Author Topic: [Axe] Ikaruga X  (Read 16911 times)

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Offline Streetwalrus

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Re: [Axe] Ikaruga X
« Reply #105 on: November 13, 2013, 03:12:41 pm »
Maybe use a custom 8*8 font and animations in the menu ?

Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #106 on: November 13, 2013, 04:02:07 pm »
I won't waste 436 bytes for a 8*8 font that I'll only use in the menu <_< and for animations, why not, I'll think of that.

Offline DJ Omnimaga

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Re: [Axe] Ikaruga X
« Reply #107 on: November 13, 2013, 04:22:38 pm »

Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #108 on: November 13, 2013, 04:23:48 pm »
Yes sir, because else it would have been unbeatable :P

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Re: [Axe] Ikaruga X
« Reply #109 on: November 13, 2013, 04:26:18 pm »
Lol ok. That's a first for me, though, because on the SNES, Nintendo 64 and Game Cube I never saw a space shooter or shoot-em-up where we could save our progress before, even some of the ridiculously hard ones. Even in Star Fox 64, if you lost all your lives at the final boss, you had to restart the entire game from scratch.

Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #110 on: November 13, 2013, 04:28:20 pm »
Well, since you only have 3 lives and no way to get more, I figured I could add checkpoints.

But as I said earlier,there will be a nightmare mode ... :evillaugh:
« Last Edit: November 13, 2013, 04:28:37 pm by Matrefeytontias »

Offline Geekboy1011

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Re: [Axe] Ikaruga X
« Reply #111 on: November 14, 2013, 12:56:29 am »
a nifty trick I've done for custom menu fonts is to just make pictures of the text. and just manipulate them with simple movement to show highlighting. smaller then a full font and honestly faster to work with. supposing you don't have a ton of menu items

Offline chickendude

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Re: [Axe] Ikaruga X
« Reply #112 on: November 16, 2013, 03:53:58 pm »
You mean just treat the text as a large sprite? I'm not sure what you mean in the second part, i figured Matrefeytontias was xor'ing a bar over top of them which can be done either way.

Another idea for the menu that might look alright is just putting the menu where the big "X" is, if it'll fit. And when you say 436 bytes (i'm not quite sure where you got that number from, unless you just made that number up. It's not even divisible by 8 :P), i'd just like to ask how many bytes the sprites you use in the title screen take up ;)

I don't think the menu's super important anyway, just so long as it works.
« Last Edit: November 16, 2013, 03:54:18 pm by chickendude »

Offline Geekboy1011

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Re: [Axe] Ikaruga X
« Reply #113 on: November 16, 2013, 03:56:47 pm »
yeah thats exactly it :p just make a sprite with the text and voila it works

Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #114 on: November 16, 2013, 04:40:40 pm »
i figured Matrefeytontias was xor'ing a bar over top of them which can be done either way.

Another idea for the menu that might look alright is just putting the menu where the big "X" is, if it'll fit.
I do use a XOR bar on text rendered with Axe's Text( command.

Putting the menu at the X's place would make it very hard  to read, because of the IKARUGA around it.

And when you say 436 bytes (i'm not quite sure where you got that number from, unless you just made that number up. It's not even divisible by 8 :P), i'd just like to ask how many bytes the sprites you use in the title screen take up ;)

I don't think the menu's super important anyway, just so long as it works.
I actually wanted to write 416 bytes, which is the size a 8*8 custom font with 26 upper- and lower-case letters would take.
The unique image of the title screen is a full-screen 768 bytes image. I render the menu only by erasing half of it with a Rect( command.
And yeah, about the menu, I just wanted a nice title screen. The rest, well, it works ;D

I'll just stick with that solution, because I think it's the one that look the best and take the less memory.
« Last Edit: November 16, 2013, 04:42:11 pm by Matrefeytontias »

Offline TheCoder1998

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Re: [Axe] Ikaruga X
« Reply #115 on: November 17, 2013, 10:37:12 am »
this concept reminds me of this flash game:
http://www.classicgamesarcade.com/game/21639/megaman-polarity-flash-game.html
i loved it when i was a kid
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Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #116 on: November 24, 2013, 09:09:01 pm »
Guys ... today is the D day. Yes, you got it, this post marks the end of 9 long months of hard work and the release of the biggest project of my whole life (which has not been that long, you'd say).

Funny stats : the executable is 18 373 bytes, and the full source is around 29 500 bytes.

First, I want to apologize about one thing : there is no beautiful ending scene. Actually, there is no ending scene at all. The reason for that is that strangely, the game will shamelessly crash instead of running if it's above a certain size (which appears to be around 18 400 bytes). So, sorry about that.

Instead, what you have is :
  • Five levels
  • Five bosses (?)
  • Six weapon upgrades
  • Two weapons : normal bullets and homing missiles
  • 16 different enemies, each with their own behaviour
  • Checkpoints (?)
  • Rage. Count on that.

Everything on how to play this game is written in the readme. I guess there is not much more to say, excepting, enjoy :D

EDIT : download on ticalc : http://www.ticalc.org/archives/files/fileinfo/457/45712.html
« Last Edit: November 25, 2013, 07:07:44 am by Matrefeytontias »

Offline ClrDraw

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Re: [Axe] Ikaruga X
« Reply #117 on: November 24, 2013, 09:58:16 pm »
This... Is...
Legend........
(wait for it, wait for it...)
DARY.

Excellent work! :D plus 1.
« Last Edit: November 25, 2013, 10:34:45 am by ClrDraw »
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Offline TheMachine02

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Re: [Axe] Ikaruga X
« Reply #118 on: November 25, 2013, 06:31:13 am »
this is so epic

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Offline Matrefeytontias

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Re: [Axe] Ikaruga X
« Reply #119 on: November 25, 2013, 07:09:56 am »
Program accepted on ticalc ! :D Download link updated.