Author Topic: Day_09  (Read 6909 times)

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Offline Darl181

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Day_09
« on: May 27, 2012, 08:08:19 pm »
Figured I may as well post my idea earlier than later. ;D

What the title says.  I'm thinking something like Luminara, but with other ships shooting back, maybe wingmen flying with you, etc..
I'm thinking of doing something like this in Essence, so who knows they may end up combined after the contest :D

Coding from the ground up ofc, but I'll be using this as a reference for some physics stuff.

Still thinking up a name, tho I've been playing with something like Conflict_9.  Or I might just make up a planet name for the setting :P

Edit: and there might will more than likely be smoothscrolling, not sure yet.
« Last Edit: July 09, 2012, 06:09:44 pm by Darl181 »
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Offline stevon8ter

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Re: [Contest] Unnamed Space Shooter
« Reply #1 on: May 27, 2012, 08:10:56 pm »
Deepspace9 :P to long xD

And it would be awesome, there would be 3-4 AU's on the actual screen, maybe more o.O
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Offline Sorunome

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Re: [Contest] Unnamed Space Shooter
« Reply #2 on: May 28, 2012, 05:24:55 am »
That's a cool idea for the contest! Good luck!

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Offline Darl181

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Re: [Contest] Day_09
« Reply #3 on: May 28, 2012, 01:36:10 pm »
...and jumping right into it. :D  More details on the name later, weird plot stuff.
After a three-hour grind I'm about done with the physics engine stuff.  I'm shooting* for something Asteroids-style.
Just need to come up with an optimized way to limit velocity based on the angle, which I think I have a handle on (atm it limits at one pixel/frame, but the angle changes noticably as speed increases)..
(and/or find some more optimized way to deal with angles, but we've got to admit that tan-1() is awesome ;D)

Haven't gotten the sprites looking right yet, so I'm re-using this luminara-like circle+line thing. Who knows, I might just stick with it for simplicity. :P


*buh-dum tish

Edit: just counted the lines of code on a whim, at 48 so far.
« Last Edit: May 28, 2012, 02:55:29 pm by Darl181 »
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Offline apcalc

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Re: [Contest] Day_09
« Reply #4 on: May 28, 2012, 01:41:08 pm »
Nice screenshot!  This looks very nice! :D


Offline stevon8ter

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Re: [Contest] Day_09
« Reply #5 on: May 28, 2012, 02:22:44 pm »
Yeah looks nice

What platform is it again? :P
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Offline Darl181

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Re: [Contest] Day_09
« Reply #6 on: May 28, 2012, 02:23:17 pm »
This is in Axe, so the 83+ series.
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Offline Sorunome

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Re: [Contest] Day_09
« Reply #7 on: May 28, 2012, 02:23:20 pm »
Nice screenshot!
Keep it going :)

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Offline TheMachine02

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Re: [Contest] Day_09
« Reply #8 on: May 31, 2012, 04:00:18 am »
Congratulations and good luck!    :D
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Offline Darl181

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Re: [Contest] Day_09
« Reply #9 on: May 31, 2012, 11:06:16 pm »
Both Y=/Window and Trace/Graph strafe (move sideways) now.
Also, bullets.  Two types.

In the technical aspect I switched from repeated sin() and cos() to a LUT, and it runs a load faster 0.o
(there's a Pause 30 in there now that wasn't in before, so that's why it looks about the same)


Edit; also getting ideas relating to the plot, I might go with a background more like Motorstorm, specifically a sort of festival of die-hards or something :P  Also some game ideas.  How does "Team Last Man Standing" sound? ;)
« Last Edit: May 31, 2012, 11:09:19 pm by Darl181 »
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Offline shmibs

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Re: [Contest] Day_09
« Reply #10 on: May 31, 2012, 11:23:55 pm »
hmm, that control layout seems a bit awkward. maybe a dual arrowpad setup would work better? something like this:
left/right: rotate
up/down: move forward, back
alpha/stat: strafe left-right
mode/apps: strafe up-down
xt<theta>n: shoot

and how much larger did the LUT make it?

edit: oh, and i really like how this is turning out. it's the type of game that could be fantastic with good ai =)
« Last Edit: May 31, 2012, 11:27:43 pm by shmibs »

Offline leafy

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Re: [Contest] Day_09
« Reply #11 on: June 01, 2012, 01:03:06 am »
kinda reminds me of Bubble Tanks :D Someone should really give making that a shot.
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Offline Darl181

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Re: [Contest] Day_09
« Reply #12 on: June 01, 2012, 01:10:03 am »
hmm, that control layout seems a bit awkward. maybe a dual arrowpad setup would work better? something like this:
left/right: rotate
up/down: move forward, back
alpha/stat: strafe left-right
mode/apps: strafe up-down
xt<theta>n: shoot

and how much larger did the LUT make it?

edit: oh, and i really like how this is turning out. it's the type of game that could be fantastic with good ai =)
The arrow keys are the same as what you have there. The second arrowpad is an interesting idea, tho (tho movement's all relative to the ship, so strafing forward would be the same as holding [up] :P). I'll give that some thought :)

The LUT takes up 512 bytes, but it's created and stuck in an external appvar.  The code I'm guessing might have added on ~20-something bytes? Idk, haven't been keeping close track. Atm it's just over 2.2k, without optimizing.

Quote
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That's an idea too, tho the graphics would get pretty intense (+slow) with the stuff building on 0.o  Maybe I'd just stick with a growing circle :P
And yeah Bubble Tanks is awesome ;D
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Offline Darl181

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Re: [Contest] Day_09
« Reply #13 on: June 24, 2012, 12:44:57 pm »
Sorry for the delays in updating :/
I've been having some hardware problems with my calc more than usual lately.. The seam at the bottom is starting to split even more than it used to (for some reason the screws won't twist in, and it rattles when shaken) and sometimes even picking it up is enough disconnect the power (I think?) for a split second and crash it, let alone taking off/putting on the slidecase x.x

I've been looking around the house for tape or something to hold the case together long enough to finish this, but idk if it's going to work - also ofc as soon as I need it it's nowhere to be found. :|

Fortunately I guess I have three other calcs (non-83+ series tho), tho I don't really know the languages for them :P (tho I might be learning some version of C in the near future in college, about that point I might start with C coding on the color calcs :D).


Hoping that I'll finish this by the end of the year, but it may or may not be in time for the contest.
« Last Edit: June 24, 2012, 12:48:55 pm by Darl181 »
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Offline TIfanx1999

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Re: [Contest] Day_09
« Reply #14 on: June 26, 2012, 12:55:09 am »
That sux. You could always code on your PC and test in an emulator though.