Author Topic: [Axe] Ikaruga X  (Read 25674 times)

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Offline Matrefeytontias

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[Axe] Ikaruga X
« on: April 01, 2013, 10:24:08 am »
Hey guys,

Today I'm starting another project : Ikaruga X, a port of Ikaruga, this time in Axe !

For those who don't know what Ikaruga is, it's a danmaku (also bullet hell), a game where bullets are as numerous on screen as pixels. Here's an image which says, in my opinion, pretty well what Ikaruga is :



The goal is simple : reach the end of the level, while blasting everything you can see.

But it's easier said than done : bullets are everywhere, and you can't dodge them all. No, you can't. Don't try. I'm being literal. But your spaceship is a special spaceship : it has two "modes", black and white. So while you are in black mode, black bullets don't hurt you, and while you are in white mode, white bullets don't hurt you.

Planned features :
  • A lot of enemies. A LOT.
  • At least ten times as many bullets as enemies
  • MOAR WEAPONS
  • Epic boss battles
  • Various levels
  • And more, why not

For now, I've got the spaceship designed (tell me if you like it) and the shoot engine working for the very first weapon level.



I eventually thought of playing the game with your calc sideways, with the ship facing right instead of facing up. I think it'll be easier to play. Again, tell me your opinion about that.



LATEST UPDATE : http://ourl.ca/18622/347492

LATEST prgmIKRGLVLS (needed to play) : http://www.omnimaga.org/index.php?action=dlattach;topic=16025.0;attach=15136
« Last Edit: May 13, 2013, 01:14:42 pm by Matrefeytontias »

Offline chickendude

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Re: [Axe] Ikaruga X
« Reply #1 on: April 01, 2013, 11:36:01 am »
It's a cool start, i like the ship a lot. I'm curious how you'll keep up speed keeping track of so many bullets and enemies at once, i'm looking forward to seeing your progress :)

If you aren't going to be using a tilemap/some sort of background picture, you could probably have the screen scroll sideways easily without taking much of a speed hit.

Offline Geekboy1011

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Re: [Axe] Ikaruga X
« Reply #2 on: April 01, 2013, 11:37:25 am »
Good luck I've been wanting to do this forever

Oh and if u need any assistance routines feel free to ask I'll whip something together
« Last Edit: April 01, 2013, 12:00:41 pm by Geekboy1011 »

Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #3 on: April 01, 2013, 12:09:11 pm »
Chickendude : I planned  to handle all bullet movement with ASM (which is not the case in this screenie), so hopefully I'll can keep as much speed as possible.

Geekboy1011 : I'll ask you if I need, thanks :)

Offline Geekboy1011

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Re: [Axe] Ikaruga X
« Reply #4 on: April 01, 2013, 12:29:13 pm »
Np *goes back to working on cadan ;) *

Offline TheNlightenedOne

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Re: [Axe] Ikaruga X
« Reply #5 on: April 01, 2013, 03:48:21 pm »
Looks awesome! Keep up the good work Matref!
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Offline Sorunome

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Re: [Axe] Ikaruga X
« Reply #6 on: April 01, 2013, 08:13:30 pm »
That is looking awesome! I guess you are NOT using full ;)

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Offline Ovnize

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Re: [Axe] Ikaruga X
« Reply #7 on: April 02, 2013, 12:21:53 pm »
It looks really good. I hope you'll keep this ship.

Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #8 on: April 06, 2013, 01:46:22 pm »
Hello guys !

I'm back from a school trip to London, and guess what I did during the f**cking 38 hours of travel ? ;D

I got a lot of updates. By a lot, I mean so many I'll forgot one or two :P
  • A very fast angle-based bullet engine with the planned two colours of bullets
  • Accurate aiming
  • 7 weapon levels for the player :w00t: (and more to come)
  • A shoot engine for the player and the enemies
  • Custom coded enemy behaviours
  • An introduction to the game (see it like a tutotial)
  • A level-loader engine
  • And everything summed up in a fully usable shoot-them-up library :thumbsup:

But see the game in action by yourself, even if it has only one level, you'll probably find updates I forgot to mention (or maybe not :P) :



(I died before the end of the level ;D it's very hard to play on an emulator. You also don't see the fade effect when you switch from tuto to level 1.)

Binary attached for MirageOS, instructions are listed in-game. But beware, it starts suddenly ;D
« Last Edit: April 06, 2013, 01:49:38 pm by Matrefeytontias »

Offline zeldaking

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Re: [Axe] Ikaruga X
« Reply #9 on: April 06, 2013, 03:11:57 pm »
That's looking really nice Matre! Although it does seem when there are those three "things" that are swirling around, in the last level is seems to slow a bit. Also I really like the sprite you are using for your ship. It looks really good.

Offline TIfanx1999

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Re: [Axe] Ikaruga X
« Reply #10 on: April 06, 2013, 03:24:02 pm »
:o That's looking awesome so far!

Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #11 on: April 06, 2013, 03:29:02 pm »
zeldaking : yeah it's slowing down a bit, but can you count all of the bullets displayed ? :P Also, don't forget it's an Axe program running at 6MHz.

aeTIos : thanks :)

Offline zeldaking

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Re: [Axe] Ikaruga X
« Reply #12 on: April 06, 2013, 03:34:30 pm »
Gosh 6Mhz? Your doing way good! Keep it up. So I'm guessing you dropped the grayscale due to the number of bullets being displayed?

Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #13 on: April 06, 2013, 03:35:52 pm »
Yeah, that's mostly it. Also, it didn't brought that much to the graphics since usually you can't see many things on screen other than bullets ;D
« Last Edit: April 06, 2013, 03:36:09 pm by Matrefeytontias »

Offline Sorunome

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Re: [Axe] Ikaruga X
« Reply #14 on: April 06, 2013, 06:30:53 pm »
That.Is.Looking.Amazing :crazy:
Keep up the great work!

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