! Only one bug report: When you die then restart, you seem to restart at a random level rather than the first. Also it seems that when you gain energy from the falling circles, the circles and bullets flicker. Is that normal?
« Last Edit: January 04, 2014, 12:27:01 pm by DJ Omnimaga »

Offline Handmixer

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Re: Spaceinvader game
« Reply #17 on: January 04, 2014, 01:53:21 pm »
Thanks for the feedback

Yes the random level was a bug, now corrected
I also get the flickering when I pick up a green dot, I need to look into that.

 >B) Space is the aliens locations on the GROB.
Aliens are layed out in 30x30 grid og G4, so it is easy to calculate wich alien a bullet is entering.
I dont use any pixel check, but that would also work.

Boss aliens would be easy to implement; make them harder to kill, and also make them fire more bullits.

Offline DJ Omnimaga

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Re: Spaceinvader game
« Reply #18 on: January 04, 2014, 03:59:42 pm »
Aliens are layed out in 30x30 grid og G4

There can be 900 aliens at once on the screen? O.O (unless you meant that each alien is 30x30 pixels?) if you had kept the old alien drawing method (through a loop rather than a giant GROB, you would probably have needed to do like Atari 2600 games and only draw a bunch per frame, which would have resulted in extreme flicker, but kept speed up)

Also nice avatar :D (I also like the title screen btw)

By the way, don't you hate the low framerate in the emulator? Even if stuff runs faster, everything is choppy as hell. when I want to make smooth Youtube videos of HP Prime programs I have to slow them down with extra WAIT commands then speed the resulting video back up. It takes a long while to record.
« Last Edit: January 04, 2014, 05:42:58 pm by DJ Omnimaga »

Offline timwessman

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Re: Spaceinvader game
« Reply #19 on: January 04, 2014, 04:43:09 pm »
By the way, don't you hate the low framerate in the emulator?

Well, that was news to me that it was problematic... will put that on the list of things to adjust.
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Although I work for the HP calculator group, the comments and opinions I post here are my own.

Offline DJ Omnimaga

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Re: Spaceinvader game
« Reply #20 on: January 04, 2014, 04:47:45 pm »
It isn't really that much problematic for testing actually, just for showcasing on Youtube and stuff. Sometimes, games might look choppier than it actually is and some people might jump to conclusions saying the Prime isn't all that great because it's slow, when it's not the case. D:

You could maybe make it an option so people can choose, in case it's too demanding for older computers.
« Last Edit: January 04, 2014, 04:48:15 pm by DJ Omnimaga »

Offline timwessman

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Re: Spaceinvader game
« Reply #21 on: January 04, 2014, 07:09:02 pm »
How many fps do you want it to update at?
« Last Edit: January 04, 2014, 07:09:18 pm by timwessman »
TW

Although I work for the HP calculator group, the comments and opinions I post here are my own.

Offline DJ Omnimaga

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Re: Spaceinvader game
« Reply #22 on: January 04, 2014, 07:24:37 pm »
The best would probably be the same as the real calc (I think it's around 52 Hz, right?), but 30 would work too I guess.

Offline Handmixer

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Re: Spaceinvader game
« Reply #23 on: January 05, 2014, 05:20:25 am »
Aliens are layed out in 30x30 grid og G4

There can be 900 aliens at once on the screen? O.O (unless you meant that each alien is 30x30 pixels?) if you had kept the old alien drawing method (through a loop rather than a giant GROB, you would probably have needed to do like Atari 2600 games and only draw a bunch per frame, which would have resulted in extreme flicker, but kept speed up)

Yes, my  mistake, the aliens takes up 30x30 pixels. But since the actual size of the alien is 26x21 pixels, then a litte math has to be done to check if the bullit is in the void.


Regarding the emualtor discussion.  I understand that in the terms of making a video of what goes on on the emulator screen better accuracy is needed, but when I write code in the connectivity kit, transfer it and then run it. If coding-transfer-run was a smooth flow I wouldnt't care so much about the Emulator since I would use the calculator to run. But today production is not smooth. I use the editor in the connectivity kit, but I have to lookup help in the emulator or in the PDF - context sencitive help should be Integrated in the editor. When I transfer the program the calc goes to Home, and it puts my new program in the bottom of the list, that is counter produtive, at least it should give focus to the program that was uploaded the last. Some basic syntax check could also be done before transfering the program to the calc.

Offline Handmixer

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Re: Spaceinvader game
« Reply #24 on: January 07, 2014, 03:08:06 pm »
Another version uploaded. Now includes Alien Boss

Offline DJ Omnimaga

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Re: Spaceinvader game
« Reply #25 on: January 07, 2014, 05:56:32 pm »
Wow the boss almost went Touhou on me for a few seconds O.O

I think the boss is way too hard, though, for a level 3 boss. Since we can't move vertically and only have 1 life, he is next to impossible to beat since he almost dodges all your bullets and often traps you between waves of his own bullets, making escape impossible. It might be good to maybe add 3 lives or make the boss so he cannot shoot more than one bunch of bullets in 2 seconds (like in Galaxia and Phoenix).
« Last Edit: January 07, 2014, 06:07:29 pm by DJ Omnimaga »

Offline Handmixer

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Re: Spaceinvader game
« Reply #26 on: January 08, 2014, 12:22:06 pm »
Wow the boss almost went Touhou on me for a few seconds O.O

Hehe, I dindn't think he was to hard, but apperently I was wrong.

I will have to Work a Little on the design to allow different level bosses. Also I think the boss should have something extra to show that he is stronger, perhabs bigger or a bar that shows hits.

Also I would like to Work on
 - better level shifts - some text saying "Level 2" or Get ready!"
 - score
 - more than 5 levels
 - Shield or lives - if you have Lifes, what should happen to the level when you die? Reset or rewind


Offline DJ Omnimaga

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Re: Re: Spaceinvader game
« Reply #27 on: January 09, 2014, 09:36:23 am »
A bigger sprite would be a good idea. It could also have different eyes to show he is angry or something.

As for level transition you could just make new waves of enemies scroll in like in Galaxian.

Offline MacBernick

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Re: Spaceinvader game
« Reply #28 on: January 11, 2014, 10:33:41 pm »
Yeah I love it !

Is it intended that ship warp to new position when touching screen ?

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Re: Spaceinvader game
« Reply #29 on: February 02, 2014, 12:20:06 am »
Btw, I think this is on HP's fault, but if we play Trailblazer for a while then Space Invader, the ship sprites flicker like mad. I think the HP Prime has a memory leak or something requring a reboot for normal behavior to return, but I was wondering if there's a workaround for now?