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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: JamesV on September 25, 2013, 04:19:19 am

Title: Alien Breed 5 Episode II: Evolution
Post by: JamesV on September 25, 2013, 04:19:19 am
About a year ago I released Alien Breed 5. Whilst I was quite happy with it, there were a few ideas & features that I had in mind during the development process that didn't make it into the final product for various reasons. I figured I'd come back and further develop the game again at some point, and based on my track record of Alien Breed games on TI calculators, I guess it was inevitable anyway! Those that have either finished all 12 levels of AB5 (or looked through the source code) will know that I decided to subtitle the v1 release "Episode I: Rebirth".

Episode II: Evolution is a major update to Alien Breed 5. The battle against the neverending alien horde continues, and will be taken to new levels of fun!

There will be a number of improvements and additions to the game. For this reason, it will be available only on the TI-83+/84+ calculators, as a flash application. The game has now outgrown it's previous "RAM program" life due to memory constraints. In terms of how the game will be changed, think of it like an "expansion pack", ie. all the previous levels and gameplay features of AB5 v1 will be there, but there will now be additional content and things to do in-game.

Features:
- 12 brand new levels which form Episode II: Evolution. This brings the level total to 24 across 2 campaigns.
- 2-player co-operative play.
- "Retreat" firing.
- Intex Entertainment "Space Pong".
- Achievements.
- In-game tips for new players.
- Smooth walls/soft corners for easier navigation into tighter corridors.
- Increased tileset, animations & interactive objects.
- Improved interface.
- Boss AI re-written.
- Game balancing adjusted.
- Cut scene type segments and improved epilogue when finishing a campaign.
- A bunch of minor bug fixes.

(http://img5.imageshack.us/img5/8387/7sm.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: tr1p1ea on September 25, 2013, 04:58:10 am
One word: WOW!

That teaser is awesome! I love the way the heading is slowly revealed with the story text.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Sorunome on September 25, 2013, 05:45:47 am
Wha, awesome teaser! :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on September 25, 2013, 09:18:25 am
Thanks guys! :) My inspiration was the effect used in the first ALIEN movie.

It doesn't matter how many times I've seen that movie over the years, this trailer (from 1979!!) still gives me goosebumps! The sign of a true classic.

Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Sorunome on September 25, 2013, 12:24:23 pm
oh, so /that/ is why the slowley appearing lines for the heading seamed so familiar :P
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Streetwalrus on September 25, 2013, 03:37:35 pm
Awesome teaser, James. This sounds really cool ! :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: DJ Omnimaga on September 26, 2013, 12:07:45 am
Awesome teaser JamesV. :D Glad there is another AB5 episode in the works. :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on September 30, 2013, 12:44:27 am
I mentioned in the original post that AB5 v2 will include all the levels from v1 (Episode I: Rebirth). It will also include another set of 12 new levels (Episode II: Evolution)!

Whilst the Rebirth levels were based on the Alien Breed Special Edition '92 levels from Team 17, the Evolution levels will likely be a mix of the Team 17 Alien Breed 1, Convergence, Valiance & Synergy levels. I'm intending to make the difficulty curve slightly sharper on these levels, although I have no idea how easy or hard people found the Rebirth levels.. I find them pretty easy, but then I know the levels inside out from playing ABSE'92 through hundreds of times over the last 20 years!

When starting a new game, a new selection screen comes up, and you choose whether you want to play the Rebirth or Evolution episode. Passcodes from v1 are still valid in v2, and entering a passcode from a game you had been playing in v1 will simply work as it did before, whereas any passcodes you receive when playing the Evolution levels will automatically load you back into the appropriate Evolution level. This is because internally the passcodes calculate the Rebirth levels as 0-11 and the Evolution levels as 12-23.

(http://imageshack.us/a/img31/3597/a2em.png)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Sorunome on September 30, 2013, 07:02:22 am
pretty awesome!
I like your font for the 'Alien Breed 5' :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on October 04, 2013, 04:00:24 am
What's could be better than Alien Breed on a TI calculator? How about Alien Breed on 2 linked TI calculators?

The main new addition in AB5 v2 is that I've gotten around to implementing 2 player co-operative link play! This is something I've wanted to do for many years - back in 2000 I even attempted to make an Alien Breed "deathmatch" game, but failed miserably. The co-op feature of the Team 17 games was always an awesome feature that I enjoyed; Dad and I spent many years blasting away at aliens together when I was a kid!

I owe many thanks to Timendus for his Bell link library (http://bell.timendus.com) which I'm using. It's proved invaluable and syncing between the two calculators is running smoothly. In terms of performance, a link play game runs a couple of frames slower per second, due to the small packets being sent back and forth, but it's still nice and smooth.

With gameplay, it functions almost identically to the original Team 17 games. Both players must work together in the same area, ie. you can't venture more than a screen length away from each other, and you can't shoot each other. The only difference to the Team 17 games is that in the calculator version, the two players don't have collision detection with each other - you can walk through one another. This is simply because the levels in the calculator game are exactly half the length & width of the originals, thus the corridors are often narrower and so getting around each other would often be impossible.

In the event that one player runs out of lives, quits, or unplugs mid-game, the other player has the option to continue in single player mode. Once you revert to single player mode, you can't return to two player mode without starting a new link game. 2 player games can also be played on the original Episode I: Rebirth levels.

(http://img33.imageshack.us/img33/6971/s4zl.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Sorunome on October 04, 2013, 04:33:26 am
Are you serious? O.O
This is freaking amazing! O.O
Title: Re: Re: Alien Breed 5 Episode II: Evolution
Post by: DJ Omnimaga on October 04, 2013, 12:15:06 pm
Wow this would be the first ever calc game to support coop gameplay if you pull this off! O.O
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on October 04, 2013, 01:48:55 pm
That is looking incredible! I love how the camera centers around the two players. BomberKidz is finally going to have some competition!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: TIfanx1999 on October 04, 2013, 02:20:26 pm
Wow, new levels and now link play? That's awesome! :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Streetwalrus on October 04, 2013, 04:34:49 pm
THIS IS SO FREAKING EPIC DUDE ! *.*
Please excuse the caps but it's really awesome. :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on October 04, 2013, 08:24:33 pm
Thanks all! It's exciting to finally be making an AB link play game that works haha!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: AssemblyBandit on October 05, 2013, 04:22:35 am
Yeah, definitely awesome!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: TheCoder1998 on October 22, 2013, 04:29:43 am
O_o

a sequel to one of my favourite games for the ti...
finally!!!
i can't wait to play this.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on April 10, 2014, 07:19:12 am
AB5 v2 will have a new minor gameplay mechanic known as "retreat mode". This was introduced later in the original Team 17 series, and I figured it would be cool to implement.

If you're facing an oncoming pack of aliens and you want to attack them but you also want to get some distance between you and them at the same time, you can now slowly walk backwards whilst firing. To do this in-game, hold down the ALPHA key whilst walking & firing, eg. if you hold down ALPHA RIGHT, you'll be walking to the right but still facing to the left. You can press 2nd to fire off some rounds at incoming enemies whilst backing away from them. The catch is that when you retreat backwards, you only walk half-speed.

Previously the ALPHA key was used for accessing Intex terminals and activating fire doors, but this function is now mapped to the X,T,O,n key.

(http://imagizer.imageshack.us/a/img836/2255/d0si.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Streetwalrus on April 10, 2014, 07:28:00 am
Nice to see updates ! :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: ben_g on April 10, 2014, 08:14:59 am
(http://img33.imageshack.us/img33/6971/s4zl.gif)
Okay, I'm a bit late, but this looks really cool.
Will it also support USB or will it only work with the I/O cable? USB would be awesome since most people that have an 84+ don't have an I/O cable.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Streetwalrus on April 10, 2014, 09:29:37 am
That's true but USB is much harder to work with, and very different requiring some flexible code to switch between both in an elegant and easy fashion. Plus micro jack cables are damn cheap. ;)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: TheCoder1998 on April 10, 2014, 02:06:39 pm
HOLY SHIT THIS IS AWESOME :w00t:

i'm glad to see updates on this, this is probably going to be POTY 2014 :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on April 10, 2014, 03:27:01 pm
Impressive as always, James! You keep putting the rest of us to shame, but i'm not complaining!

So [Alpha] is essentially a "strafe" button?
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Sorunome on April 11, 2014, 12:08:36 pm
That is awesome, nice to see updates on this indeed! :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: DJ Omnimaga on April 11, 2014, 11:48:44 pm
I like that new feature JamesV :D. It will make the gameplay even more interesting and perhaps easier :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on April 12, 2014, 09:17:29 pm
So [Alpha] is essentially a "strafe" button?
Pretty much yeah, although you can only strafe backwards, not side-to-side.

Okay, I'm a bit late, but this looks really cool.
Will it also support USB or will it only work with the I/O cable? USB would be awesome since most people that have an 84+ don't have an I/O cable.
There is no support for USB linking at this stage, perhaps in the future though. I still need to work on getting the I/O linking to sync correctly on hardware; it works fine on WabbitEmu but on actual calculators it tends to drop out a bit, although I haven't tried it again for a while. I've been working on other features such as the retreat mode and more - I'll get back to tightening up the linking soon.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on April 24, 2014, 03:47:46 am
In AB5 v1 there was an option in the Intex console menu called "Intex Entertainment", which didn't actually do anything but refer people to ticalc.org for more calculator games. I included this purely as a nod to Team 17's ABSE'92, which had a similar feature that read something like "Intex Entertainment is currently down for maintenance". (The real reason there was no side-game was because they ran out of disk space due to increasing the number of levels from the original game).

Team 17's AB1 did however have a side-game, and so I've decided to include it in AB5 v2. So if you need a break from killing aliens, you can log on to the nearest Intex terminal and engage in a game of Space Pong against the calculator. It's a very basic version with minimal AI, but it's a bit of a chuckle.

(http://imageshack.com/a/img856/967/9gv.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on May 06, 2014, 07:38:31 am
Something that has become common in games today is having "achievements". Team 17's PS3 version of Alien Breed even has achievements, so now Alien Breed 5 will also have them too!

At this point, I have 15 achievements coded, split into 3 categories. Some are simple to complete and some are a little harder. They'll each have their own little title and description, eg. "BY HOOK OR BY CROOK" is obtained by defeating a boss using only the machine gun (the weakest weapon).

(http://imageshack.com/a/img843/7738/5alx.png)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: TheCoder1998 on May 06, 2014, 08:17:49 am
AWESOME :D

i really can't wait for this to be finished :thumbsup:
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Streetwalrus on May 06, 2014, 12:59:17 pm
^That. :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Sorunome on May 07, 2014, 10:31:38 am
Yay, achievements! :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: TheCoder1998 on May 07, 2014, 02:16:52 pm
achievements always increase replay value, and replay value increases gameplay experience so this is gonna be great :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Streetwalrus on May 07, 2014, 02:22:22 pm
Indeed. Achievement/100% OCD makes you want to replay more. Also, speedrunning. ;) Maybe add a way to log play time ?
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: TheCoder1998 on May 07, 2014, 02:33:43 pm
that would be a great way to increase replay time too (as i love to replay metroid prime 1&2 over and over again to get a better time :P)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on May 14, 2014, 07:50:15 am
Upon reading the sad news of the passing of Swiss artist HR Giger, I thought I should briefly mention him here. Amongst his many paintings and sculptings over the years, he is of course most well known for his iconic design used as the antagonist "Xenomorph's" in the Alien film series and subsequent comics, games, etc. The second movie in the series, "Aliens", was (unofficially) the inspiration for Team 17's original Alien Breed games on the Amiga, which I have spent a great deal of time over the past 16 years (https://www.youtube.com/watch?v=5fBkVMr9e9w) making & remaking on the TI calculators.

Rest in peace, HR Giger.
(http://www.jvti.org/images/news/2014-05-14.jpg)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: DJ Omnimaga on May 14, 2014, 08:56:25 pm
Sorry to hear about his death. D:

As for your vid it's fun to see the evolution of a game series over the years. I should try to do one with Illusiat series one day. However, I wonder how does someone merge multiple videos together to show them side by side with free softwares?
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on May 14, 2014, 09:28:56 pm
As for your vid it's fun to see the evolution of a game series over the years. I should try to do one with Illusiat series one day. However, I wonder how does someone merge multiple videos together to show them side by side with free softwares?
That sounds like a good idea! I just compiled it using Windows Movie Maker, nothing fancy :P
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on June 19, 2014, 04:08:40 am
In the interests of adding more life to the game, AB5 v2 now has animated (and in some cases, interactive) objects. One of these was sort of already in v1 (and my previous Alien Breed calc games) - the one-way energy beams - however they weren't previously animated. Now they fizzle away! There are also some other hazards such as opening/closing garbage chutes which you can fall into (which were also in the original Team 17 games). Walking into one-way energy beams in the wrong direction will now also kill you (as it also did in the original Team 17 games).

Additionally there are a few various other tiles being added to the tileset. The Episode I levels will be updated to incorporate the increased tileset and animated objects.

(http://imageshack.com/a/img855/709/04s9.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Sorunome on June 19, 2014, 04:09:33 am
This is looking awesome as usual! :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: aeTIos on June 19, 2014, 07:28:32 am
Wow James, you keep on outclassing yourself! Great work dude!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: TheCoder1998 on June 19, 2014, 08:10:33 am
I really can't wait for this to be done :D
Great work!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Streetwalrus on June 19, 2014, 06:27:11 pm
They pretty much nailed it. Rock on dude ! :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on June 19, 2014, 09:17:01 pm
That looks really nice :) Does every animation have the same number of frames?

The moving beams give the level a lot more life.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on June 24, 2014, 04:17:29 pm
That looks really nice :) Does every animation have the same number of frames?

The moving beams give the level a lot more life.
Thanks! Not necessarily; whilst each animation uses the core frame counter to determine which frame to show, the method of calculating the frame to show is different for some of the animations.

I know it's a little self serving, but seeing as I've been spending some time lately on TI Story adding a bunch more content, I figured I might as well put together a page on the Alien Breed series, which you can view here (http://tistory.wikidot.com/alien-breed). I'll probably go back and add some more info at a later date  :)
 
 If you weren't aware, TI Story has just recently been re-opened for editing, so if you have any memories or knowledge on any history of the TI community, feel free to head over and add it to the wiki!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on November 12, 2014, 05:02:01 am
I haven't done much work on this for around 4-5 months; I lost a lot of motivation when I hit struggle town with the co-op link play feature :( In order to get development back in action, I'm going to focus on the other features & level design for the time being.

It's quite possible that the link play might be dropped for v2.0.0, or more correctly, omitted until further notice. Having said that, 2.0.0 does still have plenty of other improvements over 1.x. :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: aeTIos on November 12, 2014, 05:05:21 am
Oh look it's a JamesV! Welcome back, great to see this project still alive :D
Remember that you only have 1.5 months left to finish epII:evolution according to your signature :P
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on November 12, 2014, 05:10:10 am
Oh look it's a JamesV! Welcome back, great to see this project still alive :D
Remember that you only have 1.5 months left to finish epII:evolution according to your signature :P
Thanks! Hah, I have NO idea what you're talking about....  [-.-]~

But yeah in all honesty, I doubt this year will happen. I haven't even started level layouts, etc. yet, and I still have more coding to do. But it will get there eventually! :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: aeTIos on November 12, 2014, 05:11:50 am
Lol you immediately cut the coming 2014 text from your sig, you are making me look like a tard now :P
But yeah don't rush it, I'd rather wait and have some more quality :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on November 12, 2014, 10:58:41 pm
I'm really looking forward to this. The co-op feature looked really cool but i can see how that could cause a lot of headaches. I don't know of any link-play game with a smooth scrolling tilemap (though maybe Hayleia's Super Smash Bros Open comes close). I feel like the Alien Breed series has always been pushing the limits, i remember being really impressed by the 8-way scrolling way back when, and now all this! :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Streetwalrus on November 15, 2014, 12:24:27 pm
Well it's too bad that co-op is delayed. I hope you can figure it out somehow. I think usually the best way should be to either develop with link play in mind right from the start or add all the features you want and only then think about adding that in.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on November 18, 2014, 05:57:17 am
At this stage I'm just working on the other features and then level design. After that's all done if I'm keen I'll have another crack at fixing up the co-op issues, so we'll see how I go.. :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Streetwalrus on November 20, 2014, 06:03:06 am
Good to hear. I hope everything goes smoothly with the rest at least. :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on November 25, 2014, 12:34:16 am
I've added a couple more animated/interactive features to the tileset (both taken from the Team 17 original games). Firstly, "ventilation fan sucker thingys", which kill you if you get sucked in. Secondly, the crushers, which I guess are fairly self explanatory :P

Now I'll move on to designing the 12 new levels for the new campaign.

(http://imagizer.imageshack.us/a/img661/5369/7X5FUU.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on November 26, 2014, 02:52:38 am
I really like both of those! The vent suckers are a really cool idea. For the crushers, will they crush you even if they are opening? They look really great (though really annoying)!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on November 26, 2014, 06:29:58 am
I really like both of those! The vent suckers are a really cool idea. For the crushers, will they crush you even if they are opening? They look really great (though really annoying)!
Thanks! No, they only crush you if they fully close on you :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: DJ Omnimaga on November 28, 2014, 12:12:20 pm
I'm fine with no coop mode, it just looks too fun to not be tried even in single player. Regardless, good luck! Glad this is still alive. :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on November 30, 2014, 08:17:14 pm
I'm fine with no coop mode, it just looks too fun to not be tried even in single player. Regardless, good luck! Glad this is still alive. :)
My current thinking is to release v2.0.0 just as single player only with the other new features, campaign, etc., and then tinker with co-op again possibly for a v2.1.0 update if I can get it working :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: DJ Omnimaga on November 30, 2014, 11:51:36 pm
Sounds good to me. It will most likely land on my calc as soon as I get the chance to play it and a few other new non-color games I missed lately :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Eiyeron on December 01, 2014, 02:26:25 am
I should get it too. It's been a long time this game interest me and I haven't been playing a calc game that's not mine for years.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on December 04, 2014, 11:22:43 pm
The level design is progressing along; I've got 3 levels done in terms of layout, I just need to added the pickup items and enemies, etc. now.

On another note, v2.x includes an in-game hints/tips system. During the first playthrough of the game, there are a few hints/tips that will show up on occasion for new players. Each of these tips will only come up once, although they can be reset in the main menu.

Hopefully this makes the game more welcoming and less frustrating if you have no idea what you're doing! There is also the "Intex Infobase" that's still available on the Intex computer terminals, which provides some additional information on certain elements of the game. The Infobase now includes images as well.

(http://imageshack.com/a/img913/9420/5AD53L.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on December 05, 2014, 12:03:20 pm
It just gets fancier and fancier! Those pop-up menus are really nice, though in my opinion the full screen text ("SHUTTLE LANDING BAY TWO", etc) still doesn't seem to quite fit in with the rest. Everything else is so pretty.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: DJ Omnimaga on December 06, 2014, 10:43:18 am
Ooh I like the tips idea. Just make sure to not overdo them like in Hyrule Warriors, though. I hate when I start playing a game and every two step I make there is a pop up appearing that says. Tips should only appear when necessary (eg when you get near a door or something).
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Streetwalrus on December 08, 2014, 12:56:05 am
I love how it's progressing, the vents and crushers look great. :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: TIfanx1999 on December 08, 2014, 02:13:24 pm
This looks really nice James. Also, is there a option to turn hints off if the player doesn't want them?
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on December 08, 2014, 03:52:36 pm
It just gets fancier and fancier! Those pop-up menus are really nice, though in my opinion the full screen text ("SHUTTLE LANDING BAY TWO", etc) still doesn't seem to quite fit in with the rest. Everything else is so pretty.
Yeah I do agree - I've been thinking about this for sometime but yet to come up with a solution that I'm happy with that doesn't restrict how much screen room I have available for the mission text. I'll work something out eventually though. Actually I do have a perfect solution but it means re-writing a bunch of stuff that I'm not prepared for (yet..  :) )

Ooh I like the tips idea. Just make sure to not overdo them like in Hyrule Warriors, though. I hate when I start playing a game and every two step I make there is a pop up appearing that says. Tips should only appear when necessary (eg when you get near a door or something).
True. There are only 8 tips, although they all do appear relatively early in the first level of the game (and they only appear the one time each unless they're reset from the main menu). Having said that, I might be able to condense/remove 1 or 2 of them.. Or as Art_of_camelot has suggested below...

This looks really nice James. Also, is there a option to turn hints off if the player doesn't want them?
There currently isn't, but this is a good idea and I have enough room on the options screen to add this, so I think I'll do so. Thanks! :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: TIfanx1999 on December 08, 2014, 03:59:06 pm
Very nice. :) I figured something like that would be an easy addition.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on December 09, 2014, 09:50:23 pm
I was brainstorming a bit today over lunch (as you do) on the 2 player co-op feature that I was hoping to include in v2.x. Seeing as the I/O port linkplay method has been encountering so many issues, I had a realisation that I should just make the 2 player co-op playable on one calculator, which will be much less complicated to implement, and will run much faster than the linkplay version.

Why I failed to think of this months ago, one can only wonder :P Especially given that the original Team 17 games were 2 player on one computer, as opposed to network games.

Anyhow once I get some more level design finished (5 level layouts are done now), I'll put my coding hat back on and try to implement this :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on December 10, 2014, 05:55:48 am
I wonder how difficult it would be to just use another calculator as a second controller, not updating the screen, just sending across key presses and doing all the other calculations on the host calculator? I've never done anything with the linkport so i'm not sure what sorts of problems you might have. Either way, multiplayer co-op play on one calc sounds great, too, though i've got to admit i'll probably only ever be able to use the single player mode ;)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on December 10, 2014, 03:42:03 pm
I wonder how difficult it would be to just use another calculator as a second controller, not updating the screen, just sending across key presses and doing all the other calculations on the host calculator? I've never done anything with the linkport so i'm not sure what sorts of problems you might have. Either way, multiplayer co-op play on one calc sounds great, too, though i've got to admit i'll probably only ever be able to use the single player mode ;)
That's an interesting suggestion. I think at this stage I'll be running with the single calc co-op option, but I'll keep that in mind to experiment if there are any future versions.. :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on December 25, 2014, 07:28:24 pm
Development is still moving along, I've implemented some minor code fixes/updates and continued with some more level design for Episode II as well.

+ The game now runs with 15Mhz enabled on the calcs that can do so.
+ Fire doors that are 2 tiles wide now close all together (so fire doors can now be in wider corridors).
+ The in-game tips system can be disabled from the options menu as suggested by Art_of_camelot.
+ Fixed a bug with buying ammo clips from Intex Terminals, as well as a few other minor bugs.

As usual, I've come up with more ideas for features to add in hah, but I'm still aiming to have this finished during the first quarter of 2015 :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 08, 2015, 01:43:00 am
Whilst it's taking a while, the level designing is progressing - I'm about halfway there now :)

I've also been doing some coding of a new feature which wasn't on my original "to-do" list, but was just an idea I had recently. The game now has a short "cut scene" intro-type thing at the start, and each episode will also have their own ones as well. On top of this, the "epilogue" shown when you finish an episode will be ever so slightly more flashy that the plain v1.x version.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on January 08, 2015, 06:00:27 am
We're now into 2015 so the deadline's getting closer! ;) The cutscenes sound like a nice touch, too.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 11, 2015, 05:36:43 am
We're now into 2015 so the deadline's getting closer! ;) The cutscenes sound like a nice touch, too.
The pressure is on! ;)

Way back when I released v1.0, I had a request to improve the look of the mission text screen. Today I finally bit the bullet and made a minor improvement to it, simply by adding a thin wireframe border. It's not much as I need to keep as much LCD space free for the text, but I think it does the trick (less it more?).

(http://imageshack.com/a/img540/9423/YV3W5T.gif)


EDIT: Today I went through and added it to the Intex Terminal / Radar Scanner screens too.

(http://imageshack.com/a/img908/1977/fcwStX.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on January 12, 2015, 06:59:31 pm
That all looks a whole lot better in my opinion. It's simple, but fits in a lot better with how polished the rest of the game is.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 14, 2015, 04:03:11 pm
That all looks a whole lot better in my opinion. It's simple, but fits in a lot better with how polished the rest of the game is.
Thanks - it does make a difference for sure :)

Amongst more level creating (they're nearly there :P ), more coding has also been done:

+ The enemy AI has been updated so that they can no longer freely walk out of the service duct sections, they have to use a ramp like the player does.
+ APD issue is fixed (the game would sometimes switch off during the menus, space pong, etc.
+ New episode epilogues are done.

I have 1 or 2 more little adjustments I want to make, then I'll be making a beta release available for anyone who is interested in having a play / test :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on January 15, 2015, 05:38:48 am
+ APD issue is fixed (the game would sometimes switch off during the menus, space pong, etc.
Don't tell me you were using _GetKey :O
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 15, 2015, 05:59:59 am
+ APD issue is fixed (the game would sometimes switch off during the menus, space pong, etc.
Don't tell me you were using _GetKey :O
Heh oh no it wasn't that. It was just something I hadn't taken into consideration when using the APD sub timer as a frame limiter :)

EDIT:

The beta version is now available for download here (http://jvti.org/files/downloads/ab5beta.zip) :)

There are a few restrictions in place in the beta, such as:
+ Only 1 player mode available at this stage
+ Cut scenes are disabled
+ Only the first two levels of Episode II are accessible.

I plan to release at least one more updated beta before the final release.

If you get around to having a play with this, please feel free to leave me comments, bug reports, etc :)
 
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on January 15, 2015, 07:53:06 am
Ok, i just loaded this up. I'm really impressed with everything so far, though one thing that would be nice to have is "soft corners". I'm not sure what the right word is, but basically if i'm trying to go right but there is a ledge in front of me, automatically move up (or down) so that i can get past it more easily. Basically, it helps you get around corners so that you don't have to be exactly aligned.

Another thing is that the keys are a bit inconsistent at times it seems, sometimes [2nd] is used to advance, sometimes [Enter]. The same with [Mode] for going back. On the ingame menu screen it might be nice to have a confirmation before quitting, since i hit [Clear] a couple times to get back to the game (:cry:). I really like the flashing text at the bottom of the menu, though i think it could maybe be a bit slower.

It's really great, it's fast and smooth, really pretty (i especially like the animated tiles), though i have a tendency of continually respawning enemies. It feels like i should be playing a GameBoy (sans sound) :P
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 15, 2015, 04:48:33 pm
Ok, i just loaded this up. I'm really impressed with everything so far, though one thing that would be nice to have is "soft corners". I'm not sure what the right word is, but basically if i'm trying to go right but there is a ledge in front of me, automatically move up (or down) so that i can get past it more easily. Basically, it helps you get around corners so that you don't have to be exactly aligned.
I guess this is a possibility, yeah! At the moment the player/wall collision is based on a 6x6 hit box for the player, so there is a bit of tolerance when walking into narrow corridors. You can also for example hold up & left at the same time to slide along the walls manually. I might either reduce the player hit box to 4x4, or implement the automatic sliding type mechanic that some top-down games use when walking into a wall.

Another thing is that the keys are a bit inconsistent at times it seems, sometimes [2nd] is used to advance, sometimes [Enter]. The same with [Mode] for going back. On the ingame menu screen it might be nice to have a confirmation before quitting, since i hit [Clear] a couple times to get back to the game (:cry:). I really like the flashing text at the bottom of the menu, though i think it could maybe be a bit slower.
Mmm yes all very good points :) I can address these fairly easily!

It's really great, it's fast and smooth, really pretty (i especially like the animated tiles), though i have a tendency of continually respawning enemies. It feels like i should be playing a GameBoy (sans sound) :P
[/l][/l]
Haha thanks! I did actually experiment with really basic sound on a version of Alien Breed about 15 years ago, but it didn't seem worth it. Could be food for thought for the future though :P

Thanks for taking the time to try this and for the feedback!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 18, 2015, 05:30:13 pm
I've made some minor changes/updates based on feedback from chickendude.

There is now a "smooth walls" or "soft corners" feature, so if you walk up to a wall near a corner, you will automatically slide sideways to get around this corner. This is demonstrated in the screenshot below.

Also, some of the keymapping for the pause/quit screen has been altered to be more consistent, and I've added in a confirmation screen when you go to quit the game (to avoid accidentally quitting).

For those that would prefer not to slide along walls near corners, or who don't want to use the new "retreat firing" technique, I've added the option to turn these features off (shown in the 2nd screenshot below) :)

(http://imageshack.com/a/img537/5299/HhpBSN.gif)  (http://imageshack.com/a/img537/6005/UkvA23.png)

I'll release an updated beta shortly, after I've continued to do make some more progress! In the meantime, the previous beta version is still available here (http://jvti.org/files/downloads/ab5beta.zip) (sans above mentioned additions) if you want to give it a try :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on January 18, 2015, 11:11:54 pm
Really cool! That will make going through the levels a bit easier. The options screen is really nice, too :)

Also, a suggestion which might be more of a headache than it's worth, but the options screen would look nicer in my opinion if you got rid of the "MORE OPTIONS..." option and had it scroll up/down. Another alternative which would be easier to program in is to have a right arrow to show that there are more options, then pressing [ Right ] or [ Graph ] or [ Alpha ] or something would take you to the next screen of options. Pressing [ Left ] would take you back to the first set of options.

To give you an idea, i've attached a screenshot from one of my projects. There's a right arrow to see the next set of data, then a left arrow to return back to the first set.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Sorunome on January 19, 2015, 09:20:45 am
Maybe you should make it that if you like hold down 2nd it disables that feature :P
I did the same in reubenquest, and that made it hard to talk with NPCs ;)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 19, 2015, 03:29:48 pm
Really cool! That will make going through the levels a bit easier. The options screen is really nice, too :)

Also, a suggestion which might be more of a headache than it's worth, but the options screen would look nicer in my opinion if you got rid of the "MORE OPTIONS..." option and had it scroll up/down. Another alternative which would be easier to program in is to have a right arrow to show that there are more options, then pressing [ Right ] or [ Graph ] or [ Alpha ] or something would take you to the next screen of options. Pressing [ Left ] would take you back to the first set of options.

To give you an idea, i've attached a screenshot from one of my projects. There's a right arrow to see the next set of data, then a left arrow to return back to the first set.
That is a cool idea definitely, although yeah it would mean re-writing a considerable amount of the menu code, which is quite modular at the moment but limited to single page menus. I can't imagine it would take a super long time to sort out a new menu system, but I'm not sure it's worth it. That 2nd page of options would very rarely be visited; it just contains the "reset achievements", "reset in-game tips", "disable in-game tips" & "reset high scores" functions :P If I procrastinate on coding other features or doing level design at some point, I might update the menu backend, otherwise I'll probably leave it, at least for the time being :)

Maybe you should make it that if you like hold down 2nd it disables that feature :P
I did the same in reubenquest, and that made it hard to talk with NPCs ;)
Do you mean hold down [2nd] to temporarily disable the "wall sliding" mechanic? I could do something like this (although [2nd] is already the shooting key), but I don't think it's necessary. The only solid tile that you need to face in this like you would for NPCs in Reuben Quest are the Intex terminals, which are already 2 tiles wide, and the terminal doesn't even need to be directly in front of you; there is a fairly good tolerance with where you can be standing :)

In any case, once I release an updated beta in the next day or two, feel free to check it out and if you disagree with any of the above, let me know :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Sorunome on January 20, 2015, 12:36:33 am
Maybe you should make it that if you like hold down 2nd it disables that feature :P
I did the same in reubenquest, and that made it hard to talk with NPCs ;)
Do you mean hold down [2nd] to temporarily disable the "wall sliding" mechanic? I could do something like this (although [2nd] is already the shooting key), but I don't think it's necessary. The only solid tile that you need to face in this like you would for NPCs in Reuben Quest are the Intex terminals, which are already 2 tiles wide, and the terminal doesn't even need to be directly in front of you; there is a fairly good tolerance with where you can be standing :)
Oh, in that case you would probably be fine just leaving that on all the time :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 20, 2015, 05:31:06 am
I've put up an updated beta version, which you can download here (http://jvti.org/files/downloads/ab5beta.zip).

Changes include those mentioned yesterday regarding the new "smooth walls"/"soft corners" feature, updated keymapping in the pause screen, and the updated Options menus.

The boss AI has also been updated to be more like the original Team 17 games, as well as bosses flashing when they're getting shot, and having a proper explosion animation when they are destroyed (screenshot below).

(http://imageshack.com/a/img633/9620/wzTkAQ.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on January 20, 2015, 07:09:03 pm
I love the flashing and explosion! I've just downloaded the new beta and will let you know my thoughts later. Great work :D
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 23, 2015, 12:10:05 am
I love the flashing and explosion! I've just downloaded the new beta and will let you know my thoughts later. Great work :D
Thanks! :)

The last few days I've been sorting out the 2-player co-op mode (now on one calculator). It's coming along, and you can see it in action in the below screenshot.

Each player has their own health/lives, ammo & keys (the pause menu alternates between player 1 and player 2 statistics on the left hand side). Both players share credits and the weapons cache.

(http://imageshack.com/a/img903/7140/mUBKma.gif)

I'll release an updated beta soon with the 2-player mode available; there are just a few things still to take care of, such as level finishing (ensuring both players have reached the destination), handling 1 player running out of lives and the other continuing to play by themselves, adjusting the enemy AI to account for 2 players instead of just always chasing player 1, making space pong available between both players, separate scoring, etc.

Outside of this, there are a few other things to tackle to get the game finished. All level layouts are done, but there are still 4 levels that need items & enemies placed, a few achievements to be adjusted/finalised, and one or two other things that I want to experiment with, although I'm not sure if I'll implement them. Then of course plenty of testing!

The end is in sight though!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: MateoConLechuga on January 23, 2015, 01:26:40 am
I must agree with chickendude here, that feature is just the best. :) Keep up the fantastic work! :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on January 24, 2015, 12:11:30 am
I just noticed the timer that pops up after beating the boss. I think it could use a box or something around it rather than just an empty mask. Also, the smooth walls feature makes a big difference, in my opinion.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 24, 2015, 06:52:56 pm
I just noticed the timer that pops up after beating the boss. I think it could use a box or something around it rather than just an empty mask. Also, the smooth walls feature makes a big difference, in my opinion.
Hmm yes good idea, I'll look at implementing something like that to make the timer stand out more :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 26, 2015, 05:18:28 pm
There was a mechanic in v1.x of the game for levels to be shrouded in darkness, which you can see in action in this first screenshot.

(http://imageshack.com/a/img540/772/cLGnJs.gif)

This worked fine, although for the new 2-player mode it wouldn't have functioned correctly, and also I wanted to improve the "darkness" effect. Thus I've written a new routine that works for 2-players and (imo) has improved shadowing around the player.

Below are screenshots showing the effect in 1-player and 2-player modes respectively. It does slow down the gameplay a little bit in 2-player mode, but not a huge amount :)

(http://imageshack.com/a/img538/3298/0x1vMP.gif)  (http://imageshack.com/a/img538/2095/exZTWz.gif)

(This is running in a testing mode so that enemies don't hurt me and the countdown timer is stuck at "99")
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on January 26, 2015, 11:14:36 pm
Wow, that looks really cool, i like it! I always thought that the screen was small enough without limiting the range of view even more, i think the new darkness looks better and will be a bit less frustrating ;)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 27, 2015, 01:06:58 am
Wow, that looks really cool, i like it! I always thought that the screen was small enough without limiting the range of view even more, i think the new darkness looks better and will be a bit less frustrating ;)
Agreed - it was very limiting. Now it's just a good challenge (and it's only 1 level per episode, just to throw something different into the mix).

I also just made that change to the countdown timer that you mentioned, and put a border around it to make it stand out a bit more (and you can also see the slightly different variation on the end-of-level animation in 2-player mode that shows 2 players descending down the lift) :)

(http://imageshack.com/a/img631/2543/50Wrb6.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on January 27, 2015, 02:40:56 am
It stands out much better with the border, i didn't even notice it before the first few times i saw the screenshot. Btw, while it's a small detail, what would you think of removing the corner pixels from the box to make it look less.. square?
(https://img.ourl.ca/Untitled-13.png)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 27, 2015, 03:19:26 am
Sure thing, how about like this?  :)

(http://imageshack.com/a/img661/6249/JrTuau.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on January 28, 2015, 04:32:15 am
Yeah, i think your version looks even prettier :)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 28, 2015, 04:39:07 pm
Yeah, i think your version looks even prettier :)
I went a step further and put square top edges with rounded bottom edges, which I think I'll stick with :)
(http://imageshack.com/a/img537/9112/1JuvSw.gif)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Sorunome on January 30, 2015, 08:54:15 am
TBO I prefer the previous version :P
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on January 31, 2015, 12:46:32 am
TBO I prefer the previous version :P
Heh, well that would be right :P It's easy to change again, although I think I still prefer how I've got it, but I'll experiment some more :)

I've put up the 3rd beta version, which you can download here (http://jvti.org/files/downloads/ab5beta.zip). The coding is all finished (short of any required bug fixing or balancing) and all levels are also finished (again, short of any balancing).

This beta has the 2-player mode, and you can now play through to the end of level 4 in Episode II. I've still left the "cut scenes" disabled for the full release.

If you give it a go and have any feedback / bug reports, you can let me know here or via email :)

All being well, the final release will be in the next couple of weeks!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on February 08, 2015, 03:46:34 pm
Alien Breed 5 v2.0.0 is now finished and uploaded - you can download it either from ticalc.org (http://www.ticalc.org/archives/files/fileinfo/453/45342.html) or Cemetech (http://www.cemetech.net/programs/index.php?mode=file&id=787) :)

Here is a copy of the v2.0.0 update notes:
v2.0.0 <> February 2015
- 4 page flash application for TI-83+/84+ only due to extra features.
- Levels now all stored as part of the application (no more multiple external files!).
- Added Episode II: Evolution with 12 brand new levels.
- Added 2 player co-operative mode.
- Added functional Intex Entertainment (Pong-type game).
- Added 2 new enemies: turtle type and shooting alien type.
- Added animated/interactive objects.
- Added retreat firing.
- Added smooth walls / soft corners.
- Added Achievements.
- Added in-game tips.
- Added more information and also pictures to the Intex Info Base.
- Added explosion animation when power domes are destroyed and doors are blasted open.
- Added cut scenes & neater screen transitioning.
- Remote Radar Scanner now works during the self-destruct countdown in NORMAL difficulty, but still doesn't in TOUGH.
- Mission text & Intex Terminal screens improved.
- Adjusted weapon strengths vs enemy strengths.
- Plasma Rifle & Flamethrower no longer wipe through multiple enemies in a row (was too powerful).
- End of level animation shows either 1 or 2 players.
- Boss AI revised.
- Bosses now flash when being damaged.
- Proper set of explosion animations when bosses are killed.
- New shadow effect for dark levels.
- Countdown timer now has a frame.
- Fixed bullet overflow/underflow bug.
- Fixed "more than 9 lives" bug.
- Fixed bug that allowed enemies to spawn on top of one another.
- Fixed bug with buying ammo clips from an Intex Terminal.
- Fixed bug that allowed enemies to freely walk in and out of service ducts without using ramps.
- Fixed bug with incorrect tiles showing on hatchery levels.
- Fixed APD bug.
- Improved the screen shaking effects during the countdown sequence.
- Improved the level exploding sequence.
- Updated the Pause menu key mapping & added a confirmation before quitting the current game.
- Minor adjustments made to some of the Episode I levels to be more like Team 17's ABSE'92.
- Increased healing from First Aid kits.
- One-way energy beams now push you through twice as fast, and kill you if you attempt to walk through them in the wrong direction.
- Radar scanner screen now centred on LCD.
- Optimised the level loading routine to load faster and added a progress bar.
- TI-83+SE/TI-84+/TI-84+SE calculators run at 15Mhz (TI-83+ still runs at 6Mhz)
- Revamped the menu system and integrated the passcode & high score screens into the main theme.
- Miscellaneous minor speed optimisations.
- Sped up the end-of-level animation.
- Can press [ALPHA] during text printing sequences to speed things up.
- Episode I now gives passcodes at the end of levels 1, 3, 5, 7 & 9 (same as Team 17's ABSE'92).
- Can now adjust contrast in the pause screen by pressing+/-.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: chickendude on February 17, 2015, 06:52:14 am
Wow, tons of changes. I wish you'd released this a week earlier as i've had several long bus rides the past couple weeks. Anyway, congrats on the release!
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on February 17, 2015, 02:06:16 pm
Wow, tons of changes. I wish you'd released this a week earlier as i've had several long bus rides the past couple weeks. Anyway, congrats on the release!
Thanks man! Took me long enough.. ;)
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Ivoah on February 17, 2015, 09:33:11 pm
I just downloaded Alien Breed and I really like it! I just wish it saved instead of using passwords.
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: JamesV on February 18, 2015, 01:41:34 am
I just downloaded Alien Breed and I really like it! I just wish it saved instead of using passwords.
I have a "quick-save & exit" type feature on my to-do list for the next minor update, which I expect I'll get around to doing in the next couple of months. However I don't plan on having multiple save slots (like RPG type games).
Title: Re: Alien Breed 5 Episode II: Evolution
Post by: Ivoah on February 18, 2015, 08:04:45 am
I just downloaded Alien Breed and I really like it! I just wish it saved instead of using passwords.
I have a "quick-save & exit" type feature on my to-do list for the next minor update, which I expect I'll get around to doing in the next couple of months. However I don't plan on having multiple save slots (like RPG type games).

Yeah, quick save and exit is what I was thinking, great job!

EDIT: Also, I think you should add sideways strafing.