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black-salamander
Newbie

Joined: 07 Apr 2008 Posts: 49
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Posted: 22 Jul 2008 04:31:20 am Post subject: |
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| oooh, another project? That will be interesting... :ninja: |
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Liazon title goes here
Bandwidth Hog

Joined: 01 Nov 2005 Posts: 2007
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Posted: 22 Jul 2008 03:36:08 pm Post subject: |
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| nice! |
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cjgone Aw3s0m3
Active Member

Joined: 24 May 2006 Posts: 693
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Posted: 23 Jul 2008 02:16:12 am Post subject: |
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Gotta build some hype for the level thingy.
Level 0 is slightly highlighted to show it's selected.
'?' = level not completed.
Last edited by Guest on 23 Jul 2008 02:17:11 am; edited 1 time in total |
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Liazon title goes here
Bandwidth Hog

Joined: 01 Nov 2005 Posts: 2007
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Posted: 23 Jul 2008 05:45:38 pm Post subject: |
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| o.o you did all that and haven't done the name thing for high scores? 0x5 jk jk |
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cjgone Aw3s0m3
Active Member

Joined: 24 May 2006 Posts: 693
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Posted: 25 Jul 2008 02:09:15 am Post subject: |
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Thank god for some hardcore music + Pepsi + CSI:Miami,
yes, name input allowed, cool level selection screen. Yes, levels are now actually supported. In the bottom right corner, it tells you what level you are.
"?" = not beaten
KUDOS to Sigma's text input routine (used in both greyscale tetris and this) from 28 days.
ALL used routines and help will be properly cited in the documentation when this game is released sometime next week.
No updates tomorrow, going 2 be busy playing Gears of war.
Last edited by Guest on 25 Jul 2008 02:25:30 am; edited 1 time in total |
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vanchagreen
Member

Joined: 20 Feb 2008 Posts: 136
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Posted: 25 Jul 2008 11:26:20 am Post subject: |
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| It looks good, but what's with the HI that pops up when you beat the level. Is it meant to indicate that you got the hi-score? |
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cjgone Aw3s0m3
Active Member

Joined: 24 May 2006 Posts: 693
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Posted: 25 Jul 2008 12:54:53 pm Post subject: |
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| Nah, 0x5, I just randomly put that in. It could say anything i wanted, won't be in game anyway. |
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bfr
Member

Joined: 13 Feb 2006 Posts: 108
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Posted: 25 Jul 2008 01:29:29 pm Post subject: |
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That looks really good, and the level selection is pretty nice. Blaster Ball is already looking pretty sweet too. |
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vanchagreen
Member

Joined: 20 Feb 2008 Posts: 136
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Posted: 25 Jul 2008 02:09:08 pm Post subject: |
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| Oh ok. :biggrin: |
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cjgone Aw3s0m3
Active Member

Joined: 24 May 2006 Posts: 693
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Posted: 25 Jul 2008 06:12:03 pm Post subject: |
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Take a break from gears, added happy face trophies for levels you beat <3
Teacher key to quickly end game so you can continue it later
Last edited by Guest on 25 Jul 2008 06:13:43 pm; edited 1 time in total |
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cjgone Aw3s0m3
Active Member

Joined: 24 May 2006 Posts: 693
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Posted: 28 Jul 2008 04:38:52 pm Post subject: |
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random firing, they shoot a bit to much i think. 0x5
release date = this week
Last edited by Guest on 28 Jul 2008 04:40:48 pm; edited 1 time in total |
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Harrierfalcon The Raptor of Calcs
Super Elite (Last Title)

Joined: 25 Oct 2006 Posts: 2535
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Posted: 28 Jul 2008 05:18:45 pm Post subject: |
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I must say, I think the introduction of this to the calc community makes Phoenix ones of those old-school classic games which people still play but only because of nostalgia. 'Nuff said.
I like the title screen . But yeah, I think the enemies fire a tad too much.
[quote name='cjgone's sig']*Trying* to Learn z80 assembly...[/quote]I think you need to fix that . |
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Liazon title goes here
Bandwidth Hog

Joined: 01 Nov 2005 Posts: 2007
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Posted: 28 Jul 2008 08:31:22 pm Post subject: |
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| at least it's random now. nice! |
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Delnar_Ersike Lazy H4xx0r
Active Member

Joined: 24 Dec 2006 Posts: 578
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Posted: 29 Jul 2008 01:58:51 am Post subject: |
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Here's another thing you might want to consider if you have random firing: if you decrease the frequency at which the checks happen for does the ship fire or not (or decrease the odds that it will fire), you can decrease the number of shots on the screen. Effectively, you can implement a slider-based difficulty system, in which each slider tick mark represents an increment, with the hardest setting filling the screen with bullets, and the easiest having only about one or two enemy bullets flying around the screen. You can also increase/decrease the enemy ships' speed based on the slider, but that really is optional...
Anyway, great work (since I have never checked it out before). My only complaint would be that the background scrolling of the planets might obscure my vision of the enemy ships (and even my own). Once again, great work and I look forward to seeing this on my calc (that is gathering dust right now). |
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cjgone Aw3s0m3
Active Member

Joined: 24 May 2006 Posts: 693
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Posted: 29 Jul 2008 03:13:34 pm Post subject: |
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Sounds good delnar, i'll see what I can do because atm it shoots that much at a 1\64 chance times. 1\4 chance. (i use ion random so only whens it's 0 of 63 and it only can create a bullet every 4 loops)....
I'm not sure why the bullets are so frequent noting the chance of the bullet is really low... =( Probably a broken routine, but i'll fix it sometime  |
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Liazon title goes here
Bandwidth Hog

Joined: 01 Nov 2005 Posts: 2007
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Posted: 29 Jul 2008 03:56:01 pm Post subject: |
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| you could always use 2 bytes and generate them independently w/ 2 calls to irandom |
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cjgone Aw3s0m3
Active Member

Joined: 24 May 2006 Posts: 693
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Posted: 29 Jul 2008 05:13:18 pm Post subject: |
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I did decrease bullets to 1\8 * 1\64
Anyway, I added Digitan's suggestion of slight side scrolling of the background via left and right (4 pixels).
Oh and look black and white looool
Last edited by Guest on 29 Jul 2008 05:15:26 pm; edited 1 time in total |
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Liazon title goes here
Bandwidth Hog

Joined: 01 Nov 2005 Posts: 2007
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Posted: 29 Jul 2008 06:07:43 pm Post subject: |
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nice, does this mean you're going give the option to turn gs on/off?
even in black and white, the sprites look so much better than phoenix. |
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bananaman Indestructible
Calc Guru

Joined: 12 Sep 2005 Posts: 1124
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Posted: 29 Jul 2008 10:43:55 pm Post subject: |
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| I notice that when a new wave of attackers enters the screen all the bullets currently on the screen disappear. I like it better when it is possible to have a lot of bullets already slung up against your enemies by the time you enter. Are you going to keep it this way or make it possible to have shots in advance? |
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cjgone Aw3s0m3
Active Member

Joined: 24 May 2006 Posts: 693
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Posted: 30 Jul 2008 02:10:51 pm Post subject: |
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I thought people wouldn't want shots in advance, so i'll change that if you want it . |
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