Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Matrefeytontias on April 01, 2013, 10:24:08 am

Title: [Axe] Ikaruga X
Post by: Matrefeytontias on April 01, 2013, 10:24:08 am
Hey guys,

Today I'm starting another project : Ikaruga X, a port of Ikaruga, this time in Axe !

For those who don't know what Ikaruga is, it's a danmaku (also bullet hell), a game where bullets are as numerous on screen as pixels. Here's an image which says, in my opinion, pretty well what Ikaruga is :

(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRSfPg-za2yRbRilHYef8Q32LSuj1pjNd6_sPqUrlKR2JMP9de4)

The goal is simple : reach the end of the level, while blasting everything you can see.

But it's easier said than done : bullets are everywhere, and you can't dodge them all. No, you can't. Don't try. I'm being literal. But your spaceship is a special spaceship : it has two "modes", black and white. So while you are in black mode, black bullets don't hurt you, and while you are in white mode, white bullets don't hurt you.

Planned features :
For now, I've got the spaceship designed (tell me if you like it) and the shoot engine working for the very first weapon level.

(http://img.removedfromgame.com/imgs/IkarugaX1.gif)

I eventually thought of playing the game with your calc sideways, with the ship facing right instead of facing up. I think it'll be easier to play. Again, tell me your opinion about that.



LATEST UPDATE : http://ourl.ca/18622/347492

LATEST prgmIKRGLVLS (needed to play) : http://www.omnimaga.org/index.php?action=dlattach;topic=16025.0;attach=15136
Title: Re: [Axe] Ikaruga X
Post by: chickendude on April 01, 2013, 11:36:01 am
It's a cool start, i like the ship a lot. I'm curious how you'll keep up speed keeping track of so many bullets and enemies at once, i'm looking forward to seeing your progress :)

If you aren't going to be using a tilemap/some sort of background picture, you could probably have the screen scroll sideways easily without taking much of a speed hit.
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on April 01, 2013, 11:37:25 am
Good luck I've been wanting to do this forever

Oh and if u need any assistance routines feel free to ask I'll whip something together
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 01, 2013, 12:09:11 pm
Chickendude : I planned  to handle all bullet movement with ASM (which is not the case in this screenie), so hopefully I'll can keep as much speed as possible.

Geekboy1011 : I'll ask you if I need, thanks :)
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on April 01, 2013, 12:29:13 pm
Np *goes back to working on cadan ;) *
Title: Re: [Axe] Ikaruga X
Post by: TheNlightenedOne on April 01, 2013, 03:48:21 pm
Looks awesome! Keep up the good work Matref!
Title: Re: [Axe] Ikaruga X
Post by: Sorunome on April 01, 2013, 08:13:30 pm
That is looking awesome! I guess you are NOT using full ;)
Title: Re: [Axe] Ikaruga X
Post by: Ovnize on April 02, 2013, 12:21:53 pm
It looks really good. I hope you'll keep this ship.
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 06, 2013, 01:46:22 pm
Hello guys !

I'm back from a school trip to London, and guess what I did during the f**cking 38 hours of travel ? ;D

I got a lot of updates. By a lot, I mean so many I'll forgot one or two :P
But see the game in action by yourself, even if it has only one level, you'll probably find updates I forgot to mention (or maybe not :P) :

(http://img.removedfromgame.com/imgs/IkarugaX2.gif)

(I died before the end of the level ;D it's very hard to play on an emulator. You also don't see the fade effect when you switch from tuto to level 1.)

Binary attached for MirageOS, instructions are listed in-game. But beware, it starts suddenly ;D
Title: Re: [Axe] Ikaruga X
Post by: zeldaking on April 06, 2013, 03:11:57 pm
That's looking really nice Matre! Although it does seem when there are those three "things" that are swirling around, in the last level is seems to slow a bit. Also I really like the sprite you are using for your ship. It looks really good.
Title: Re: [Axe] Ikaruga X
Post by: TIfanx1999 on April 06, 2013, 03:24:02 pm
:o That's looking awesome so far!
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 06, 2013, 03:29:02 pm
zeldaking : yeah it's slowing down a bit, but can you count all of the bullets displayed ? :P Also, don't forget it's an Axe program running at 6MHz.

aeTIos : thanks :)
Title: Re: [Axe] Ikaruga X
Post by: zeldaking on April 06, 2013, 03:34:30 pm
Gosh 6Mhz? Your doing way good! Keep it up. So I'm guessing you dropped the grayscale due to the number of bullets being displayed?
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 06, 2013, 03:35:52 pm
Yeah, that's mostly it. Also, it didn't brought that much to the graphics since usually you can't see many things on screen other than bullets ;D
Title: Re: [Axe] Ikaruga X
Post by: Sorunome on April 06, 2013, 06:30:53 pm
That.Is.Looking.Amazing :crazy:
Keep up the great work!
Title: Re: [Axe] Ikaruga X
Post by: Ranman on April 06, 2013, 11:46:42 pm
I love it!

Does Axe do floats? Or, are you using fixed point arithmetic tricks?
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 07, 2013, 10:46:36 am
Floats would have been waaaaay too slow (and Axe doesn't support them anyway). I use Axe's 8.8 fixed point numbers to move objects as accuratly and as quickly as possible.
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on April 07, 2013, 10:49:15 am
hmm that does look awesome( while a bit slow (I am way to used to cadans speed...)) Want to make a speed test and put as many bullets on the screen as the engine can handle at once :D could be interesting
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 11, 2013, 01:41:26 pm
Big update !

I've got most of then engines used by this type of games done ! By that, I mean a bullets engine, an enemies engine, a patterns engine and, big news, a boss engine ! Though, I had to remove the bullets' ability to have their own behaviour to keep a good speed at 6MHz.
What's remain now is a bonuses engine, a continue system, and of course everything related to menus. Most of the game core is done, but I only did a full level with its boss, so I need to take care of the 15 other levels and bosses (with my newly-founded team :P).

Anyway, eye candy time ! To not spoil the level if you want to try it, I just attached non-animated screenshots ;D

If you want to beat level 1 ... try to do so with the attached program :devil: (for MirageOS, and you'll also need prgmIKRGLVLS, it contains the level).

Controls are explained in-game in the tutorial at the start of the game. You can skip it by pressing [×]. For now, the game quits when you get hit, so it's very hard to make it through the level (which only lasts 4 waves) and to beat the boss (which has 192 HP and 3 patterns :P). On your ship's sprite, you can see a small 'T'-like thing. Congrats, you found your hitbox :P

Also, the program runs perfectly (while sometimes a bit slowly) on 6MHz calcs. It doesn't use Full anyway.
Title: Re: [Axe] Ikaruga X
Post by: TIfanx1999 on April 12, 2013, 08:17:58 am
Cool stuff! Gonna check it out soon. :)
Title: Re: [Axe] Ikaruga X
Post by: chickendude on April 12, 2013, 10:23:51 am
Really cool, it's super hard and does slow down quite a bit when there are lots of bullets on screen, but it's still completely playable and actually a little helpful since you can control your ship a little better. With some animations (and more than one life :P) it'd be great! You can probably use your bullet-handling routine to make a simple explosion when you get hit :) The tutorial at the beginning is pretty cool, too. Really, it's a super cool project, though way too hard for me right now!

EDIT: You might consider letting the ship accelerate a little bit when you hold down an arrow, maybe jump 2 pixels at a time, to move around the screen a bit more quickly.
Title: Re: [Axe] Ikaruga X
Post by: Sorunome on April 12, 2013, 10:38:15 am
It just looks so cool, your game, i'm so surprised how fast it runs considering how many moving objects therea re on the screen ;)
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on April 12, 2013, 10:48:54 am
I so have to try this when I get home tonight
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 12, 2013, 11:32:31 am
@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 ;D

@sorunome the trick is to spend as little time as possible handling each object. This leads to weird situations : you can see that the game is way more laggy with 5 enemies on-screen than with 100 enemy bullets :P and this is because for each enemy bullet I only add the deltaX and deltaY and check collisions with the player, whereas each enemy has its own full AI, which is very time consuming.

@geekboy1011 good luck then :P

Also, I almost finished the 2nd level :) 2 new enemy types and a new boss incoming !
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on April 14, 2013, 12:39:49 am
the only thing i will say is it feels a little laggy with input. i feel it should be snappier. The only other critique I have is your tracking routines are not targeting the center of the ship but rather the upper left hand side.

Other than that this is pretty sweet
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 14, 2013, 02:49:45 am
I can't really do anything about input, it lags the same way the whole game lags.

And with the targetting thing, I'll take care of that, thanks for reporting :)
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 14, 2013, 01:40:42 pm
Update !

Got the second level working :) with of course new enemies and another boss to beat :D

I also made a quick and ugly lives system : when you get hit, you can't be hit again for 64 frames (you see that with an inverting rectangle on your ship, not definitive). You can also pause with [alpha] (and resume with [x,t,θ,n]) and thus see your lives in the upper right corner.

Small almost-non-spoiling screenshot of the 2nd level :

(http://img.removedfromgame.com/imgs/IkarugaX4.gif)

The game is of course faster and not as ugly on-calc.

Binaries attached :)
Title: Re: [Axe] Ikaruga X
Post by: Sorunome on April 14, 2013, 05:07:27 pm
You could try to make the rectangle blur away on the edges, that would look cooler :D
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 14, 2013, 05:19:32 pm
In fact I used a rectangle because I was in an urge and wanted to finish it x) I'll change it to something better soon (dunno what yet).
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on April 14, 2013, 08:08:52 pm
my suggestion just xor the ships sprite over it self when you get hit repeatedly. So the ship it self is flashing
Title: Re: [Axe] Ikaruga X
Post by: chickendude on April 15, 2013, 02:02:48 am
@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 ;D
I 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.

How is the screen handled? If it's not what you're doing already, you could just use the fastcopy routine to erase the gbuf as it copies so you don't have to xor the sprites twice to erase them. That way, when you get hit, you can just skip drawing the player's ship sprite every other frame (or only draw it every 4th frame), something like:
ld a,(invisible_frames)
and $1
 ret z

or:
and $3
 ret nz

I think the flashing animation would look nicer than the rectangle. I know you said it's not definite yet, but 64 frames feels like a long time, i'd cut it in half. (or less).

Also, a 2nd level?! I can't get past the first :P
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 15, 2013, 03:30:06 am
I'm doing it in Axe :P and I already explained why I used a rectangle. And yeah, I erase plotSScreen every frame. And yeah I planned to make the ship blink.

And yeah xD the first level is hard, but now you have 3 lives ;)
Title: Re: [Axe] Ikaruga X
Post by: chickendude on April 15, 2013, 05:02:35 am
Well i'm sure you can do something similar in axe ;) It's progressing really quickly, i'd like to see what other weapons you have in mind, though :D
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 15, 2013, 05:27:39 am
I planned an upgrade at the beginning of each level, so you'll see soon ;)

I have a problem with the last weapons though. Since I check collisions with every active enemy for each bullet, it kinda slows down the game when you shoot too much bullets at a time (the very last weapon shoots 6 bullets at once). I'll try to optimize.
Title: Re: [Axe] Ikaruga X
Post by: chickendude on April 15, 2013, 09:54:46 am
You could try just increasing the speed of the bullets so that they spend less time onscreen ;)
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 20, 2013, 10:33:06 am
Bump,

Just saying that if you want, you can mock-up some patterns that you would want to see implemented in one boss or another ;) you can also give me ideas of enemies, because I'm terrible at imagining them.
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 24, 2013, 02:31:54 pm
Update !

Now you have ... HOMING ROCKETS :w00t:

You can obtain them by absorbing bullets that is of same colour than you. By doing that, you're filling a bar made of small balls (visible when pressing [alpha], directly under your lives), so when at least a ball is full (black), you can press [del] and doing so you can fire as many homing rockets as full balls in your bar. Each homing rocket will go straight to its nearest enemy, so if it miss, it will turn back until it shoot :D

(http://img.removedfromgame.com/imgs/IkarugaX5.gif)

Also, I turned the program into an app, since it's already 9600 bytes and in my opinion I've done more or less half of the game :/ I hope it'll fit in one page since it's Axe.

Also, I saw that it wasn't clear : don't forget to update prgmIKRGLVLS each time I post one XD this program holds all of the levels data ! But yeah, for this time there is no need to do it ;D Only update it when I update anything related to enemies and levels.
Title: Re: [Axe] Ikaruga X
Post by: Hayleia on April 24, 2013, 02:48:24 pm
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
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 24, 2013, 03:44:10 pm
Oh, it's only that I edit it or loose it often, and it contains values that I prefer edit in decimal, so I'm editing and compiling it as a program. Once the game will be fully done, it'll be an appvar of course.
Title: Re: [Axe] Ikaruga X
Post by: TheNlightenedOne on April 24, 2013, 04:49:10 pm
Looking great Matref! Keep up the great work! (Is this still at 6 MHz?)
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 24, 2013, 06:10:49 pm
I keep saying it : unless I mention it, all of my programs always run at 6 MHz. Including this one.
Title: Re: [Axe] Ikaruga X
Post by: TheNlightenedOne on April 24, 2013, 06:30:42 pm
Wow! O.O That's great
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on April 25, 2013, 07:20:28 am
Thanks :)


I'm currently working on the 3rd level, any idea of enemy or pattern is welcome :)
Title: Re: [Axe] Ikaruga X
Post by: Sorunome on April 25, 2013, 09:09:40 pm
Looking great, the program!
And yeah, put it later on into an appvar, the data :)
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 04, 2013, 05:13:52 am
Small update :)

Since I felt bad about enemies getting blasted like that (pooooooor little enemies :'( ), I made a new weapon especially for them : vertical lasers :crazy:

As ever, app + level + screenshot attached.
Title: Re: [Axe] Ikaruga X
Post by: aeTIos on May 04, 2013, 05:17:19 am
quick question: do you only test for collision at the center of the ship? it seems so.
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 04, 2013, 05:18:20 am
Of course, otherwise it would be way too hard to dodge every hostile thing coming at you.
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on May 04, 2013, 11:54:11 pm
stop paying attention for like a week and you go and make it look even more epic adgasdfasasddfs
thats awesome looking!
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 05, 2013, 04:55:32 am
Thanks ^^ and this laser thing gave me ideas for moar enemy types and boss patterns ;)
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on May 05, 2013, 09:09:54 pm
we cheat in cadan when we want lazers. we use the fact that bullets will travel at a set speed and synchronously so we just put out bullets in such a way that it looks like a solid line :P they are like lazors...just more DEADLY MUHAHAHAAHAH
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 06, 2013, 12:39:48 am
Yeah I first thought of doing that, but moving 15 bullets rather than drawing 4 lines was just a great waste of time :P
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on May 06, 2013, 01:03:59 am
in cadan its more efficient to use the bullets then draw lines actually. everything is so streamlines that adding another bullet type would make the game SLOWER rather then faster. so we just abuse what we have xD
Title: Re: [Axe] Ikaruga X
Post by: alex99 on May 06, 2013, 01:22:09 pm
hey this is right.i think it´s so good like it is...
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 06, 2013, 02:17:14 pm
Clue on level 3 : it's named Heavy Light ... :)
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on May 06, 2013, 02:29:11 pm
I can't send the latest app to my calc. I guess it's a signature problem.
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 07, 2013, 01:21:03 pm
Small update, I just thought implementing checkpoints would make the game easier ;D now when you die (I mean when you consumed all of your lives) and you restart the game, you go back to the beginning of the level you died in, with the corresponding weapon level. For now it's not really helpful since there are only 2 levels (but still ... I know that it'll help certain people :P) but when the 8 planned levels will be done, that sure will be ;D

Properly signed app attached (;) StreetWalker)
Title: Re: [Axe] Ikaruga X
Post by: chickendude on May 08, 2013, 08:04:07 am
Now if only i could get past the first level... :banghead:

Awesome work, though, Matrefeytontias!
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 08, 2013, 12:24:40 pm
Thanks :)

If you can't pass the first level, remember that you can fire homing missiles when pressing [del] if your bar is filled enough.
Title: Re: [Axe] Ikaruga X
Post by: blue_bear_94 on May 08, 2013, 04:56:50 pm
I can't start the app using WabbitEmu. Do I need 2.55 MP on it or something? (I have 2.43 on it.)
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 08, 2013, 05:30:35 pm
You need prgmIKRGLVLS, see previous page for the latest download :)
Title: Re: [Axe] Ikaruga X
Post by: blue_bear_94 on May 08, 2013, 06:01:06 pm
Well, pretty good! It would be nice to have a score and health display as well.
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on May 09, 2013, 02:19:52 am
The health display is in the pause screen (alpha to pause, X,T,0,N to resume). I don't think there's a score.
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 09, 2013, 02:25:51 am
^ This, and no, there isn't a score yet. I'm still thinking of a score system.

EDIT : what do you guys think of that : each bullet fired is -10 points, and each bullet that hit an enemy is +50. Also, each time you die (ie loose 3 lives), your score is divided by 2, so it'll prevent people to die intentionnally to get back to the game with their full 3 lives.
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on May 09, 2013, 02:41:46 am
Sounds good to me !
Title: Re: [Axe] Ikaruga X
Post by: blue_bear_94 on May 09, 2013, 04:42:52 pm
Each enemy defeated should give a different number of points, too.
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 09, 2013, 04:49:23 pm
Well, since usually enemies have different HP, they will obviously give different points when defeated.
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 13, 2013, 01:06:02 pm
Level 3 coming soon ...

Spoiler For Last sample before actual release...:
(http://img.removedfromgame.com/imgs/0-IkarugaXfixed4.gif)
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on May 28, 2013, 12:20:38 pm
Plop,

Just saying that it is not dead :P it's just that the 3rd level took more time than planned. Release soon ;D
Title: Re: [Axe] Ikaruga X
Post by: chickendude on June 01, 2013, 04:35:28 am
I played this quite a bit the other day and finally got past level 1! Level 2 destroyed me though :(
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on June 02, 2013, 09:05:38 am
I'm sure you can do it :P games are meant to be beaten eh ?
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on June 02, 2013, 11:21:20 am
At last :P level 3 is here !

I still can't beat the 3rd boss ... tell me if you do it ;D

As ever, you have to update both IkarugaX.8xk and IKRGLVLS.8xp.
Title: Re: [Axe] Ikaruga X
Post by: DJ Omnimaga on June 10, 2013, 11:28:39 pm
Wow I didn't check this topic until tonight, I am really impressed by this O.O. Good work so far. Do you think a background would be easy to add?
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on June 11, 2013, 10:38:46 am
Indeed,but I think it would slow down the game too much.
Title: Re: [Axe] Ikaruga X
Post by: Chockosta on June 11, 2013, 10:49:21 am
Hey there !
I have stopped programming for a while, and currently I'm into danmaku (Touhou addiction, to be more specific)
I was passing by, and I decided to give your game a try.

Well, I guess I beat it. I'm not sure, because there's no ending scene, just no more enemies.
It wasn't really hard, though. I didn't use any bomb.
The only hard part is when the level 3 boss spawns right on your hitbox.

I'm looking forward to harder levels !
I recommend using more aimed bullets, and streaming-based levels.
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on June 11, 2013, 11:03:23 am
Well, I guess I beat it. I'm not sure, because there's no ending scene, just no more enemies.
It wasn't really hard, though. I didn't use any bomb.
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

I'm looking forward to harder levels !
I recommend using more aimed bullets, and streaming-based 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 :)
Title: Re: [Axe] Ikaruga X
Post by: Chockosta on June 11, 2013, 11:16:35 am
Well, I guess I beat it. I'm not sure, because there's no ending scene, just no more enemies.
It wasn't really hard, though. I didn't use any bomb.
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
Yeah, sorry, I forgot the most important : Great job !
This is one of my favorite z80 games so far.
The engine is really fun to play with, and the levels are well designed. (except for the level 3 boss pop-up :P )
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on October 12, 2013, 06:50:52 am
Super mega necro bump of hell of death of nightmares of the forgetfulness,

Although I didn't post about it, I stopped developing the game for a big month and went back to it last month. I fixed level 3, which turned out to be way too hard, and finished level 4 :)

Also, the game is now 15 122 bytes, and development is coming to an end ! Due to space restrictions, I had to move every boss image out of the main program (thus freeing 780 bytes), so you'll have to run Asm(prgmIKSETUP) before running the app. You'll also need the new prgmIKRGLVLS, attached of course.

So now you have 4 levels to beat, and I only have one more to code :D I'm kinda sad that the development is nearly finished though, it was real fun programming it ... but I'll can play it instead :D

Aaaaaand ... animated screenshot ! As you can see, 4th boss destroyed me D:

Stay tuned, game is near completion ;)
Title: Re: [Axe] Ikaruga X
Post by: Keoni29 on October 12, 2013, 06:54:46 am
Will install this once I am done studying. I feel like this might just take up a good 2 hours of my day otherwise.
Title: Re: [Axe] Ikaruga X
Post by: Sorunome on October 12, 2013, 06:56:27 am
That screenie just makes it look epic O.O
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on October 12, 2013, 09:09:37 am
That screenie just makes it look epic O.O
Same. Lemme get an OS back on my 83+SE and I'll check it out. :D
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on October 13, 2013, 03:54:36 am
Thanks everyone :D level 5 is coming soon ;)
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 11, 2013, 06:38:14 am
Bumpity bump,

Level 5 is complete, we are working on the 5th boss, and after that, the final boss :D

But for now, some title screen :P

(http://img.ourl.ca//titleScreenOnCalc.png)

I drew the kanjis (japanese characters) from the original Ikaruga logo here (https://lh5.ggpht.com/2pNaJS1St39M6p2b7flrZs3QsSW542xqPKVPcxJ4hbWjdHyjIg0Zxf0Yg5EyIjachmM=w300). What do you think of it ?
Title: Re: [Axe] Ikaruga X
Post by: TheMachine02 on November 11, 2013, 07:39:43 am
I like it  . japanese charater is cool :D
Title: Re: [Axe] Ikaruga X
Post by: Hayleia on November 11, 2013, 02:09:42 pm
I like it  . japanese charater is cool :D
Except that Kanjis are mostly chinese...
/me runs

Anyway, I like that indeed !
But where will you fit the options ?
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on November 11, 2013, 02:10:57 pm
Japanese people use four alphabets, including the Chinese and Latin ones. ;)
Title: Re: [Axe] Ikaruga X
Post by: Hayleia on November 11, 2013, 02:12:40 pm
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.
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on November 11, 2013, 03:02:46 pm
You have taken something ive strived for with cadan and made something respectable as epic. im in awe. just utter awe. if you ever learn asm please hit me up i would love to make an ika clone in asm with you. because just dayum
Title: Re: [Axe] Ikaruga X
Post by: Hayleia on November 11, 2013, 03:06:29 pm
He already learned ASM.
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on November 11, 2013, 03:07:10 pm
So ill refrase :P if you ever want to work on a shooter in straight asm hit me up :P
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on November 11, 2013, 03:26:49 pm
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)
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 11, 2013, 03:52:10 pm
Quote from: Hayleia
Except that Kanjis are mostly Chinese...
I know, but these kanjis in particular are Japanese.

About the options, I planned to erase the "IkarugaX" part when the player presses a key and draw the options here.

Geekboy thanks for the kind words :)
So ill refrase :P if you ever want to work on a shooter in straight asm hit me up :P
Well, 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.

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)
Well, you spelled it wrong, it's actually "konnichiwa" :P
/me runs
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on November 11, 2013, 03:53:48 pm
Thats what learning is for! and your welcome it lokos awesome it really does!it shows what the calc can do if you really try. tho I will ask are you going to make a differnt animation for your ship being hit? cause with all the commontion on the screen the black box makes it feel unpolished. when It clearly is
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on November 11, 2013, 04:06:42 pm
Well, you spelled it wrong, it's actually "konnichiwa" :P
/me runs
You can't say that since it's not originally written in the Latin alphabet. :P There are 9001 ways to write it./me runs
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 11, 2013, 04:13:06 pm
Geekboy yeah of course I'll do a different animation, I'm just being lazy x)

Streetwalker wrong again :P each kana has an exact romaji (latin) equivalent, and konnichiwa is written ko-n-ni-chi-wa :P </offtopic>
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on November 11, 2013, 04:27:04 pm
Lol I guess I'll stop making random guesses then. :P
Title: Re: [Axe] Ikaruga X
Post by: DJ Omnimaga on November 11, 2013, 09:17:45 pm
Wiow that's really impressive, and you made this in Axe? O.O Good job!
Title: Re: [Axe] Ikaruga X
Post by: TheMachine02 on November 12, 2013, 06:41:25 am
indeed this is a pretty impressive game !

/me  like it
Title: Re: [Axe] Ikaruga X
Post by: JosJuice on November 12, 2013, 03:10:53 pm
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
こんにち = konnichiha (or konnitiha), but pronounced (and often written in romaji) konnichiwa
<even more offtopic>try finding a romanization of a standalone っ</even more offtopic>
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 12, 2013, 04:24:22 pm
は is pronounced as "wa" in many words (including the topic particle) ; in these case the romaji writing is wa, not ha. But let's stop with that please -_-

Back on-topic, I'm done writing the menu : it has "Continue", "New game", "Credits" and "Quit" in it. It may or may not have "Highscores" too, depending on if I feel the need to put scores in this game. I also planned secret unlocks and a nightmare mode ;)
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 13, 2013, 11:58:41 am
:ninja:

http://img.ourl.ca/ninjaSpoilerScreenshot.gif
Title: Re: [Axe] Ikaruga X
Post by: Sorunome on November 13, 2013, 12:12:47 pm
You use MOS? O.O
Lol, anyways, that is looking amazing! :D
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 13, 2013, 12:17:53 pm
I don't have the space for any other shell on my poor TI-83+ <_<
/me has currently 8386 free bytes of flash
Title: Re: [Axe] Ikaruga X
Post by: TheMachine02 on November 13, 2013, 12:25:29 pm
Wait but this is super great ! I love the boss  :P
Title: Re: [Axe] Ikaruga X
Post by: chickendude on November 13, 2013, 02:29:00 pm
I would vertically center the menu, other than that it looks great :)

I've always used MirageOS, too (well, before Mirage came out i used ion).
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 13, 2013, 02:32:18 pm
I tried that, but it doesn't look good IMO, so I prefered this one.
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on November 13, 2013, 03:12:41 pm
Maybe use a custom 8*8 font and animations in the menu ?
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias 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.
Title: Re: [Axe] Ikaruga X
Post by: DJ Omnimaga on November 13, 2013, 04:22:38 pm
:ninja:

http://img.ourl.ca/ninjaSpoilerScreenshot.gif
A space shooter with a save/load feature? O.O
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 13, 2013, 04:23:48 pm
Yes sir, because else it would have been unbeatable :P
Title: Re: [Axe] Ikaruga X
Post by: DJ Omnimaga 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.
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias 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:
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 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
Title: Re: [Axe] Ikaruga X
Post by: chickendude 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.
Title: Re: [Axe] Ikaruga X
Post by: Geekboy1011 on November 16, 2013, 03:56:47 pm
yeah thats exactly it :p just make a sprite with the text and voila it works
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias 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.
Title: Re: [Axe] Ikaruga X
Post by: TheCoder1998 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
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias 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 :
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
Title: Re: [Axe] Ikaruga X
Post by: ClrDraw on November 24, 2013, 09:58:16 pm
This... Is...
Legend........
(wait for it, wait for it...)
DARY.

Excellent work! :D plus 1.
Title: Re: [Axe] Ikaruga X
Post by: TheMachine02 on November 25, 2013, 06:31:13 am
this is so epic

/me download
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 25, 2013, 07:09:56 am
Program accepted on ticalc ! :D Download link updated.
Title: Re: [Axe] Ikaruga X
Post by: aeTIos on November 25, 2013, 07:29:58 am
Nice man, awesome stuff!
Gave internatz.
Title: Re: [Axe] Ikaruga X
Post by: Sorunome on November 25, 2013, 09:09:14 am
so awesome :hyper:
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on November 25, 2013, 12:29:40 pm
Awww yeah. Gonna DL it like now. My 83+ SE has plenty of free space and my 84+ too. :D
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 25, 2013, 12:59:17 pm
IkarugaX made it to the ticalc.org front page news the day of its release !!! :D also congrats to DJ_O for his Supersonic Ball !

http://www.ticalc.org/archives/news/articles/14/148/148436.html
Title: Re: [Axe] Ikaruga X
Post by: TIfanx1999 on November 25, 2013, 01:12:04 pm
This looks fantastic Matref. The work you've put into it shows. Congrats on the feature!
Title: Re: [Axe] Ikaruga X
Post by: Sorunome on November 25, 2013, 01:12:50 pm
Yup, congrats on the feature :D
Title: Re: [Axe] Ikaruga X
Post by: Chockosta on November 25, 2013, 03:18:20 pm
Congrats on the feature!
I played it a little today, and I got to stage 4, but when I quitted, the program crashed and I lost my progress :(

Apart from this crash,  it is very polished and fun. I'll probably try to beat it in one go, to avoid crashes!
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 25, 2013, 03:20:27 pm
It just crashed ? o_O

What shell did you use ? I just realized that you actually can't use anything else than MirageOS and DoorsCS7 on 83+BE calcs, and that you can't use Ion on all calcs.
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on November 25, 2013, 03:21:34 pm
I have ZStart + DCS on my 83+SE and it works fine.
Title: Re: [Axe] Ikaruga X
Post by: Chockosta on November 25, 2013, 03:22:36 pm
I used NoShell with my 83+BE, that's probably what caused the crash.

I'll try with MirageOS then (DCS is too heavy for my calc)
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 25, 2013, 03:23:26 pm
Yeah, that was in the settings that worked. It's just that you can only use MirageOS-compatible shells on all calcs, even if the game says it's Ion-compatible (I wanted to save MirageOS's icon space).

EDIT : Chockosta yep that's it. Due to Fullrene's exit code crashing on 83+BEs, I use an ASM trick that consists in returning normally if the calc is 15 MHz-capable, or use MirageOS's routine _quitToShell else. Of course, this routine only works in actual shells that supports MOS programs.
Title: Re: [Axe] Ikaruga X
Post by: Streetwalrus on November 25, 2013, 03:25:18 pm
I used NoShell with my 83+BE, that's probably what caused the crash.

I'll try with MirageOS then (DCS is too heavy for my calc)
If NoShell is your main shell then you definitely should try ZStart. It has a bunch of cool features.
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on November 25, 2013, 03:27:31 pm
Yes but I'm afraid it won't support MOS's _quitToShell. Either way, zStart doesn't work well on 83+BEs at all, I tested. But I guess someone will have to try.
Title: Re: [Axe] Ikaruga X
Post by: DJ Omnimaga on November 25, 2013, 08:45:56 pm
Congrats for the feature Matrefeytontias :D
Title: Re: [Axe] Ikaruga X
Post by: Matrefeytontias on December 24, 2013, 05:44:14 am
And here you go ! :w00t: