Author Topic: Alien Breed 5 Episode II: Evolution  (Read 35903 times)

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Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #90 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 :)

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #91 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.



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 :)

 

(This is running in a testing mode so that enemies don't hurt me and the countdown timer is stuck at "99")

Offline chickendude

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Re: Alien Breed 5 Episode II: Evolution
« Reply #92 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 ;)

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #93 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) :)


Offline chickendude

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Re: Alien Breed 5 Episode II: Evolution
« Reply #94 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?

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #95 on: January 27, 2015, 03:19:26 am »
Sure thing, how about like this?  :)


Offline chickendude

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Re: Alien Breed 5 Episode II: Evolution
« Reply #96 on: January 28, 2015, 04:32:15 am »
Yeah, i think your version looks even prettier :)

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #97 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 :)

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Re: Alien Breed 5 Episode II: Evolution
« Reply #98 on: January 30, 2015, 08:54:15 am »
TBO I prefer the previous version :P

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Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #99 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. 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!

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #100 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 or Cemetech :)

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+/-.

Offline chickendude

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Re: Alien Breed 5 Episode II: Evolution
« Reply #101 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!

Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #102 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.. ;)

Offline Ivoah

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Re: Alien Breed 5 Episode II: Evolution
« Reply #103 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.
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Offline JamesV

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Re: Alien Breed 5 Episode II: Evolution
« Reply #104 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).