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Messages - Matrefeytontias

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1201
Well, I'm on a phone right now, so if you don't want to wait until tomorrow evening of my time (in 20 hours) ask ben_g.

1202
Site Feedback and Questions / Re: Suggestion: Omnimaga Usergroups
« on: April 21, 2013, 12:57:07 pm »
Add me then ;D

But I don't really see what would be the point of it. It would become sort-of-a-facebook.

1203
TI Z80 / Re: [Axe] Ikaruga X
« on: April 20, 2013, 10:33:06 am »
Bump,

Just saying that if you want, you can mock-up some patterns that you would want to see implemented in one boss or another ;) you can also give me ideas of enemies, because I'm terrible at imagining them.

1204
Other Calculators / Re: JFTHOI (Just For The Heck Of It) Axe Contest!
« on: April 18, 2013, 12:31:05 pm »
But it was the first post D:

EDIT : 777th post (>^_^)>

1205
Other Calculators / Re: JFTHOI (Just For The Heck Of It) Axe Contest!
« on: April 18, 2013, 11:45:38 am »
I'm working on my entry ò_ó

1206
CaDan SHMUP / Re: Yet another shooter
« on: April 16, 2013, 04:27:07 pm »
...

...

...

Wait what ? -_o

Iambian posted ?

In CaDan thread ? O.O

HE'S RESUMING IT !!?? :w00t:
* Matrefeytontias organizes a rave party to celebrate the event

1207
TI Z80 / Re: [Axe] Ikaruga X
« on: April 15, 2013, 05:27:39 am »
I planned an upgrade at the beginning of each level, so you'll see soon ;)

I have a problem with the last weapons though. Since I check collisions with every active enemy for each bullet, it kinda slows down the game when you shoot too much bullets at a time (the very last weapon shoots 6 bullets at once). I'll try to optimize.

1208
Other Calculators / Re: JFTHOI (Just For The Heck Of It) Axe Contest!
« on: April 15, 2013, 04:45:50 am »
I'm in :D I'll make some sort of a demo program, but I don't know what exactly yet.

EDIT : now that I think of it, I'll surely use an axiom I made some months ago, is it ok ?

1209
TI Z80 / Re: [Axe] Ikaruga X
« on: April 15, 2013, 03:30:06 am »
I'm doing it in Axe :P and I already explained why I used a rectangle. And yeah, I erase plotSScreen every frame. And yeah I planned to make the ship blink.

And yeah xD the first level is hard, but now you have 3 lives ;)

1210
TI Z80 / Re: [Axe] Ikaruga X
« on: April 14, 2013, 05:19:32 pm »
In fact I used a rectangle because I was in an urge and wanted to finish it x) I'll change it to something better soon (dunno what yet).

1211
TI Z80 / Re: [Axe] Ikaruga X
« on: April 14, 2013, 01:40:42 pm »
Update !

Got the second level working :) with of course new enemies and another boss to beat :D

I also made a quick and ugly lives system : when you get hit, you can't be hit again for 64 frames (you see that with an inverting rectangle on your ship, not definitive). You can also pause with [alpha] (and resume with [x,t,θ,n]) and thus see your lives in the upper right corner.

Small almost-non-spoiling screenshot of the 2nd level :



The game is of course faster and not as ugly on-calc.

Binaries attached :)

1212
TI Z80 / Re: [Axe] Ikaruga X
« on: April 14, 2013, 02:49:45 am »
I can't really do anything about input, it lags the same way the whole game lags.

And with the targetting thing, I'll take care of that, thanks for reporting :)

1213
TI Z80 / Re: edit8X+
« on: April 13, 2013, 12:41:26 pm »
I can provide a backspace routine from cmdOS if you want, it's OS-independant :)

1214
TI Z80 / Re: [Axe] Ikaruga X
« on: April 12, 2013, 11:32:31 am »
@chickendude yeah it's super hard, but it's still doable, and that's the point of danmaku-s ;) also, moving fast isn't a good thing, since in hardest levels you'll have to be very accurate to dodge all of the bullets. Maybe I just can make the player accelerate wheh alpha is pressed, so you can measure precisely your moves. And thanks for the feedback ;D

@sorunome the trick is to spend as little time as possible handling each object. This leads to weird situations : you can see that the game is way more laggy with 5 enemies on-screen than with 100 enemy bullets :P and this is because for each enemy bullet I only add the deltaX and deltaY and check collisions with the player, whereas each enemy has its own full AI, which is very time consuming.

@geekboy1011 good luck then :P

Also, I almost finished the 2nd level :) 2 new enemy types and a new boss incoming !

1215
TI Z80 / Re: [Axe] Ikaruga X
« on: April 11, 2013, 01:41:26 pm »
Big update !

I've got most of then engines used by this type of games done ! By that, I mean a bullets engine, an enemies engine, a patterns engine and, big news, a boss engine ! Though, I had to remove the bullets' ability to have their own behaviour to keep a good speed at 6MHz.
What's remain now is a bonuses engine, a continue system, and of course everything related to menus. Most of the game core is done, but I only did a full level with its boss, so I need to take care of the 15 other levels and bosses (with my newly-founded team :P).

Anyway, eye candy time ! To not spoil the level if you want to try it, I just attached non-animated screenshots ;D

If you want to beat level 1 ... try to do so with the attached program :devil: (for MirageOS, and you'll also need prgmIKRGLVLS, it contains the level).

Controls are explained in-game in the tutorial at the start of the game. You can skip it by pressing [×]. For now, the game quits when you get hit, so it's very hard to make it through the level (which only lasts 4 waves) and to beat the boss (which has 192 HP and 3 patterns :P). On your ship's sprite, you can see a small 'T'-like thing. Congrats, you found your hitbox :P

Also, the program runs perfectly (while sometimes a bit slowly) on 6MHz calcs. It doesn't use Full anyway.

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