@chickendude yeah it's super hard, but it's still doable, and that's the point of danmaku-s ;) also, moving fast isn't a good thing, since in hardest levels you'll have to be very accurate to dodge all of the bullets. Maybe I just can make the player accelerate wheh alpha is pressed, so you can measure precisely your moves. And thanks for the feedback ;DI was more talking about after you hold a key down for maybe a second it would start to move more quickly/accelerate, but it's not that important.
HOMING ROCKETS :w00t:Glad to see you renamed them :P
don't forget to update prgmIKRGLVLS each time I post one XD this program holds all of the levels data !Why do you put that in a program and not in an appvar ? Because I personnally find annoying to see levels of games in the program list while they could be elsewhere, like levels for Mario for example. In other words, I like to have only executables and sources in my program list. For example, imagine that all of the Pokemon appvars were programs, that would be unbearable :P
Well, I guess I beat it. I'm not sure, because there's no ending scene, just no more enemies.Remember that we're speaking about a danmaku programmed in Axe on a 83+ non-SE, intended to run correctly and be playable at 6 MHz, and not even finished :P
It wasn't really hard, though. I didn't use any bomb.
I'm looking forward to harder levels !Well, that will be hard due to the reasons given above. But I hope that you'll find the next levels (I planned 5 in total, due tu space restriction) harder than these ones :)
I recommend using more aimed bullets, and streaming-based levels.
Yeah, sorry, I forgot the most important : Great job !Well, I guess I beat it. I'm not sure, because there's no ending scene, just no more enemies.Remember that we're speaking about a danmaku programmed in Axe on a 83+ non-SE, intended to run correctly and be playable at 6 MHz, and not even finished :P
It wasn't really hard, though. I didn't use any bomb.
That screenie just makes it look epic O.OSame. Lemme get an OS back on my 83+SE and I'll check it out. :D
I like it . japanese charater is cool :DExcept that Kanjis are mostly chinese...
Japanese people use four alphabets, including the Chinese and Latin ones. ;)Yeah, but I meant that Hiragana and Katagana are "more" japanese than Kanji, so saying that Kanji=japanese is a bit flawed.
Yeah, but I meant that Hiragana and Katagana are "more" japanese than Kanji, so saying that Kanji=japanese is a bit flawed.You have a point here. But the original game is japanese and it uses Kanji apparently, so yeah. (note that I'm not able to distinguish them as the only Japanese word I know is konichiwa :P)
Except that Kanjis are mostly Chinese...I know, but these kanjis in particular are Japanese.
So ill refrase :P if you ever want to work on a shooter in straight asm hit me up :PWell, first I'll finish this one :P and seeing that I spent 7 months on it (soon 8 ), I'll probably go on something else for a little bit. And I'm definitely not good enough at ASM for that kind of things.
Well, you spelled it wrong, it's actually "konnichiwa" :PYeah, but I meant that Hiragana and Katagana are "more" japanese than Kanji, so saying that Kanji=japanese is a bit flawed.You have a point here. But the original game is japanese and it uses Kanji apparently, so yeah. (note that I'm not able to distinguish them as the only Japanese word I know is konichiwa :P)
Well, you spelled it wrong, it's actually "konnichiwa" :PYou can't say that since it's not originally written in the Latin alphabet. :P There are 9001 ways to write it./me runs
/me runs
Streetwalker wrong again :P each kana has an exact romaji (latin) equivalent, and konnichiwa is written ko-n-ni-chi-wa :P </offtopic>Funnily enough, this is one of the few words where the kana spelling is irregular, so no, they don't have exact equivalents :P
:ninja:A space shooter with a save/load feature? O.O
http://img.ourl.ca/ninjaSpoilerScreenshot.gif
i figured Matrefeytontias was xor'ing a bar over top of them which can be done either way.I do use a XOR bar on text rendered with Axe's Text( command.
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 actually wanted to write 416 bytes, which is the size a 8*8 custom font with 26 upper- and lower-case letters would take.
I don't think the menu's super important anyway, just so long as it works.
I used NoShell with my 83+BE, that's probably what caused the crash.If NoShell is your main shell then you definitely should try ZStart. It has a bunch of cool features.
I'll try with MirageOS then (DCS is too heavy for my calc)