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Offline Matrefeytontias

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[Ndless] nKaruga
« on: May 10, 2014, 10:28:08 am »
Yes. Apparently I wasn't completely satisfied with IkarugaX for z80 calcs (in action here :
), so I thought "mh, what if I add colors, moar pixels and moar CPU". I thought about it and the answer popped in my head : moar awesome.

It's being programmed in C++, and I'll try to stay true to the original on the level design side. Of course it won't have super-amazing 3D graphics, 2D motion blur and all that shit (unless I find a GPU that works on Nspire calcs), but I'll really try to make it beautiful.

Screenshot coming in a minute.

EDIT : here you go



Of course the questionable quality is because of the recording.
« Last Edit: May 10, 2014, 11:07:13 am by Matrefeytontias »

Offline DJ Omnimaga

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Re: [Ndless] nKaruga
« Reply #1 on: May 10, 2014, 11:00:47 am »
Looks pretty nice so far. I wonder if you'll add backgrounds when the engine is mostly done?

Offline Matrefeytontias

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Re: [Ndless] nKaruga
« Reply #2 on: May 10, 2014, 11:06:33 am »
Of course I will. I will also add an option to disable them though, both for performance and for TI-Nspire non-CX support (for now the .tns works on every Nspire, but backgrounds will make the game difficult to see).

By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?
« Last Edit: May 10, 2014, 11:10:12 am by Matrefeytontias »

Offline Vogtinator

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Re: [Ndless] nKaruga
« Reply #3 on: May 10, 2014, 01:07:31 pm »
Quote
It's being programmed in C++, and I'll try to stay true to the original on the level design side. Of course it won't have super-amazing 3D graphics, 2D motion blur and all that shit (unless I find a GPU that works on Nspire calcs), but I'll really try to make it beautiful.
Your two lines encouraged me to make nGL monochrome-ready. I published a beta, but it should make it easier to develop a application compatible with both CX and non-CX support. Motion blur could be implemented by reading storing a few older screen buffers, making everything transparent with Z=0x7FFFFFFF and drawing it on top. That should scale linear performance-wise with more blur, but if you optimize it a bit, you should get >30 fps out of it if you don't draw too many triangles.

Quote
By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?
If you implement different levels, I guess it should alternate, maybe even upside-down?

Offline DJ Omnimaga

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Re: [Ndless] nKaruga
« Reply #4 on: May 10, 2014, 01:36:12 pm »
Of course I will. I will also add an option to disable them though, both for performance and for TI-Nspire non-CX support (for now the .tns works on every Nspire, but backgrounds will make the game difficult to see).

By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?
as long as I don't have to hold my calc sideways to play the game I am fine.

Offline Hayleia

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Re: [Ndless] nKaruga
« Reply #5 on: May 10, 2014, 02:15:21 pm »
By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?
I don't know if you plan to include a GUI but if you do, you can get your screen to become a square by putting the GUI either on the left or on the right and then the problem doesn't exist anymore :P

Anyway, nice work :)
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Offline Matrefeytontias

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Re: [Ndless] nKaruga
« Reply #6 on: May 10, 2014, 02:18:36 pm »
Motion blur could be implemented by reading storing a few older screen buffers, making everything transparent with Z=0x7FFFFFFF and drawing it on top. That should scale linear performance-wise with more blur, but if you optimize it a bit, you should get >30 fps out of it if you don't draw too many triangles.
Maybe that's possible with crafti but that's because you put motion blur on everything. For a SHMUP, motion blur must apply only to bullets and explosion, so you can't go with a per-buffer basis.

Quote
By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?
If you implement different levels, I guess it should alternate, maybe even upside-down?
I'm trying to stay relatively true to the original, so it's going to be either one way or another. I was wondering if I should privilege screen width or screen height.

EDIT : ninja'd by Hayleia

By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?
I don't know if you plan to include a GUI but if you do, you can get your screen to become a square by putting the GUI either on the left or on the right and then the problem doesn't exist anymore :P
Yeah, but I'm more referring to the actual game.

Anyway, nice work :)
Thanks ;D

Offline Streetwalrus

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Re: [Ndless] nKaruga
« Reply #7 on: May 10, 2014, 05:57:22 pm »
Already looks pretty sweet. Looking forward to it. :D I already love IkarugaX. By the way when you say the original do you mean that or the GameCube game ?

Offline Matrefeytontias

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Re: [Ndless] nKaruga
« Reply #8 on: May 11, 2014, 05:12:43 am »
I mean Ikaruga, the Dreamcast game by Treasure ;D (and later the GameCube, XBox and Android port).

Although I love IkarugaX, I'm not porting it since it's already a clone :P

EDIT : poll added

Offline Streetwalrus

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Re: [Ndless] nKaruga
« Reply #9 on: May 11, 2014, 05:14:20 am »
Oh OK LOL. Didn't know it was for the DC originally, but again most of this console's game library was ported to the GameCube.

About the poll I'd say vertically with letterbox borders. That gives you space for the HUD too.
« Last Edit: May 11, 2014, 05:31:22 am by Streetwalrus »

Offline Matrefeytontias

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Re: [Ndless] nKaruga
« Reply #10 on: May 13, 2014, 08:10:19 pm »
Update !

I've done a very great part of the main engine done - I don't really know how to call that lol, I've done many things. That includes a custom Enemy engine, Bullet engine, patterns engine, and others.

Anyway~, the engine right now is capable of beautiful things like this without getting any noticeable speed hit (although there's no collision) :



Pretty amazing right ? :) and I'm using floating-point calculation for each bullet (only because I was lazy to create a fixed version of cosine and sine, otherwise the whole program uses fixed-point), so it can even be made a lot faster :w00t:

What I'm rather proud of is that the engine is 100% modular. That is, the game uses a LUT for images, and even for callbacks, the specific code that each enemy executes when it's checked - its behaviour. So all I have to do to add moar enemies or moar gfx is only to add the corresponding data to the corresponding file, and add an entry or two in an enum :D
« Last Edit: May 13, 2014, 08:13:07 pm by Matrefeytontias »

Offline bb010g

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Re: [Ndless] nKaruga
« Reply #11 on: May 13, 2014, 08:53:06 pm »
Beautiful. :D I like the modularity; it makes life so much easier.
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Offline Matrefeytontias

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Re: [Ndless] nKaruga
« Reply #12 on: May 15, 2014, 07:23:20 am »
Bump,

Great news : Metarro (from PixelJoint and DeviantArt) agreed to help me with the sprites ! :D
I replaced all of the previous sprites by his - I actually took the previous ship sprite from his page, and I even added an animation when you switch polarities :w00t:

Give a look to his amazing pixel-artist talents :



Next on the list : collisions and level streams ! That means I'll have actual level design to be done.

Offline Eiyeron

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Re: [Ndless] nKaruga
« Reply #13 on: May 15, 2014, 08:20:29 am »
Fixed.c
Fixed.h

Here you go.

Offline Matrefeytontias

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Re: [Ndless] nKaruga
« Reply #14 on: May 15, 2014, 08:31:40 am »
Hum ... what ? I never asked for ... well, anything.

Besides, I already have FP stuffs, and in a form that suits the project.