Author Topic: スペース・ファイター斬剣 ("Space Fighter Zanken")  (Read 12758 times)

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Offline Zera

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Re: 斬剣:スペース・ファイター ("Zanken: Space Fighter")
« Reply #15 on: February 20, 2010, 01:45:14 pm »
Pardon the double-post...

What would be a good set of controls? There would only be two buttons: Fire / Confirm and Pause / Start. (of course, the D-pad would control movement) I'm debating on which keys should be assigned to these functions.

I also added an enemy rank indicator. (to indicate which enemy formation you're currently on) Also... Japanese. :P


Offline DJ Omnimaga

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Re: 斬剣:スペース・ファイター ("Zanken: Space Fighter")
« Reply #16 on: February 20, 2010, 01:50:25 pm »
The major issue that migth arise is AI: if the game requires any form of AI, it will slow down a lot. It will slow down even more with randomized enemy movement, due to the extreme slowness of Rand functions (so slow that they're used as delays (instead of doing like "For(Z,0,25:End", ppl will just do "rand" and save 8 bytes of memory) when optimizing BASIC code for size). If enemies have pre-defined movement/shooting patterns, these needs to be stored when a stage/level/world is loaded, then a variable set to 0, counting by 1 every loop, scanning through the pattern data. This can prove to be considerably faster than AI/randomizing. The only thing that might slow things down, then, is the displaying of enemies. Even in assembly you'll get slow downs when many bullets shows on screen. Iambian's game CaDan demonstrates it. It even happens in NES and SNES games.

Keep in mind that pre-defined patterns can be extremly large in memory, though, if they're long. If they're just for example enemies moving in circles, I bet these could be like 8 or 10 elements large and the counter would loop through them until all enemies are defeated.

Offline Zera

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Re: 斬剣:スペース・ファイター ("Zanken: Space Fighter")
« Reply #17 on: February 20, 2010, 02:19:08 pm »
There wouldn't really be any A.I. Enemy patterns would be pre-defined. I think the patterns would be relatively simple; such as the enemy group moving left to right, gradually descending toward the player, and then back up. It wouldn't be as complex as, say, Galaga, because enemies wouldn't have those convoluted appearance patterns where they fly in from every corner of the screen and twirl around. Enemy movements would probably be directly tied to the enemies themselves, or types of formations that are registered in the system. i.e., a level's data would just consist of a few pointers to call up each formation pattern that is already registered, and can be called in any level.

Now that I think about it, it could be possible to impose some kind of sprite limit that will prevent the execution of enemy missiles if the sprite boundary is already reached. If there's a clear idea of how many sprites can simultaneously be on the screen without slow-down, that could be used as a rough approximation of the sprite limit that would be imposed.
« Last Edit: February 20, 2010, 02:24:57 pm by Zera »

Offline DJ Omnimaga

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Re: 斬剣:スペース・ファイター ("Zanken: Space Fighter")
« Reply #18 on: February 20, 2010, 04:42:29 pm »
one key to have a decent speed in a game with multiple sprites in BASIC + libs or even with ASCII chars in pure BASIC: never use For( loops to render sprites, unless collision detection is done enemy by enemy (if the ship can touch them all the time), then it may be better. I am saying this because For( loops are much slower than just writing the code for each enemy slots. For example:

For(Z,1,8
Output(Z,1,"LOL
End

Is much slower than
Output(1,1,"LOL
Output(2,1,"LOL
Output(3,1,"LOL
Output(4,1,"LOL
Output(5,1,"LOL
Output(6,1,"LOL
Output(7,1,"LOL
Output(8,1,"LOL

Sadly, in BASIC, we have to optimize for speed instead of size in such scenarios. A prime example of this is this program by Netham45:

http://www.ticalc.org/archives/files/fileinfo/352/35264.html

It may be 1500 bytes large, but sadly, it gets the job done faster than using an additional For( loop

Offline ztrumpet

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Re: 斬剣:スペース・ファイター ("Zanken: Space Fighter")
« Reply #19 on: February 20, 2010, 04:43:53 pm »
What would be a good set of controls? There would only be two buttons: Fire / Confirm and Pause / Start. (of course, the D-pad would control movement) I'm debating on which keys should be assigned to these functions.
In my opinion, I'd like 2nd=Fire and Start, Mode or Alpha=Confirm and Pause.

DJ, I like that shooter.  Is it in the Download section?

This is sure a neat concept! Great job Zera!

Offline DJ Omnimaga

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Re: 斬剣:スペース・ファイター ("Zanken: Space Fighter")
« Reply #20 on: February 20, 2010, 04:48:53 pm »
(Ztrumpet: yeah, check for the game called Omnimaga Pack 25 Games In 1)

Offline DJ Omnimaga

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Re: 斬剣:スペース・ファイター ("Zanken: Space Fighter")
« Reply #21 on: February 21, 2010, 05:43:34 am »
I just realised this topic was posted in the wrong board section. I moved it to calc-related projects and ideas instead of non-calc projects and ideas.

Offline Zera

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Re: 斬剣:スペース・ファイター ("Zanken: Space Fighter")
« Reply #22 on: February 21, 2010, 12:01:10 pm »
I just realised this topic was posted in the wrong board section. I moved it to calc-related projects and ideas instead of non-calc projects and ideas.

Thanks. I was going to edit a comment about that into the original post.

There are so many boards that it's easy to get them mixed-up now. :o

Offline DJ Omnimaga

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Re: スペース・ファイター斬剣 ("Space Fighter Zanken")
« Reply #23 on: February 21, 2010, 06:06:32 pm »
Well, the major issue is that the board was named Computer projects and ideas. By starting with Computers, it means it starts with the same letter as the word "Calculator". Since the board had similar title, it became easy to confuse both, especially considering they all moved around since last year and some of us were part of the old board, from which we took the board layout, that we stuck with for 3 years x.x

Now they're more squished, though, into subforums ^^. As admin, it sucks, now, though, because we see the big "Members-Only" notice guests sees instead of the members-only sections I added. Basically, I see both because on SMF and phpBB it's impossible to hide subforums from admins :P. Good thing we still don't have that anti spam we used near the end of the old board...

Offline Zera

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Re: スペース・ファイター斬剣 ("Space Fighter Zanken")
« Reply #24 on: May 08, 2010, 02:20:41 am »
I've been working on some ideas for a possible sequel, using a side-scrolling style. (similar to Gradius) Unfortunately, I'm a bit insomniac at the moment. Can't focus on the details.


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Re: スペース・ファイター斬剣 ("Space Fighter Zanken")
« Reply #25 on: May 08, 2010, 02:25:15 am »
Mhmm, seeing the lack of grayscale in this screenshot, it looks like it could be easier to make without programming ASM

Offline TIfanx1999

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Re: スペース・ファイター斬剣 ("Space Fighter Zanken")
« Reply #26 on: May 08, 2010, 02:39:58 am »
@Zera, yep I instantly thought about Gradius when I saw the mockup. Looks really nice! I'd love to see this idea developed further.

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Re: スペース・ファイター斬剣 ("Space Fighter Zanken")
« Reply #27 on: June 23, 2010, 10:27:19 pm »
Now that Axe allows more freedom, I am curious if such project could be finally possible with Axe? It seems like it would run pretty fast at least

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Re: スペース・ファイター斬剣 ("Space Fighter Zanken")
« Reply #28 on: June 23, 2010, 10:52:43 pm »
I would love to try this project (maybe the side scrolling one better)  Looks like a really awesome idea :)

Offline Zera

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Re: スペース・ファイター斬剣 ("Space Fighter Zanken")
« Reply #29 on: June 24, 2010, 06:52:51 am »
I haven't really conceived many ideas for the side-scrolling one. All the assets and documentation are there for the fixed shooter, though.