Author Topic: Phoenix: Axe Version  (Read 16959 times)

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_player1537

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Phoenix: Axe Version
« on: May 08, 2010, 05:19:23 pm »
I've been working on a version of phoenix (well, at least a space shooting type game) for about 3-4 days now.  So far it has the ability for you to shoot, take damage, give damage (to the opponents), and the opponents can shoot.  You can also move and they move as well.  ATM it only has one enemy, with and hp of 2, you have an hp of 94 and take two damage each time you get hit.

Arrows to move
2nd to shoot
Clear to quit (you also lose when you lose all your health)

hmm, am I forgetting anything... oh yeah, you shoot lobsters right now.  It has the ability to easily take levels from external programs/to change the bullets, enemies, your character, etc, however I haven't done that yet.  hmm, oh and no comments on the speed please, I'm working on that atm.  I'm just including the compiled program for now, I need to get onto optimizing the crap out of it.  I think that's it, enjoy.  If anyone wants to make a screenshot, go for it.

btw, I still want some good lobster sprites, I can't sprite very well and others could make better ones.
« Last Edit: May 09, 2010, 02:22:36 am by Silver Shadow »

Offline meishe91

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Re: Pheonix: Axe Version
« Reply #1 on: May 08, 2010, 05:42:52 pm »
Very nice. I like it. The only thing I found that might need work is that when I was just like scrolling across the bottom of the screen shooting (back and forth) sometimes it wouldn't count the hit and the enemy would remain. I like it though :)
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_player1537

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Re: Pheonix: Axe Version
« Reply #2 on: May 08, 2010, 05:44:24 pm »
yeah, once I settle on a bullet design, I'm going to fix that.  I've been trying to choose a bullet design for a while and have like between 7 and 10 different styles I've tried, some of them are 2 pixels wide, others (like the lobster) are 8 pixels wide.  

Edit:  I forgot to mention, this game was made for the 84+/se calcs.  It runs too slowly on the 83+
« Last Edit: May 08, 2010, 07:10:09 pm by _player1537 »

Offline Eeems

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Re: Pheonix: Axe Version
« Reply #3 on: May 08, 2010, 07:26:46 pm »
I think you should have some way of keeping the speed constant, when you kill enough enemies the speed gets way too fast, so some way to compensate would be nice.
/e

_player1537

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Re: Pheonix: Axe Version
« Reply #4 on: May 08, 2010, 07:29:37 pm »
ok, I'll try doing that, but first I want to maybe get the speed up in general, so that it can work on a regular 83+ quickly/not extremly slow.

Offline DJ Omnimaga

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Re: Pheonix: Axe Version
« Reply #5 on: May 09, 2010, 12:44:11 am »
I like how you shoot nethams :P

_player1537

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Re: Pheonix: Axe Version
« Reply #6 on: May 09, 2010, 12:48:19 am »
:P thanks, I added the nethams at the last minute (though I will probably include them fully in the final version).  They were what the 8x8 lobster sprites were for, but 16x16 lobster sprites are still good to have handy :).  I've already started working on the speed, so idk when it will be done but eventually it will.  I've got 2 weeks of school left, and most of it will be random stuff that doesn't require a ton of participation so I can work on it then.

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Re: Pheonix: Axe Version
« Reply #7 on: May 09, 2010, 01:00:17 am »
btw you might want to space out the projectiles a bit more lol so it's possible to not get it at all when being careful :P, and reduce your health

_player1537

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Re: Pheonix: Axe Version
« Reply #8 on: May 09, 2010, 01:04:18 am »
kk, right now all it does is a random number modded by the level you are on...kinda.  ie


100-->L
[beggining code]
!If rand^L
[start bullet]
End
If [all enemies health]==0
L-5-->L
End
[rest of code]

that way it makes it harder as you go on, but I can set the beggining difficulty (the mod number) to something higher.  Also remember there will be extra weapons, health, and cash falling from some of the enemies

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Re: Pheonix: Axe Version
« Reply #9 on: May 09, 2010, 01:08:09 am »
Aaah nice, just make sure it won't get too slow tho :P

Could you have everything move by two pixel rate if speed became an issue, though? It could still allow for fast-paced gameplay
« Last Edit: May 09, 2010, 01:08:49 am by DJ Omnimaga »

_player1537

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Re: Pheonix: Axe Version
« Reply #10 on: May 09, 2010, 01:09:55 am »
by two pixel rate, I assume you mean the bullets move at two pixels?

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Re: Pheonix: Axe Version
« Reply #11 on: May 09, 2010, 02:02:44 am »
I think he means everything moves two pixels. Actually, it would be a good idea only to update the screen every other frame, it would speed up the framerate by a bunch. I use that with my mario physics engine, and it works great!
/e

Offline Silver Shadow

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Re: Phoenix: Axe Version
« Reply #12 on: May 09, 2010, 02:25:03 am »
Very nice! ;D

BTW, sorry if this might look like grammar nazism, but I slightly corrected your 1st post. I just couldn't stand looking at "pheonix"... :P
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Re: Phoenix: Axe Version
« Reply #13 on: May 09, 2010, 03:48:11 am »
by two pixel rate, I assume you mean the bullets move at two pixels?
Every sprite

_player1537

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Re: Phoenix: Axe Version
« Reply #14 on: May 09, 2010, 08:24:56 am »
ok, then I'm sorry I don't really understand.  Do you mean have the character sprite move by two everytime, or the enemy sprite move by two.  If it is the character sprite, I set it up so that when you press up and 2nd at the same time then you wouldn't run into errors while shooting.  ie if it was like that then pressing up and 2nd would make 1 bullet.  If you mean the enemy, then I actually just thought of a way to increase the speed a lot, but it will make the enemy slow down a lot (maybe).  Basicly my 'tilemapper' that I use to draw the enemies uses a bunch of 'Pt-On(A^8*8+6-->W,A/8*8+4-->R,A/2*2*16+Pic3-->[theta]-8:Pt-Change(W,R,[theta])'.  so what I'm thinking of doing, is store to the back buffer, then when I need it bring it to the main buffer, then use vertical +/- and horizontal+/- to move them.  I assume that will be a lot faster than this, which also explains why it speeds up when you have less enemies, it doesn't have to do as much math.