Author Topic: [Axe] Ikaruga X  (Read 25664 times)

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Offline chickendude

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Re: [Axe] Ikaruga X
« Reply #30 on: April 15, 2013, 02:02:48 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
I was more talking about after you hold a key down for maybe a second it would start to move more quickly/accelerate, but it's not that important.

How is the screen handled? If it's not what you're doing already, you could just use the fastcopy routine to erase the gbuf as it copies so you don't have to xor the sprites twice to erase them. That way, when you get hit, you can just skip drawing the player's ship sprite every other frame (or only draw it every 4th frame), something like:
ld a,(invisible_frames)
and $1
 ret z

or:
and $3
 ret nz

I think the flashing animation would look nicer than the rectangle. I know you said it's not definite yet, but 64 frames feels like a long time, i'd cut it in half. (or less).

Also, a 2nd level?! I can't get past the first :P

Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #31 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 ;)

Offline chickendude

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Re: [Axe] Ikaruga X
« Reply #32 on: April 15, 2013, 05:02:35 am »
Well i'm sure you can do something similar in axe ;) It's progressing really quickly, i'd like to see what other weapons you have in mind, though :D

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Re: [Axe] Ikaruga X
« Reply #33 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.

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Re: [Axe] Ikaruga X
« Reply #34 on: April 15, 2013, 09:54:46 am »
You could try just increasing the speed of the bullets so that they spend less time onscreen ;)

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Re: [Axe] Ikaruga X
« Reply #35 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.

Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #36 on: April 24, 2013, 02:31:54 pm »
Update !

Now you have ... HOMING ROCKETS :w00t:

You can obtain them by absorbing bullets that is of same colour than you. By doing that, you're filling a bar made of small balls (visible when pressing [alpha], directly under your lives), so when at least a ball is full (black), you can press [del] and doing so you can fire as many homing rockets as full balls in your bar. Each homing rocket will go straight to its nearest enemy, so if it miss, it will turn back until it shoot :D



Also, I turned the program into an app, since it's already 9600 bytes and in my opinion I've done more or less half of the game :/ I hope it'll fit in one page since it's Axe.

Also, I saw that it wasn't clear : don't forget to update prgmIKRGLVLS each time I post one XD this program holds all of the levels data ! But yeah, for this time there is no need to do it ;D Only update it when I update anything related to enemies and levels.
« Last Edit: April 24, 2013, 02:32:26 pm by Matrefeytontias »

Offline Hayleia

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Re: [Axe] Ikaruga X
« Reply #37 on: April 24, 2013, 02:48:24 pm »
HOMING ROCKETS :w00t:
Glad to see you renamed them :P

don't forget to update prgmIKRGLVLS each time I post one XD this program holds all of the levels data !
Why do you put that in a program and not in an appvar ? Because I personnally find annoying to see levels of games in the program list while they could be elsewhere, like levels for Mario for example. In other words, I like to have only executables and sources in my program list. For example, imagine that all of the Pokemon appvars were programs, that would be unbearable :P
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Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #38 on: April 24, 2013, 03:44:10 pm »
Oh, it's only that I edit it or loose it often, and it contains values that I prefer edit in decimal, so I'm editing and compiling it as a program. Once the game will be fully done, it'll be an appvar of course.

Offline TheNlightenedOne

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Re: [Axe] Ikaruga X
« Reply #39 on: April 24, 2013, 04:49:10 pm »
Looking great Matref! Keep up the great work! (Is this still at 6 MHz?)
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Re: [Axe] Ikaruga X
« Reply #40 on: April 24, 2013, 06:10:49 pm »
I keep saying it : unless I mention it, all of my programs always run at 6 MHz. Including this one.

Offline TheNlightenedOne

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Re: [Axe] Ikaruga X
« Reply #41 on: April 24, 2013, 06:30:42 pm »
Wow! O.O That's great
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Re: [Axe] Ikaruga X
« Reply #42 on: April 25, 2013, 07:20:28 am »
Thanks :)


I'm currently working on the 3rd level, any idea of enemy or pattern is welcome :)

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Re: [Axe] Ikaruga X
« Reply #43 on: April 25, 2013, 09:09:40 pm »
Looking great, the program!
And yeah, put it later on into an appvar, the data :)

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Re: [Axe] Ikaruga X
« Reply #44 on: May 04, 2013, 05:13:52 am »
Small update :)

Since I felt bad about enemies getting blasted like that (pooooooor little enemies :'( ), I made a new weapon especially for them : vertical lasers :crazy:

As ever, app + level + screenshot attached.
« Last Edit: May 04, 2013, 05:15:06 am by Matrefeytontias »