Author Topic: [Axe] Ikaruga X  (Read 21562 times)

0 Members and 1 Guest are viewing this topic.

Offline Ranman

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1354
  • Rating: +83/-0
    • View Profile
Re: [Axe] Ikaruga X
« Reply #15 on: April 06, 2013, 11:46:42 pm »
I love it!

Does Axe do floats? Or, are you using fixed point arithmetic tricks?
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [Axe] Ikaruga X
« Reply #16 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.
« Last Edit: April 14, 2013, 12:26:05 pm by Matrefeytontias »

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: [Axe] Ikaruga X
« Reply #17 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
« Last Edit: April 07, 2013, 10:49:45 am by Geekboy1011 »

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [Axe] Ikaruga X
« Reply #18 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.

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: [Axe] Ikaruga X
« Reply #19 on: April 12, 2013, 08:17:58 am »
Cool stuff! Gonna check it out soon. :)

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: [Axe] Ikaruga X
« Reply #20 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.
« Last Edit: April 12, 2013, 10:25:04 am by chickendude »

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: [Axe] Ikaruga X
« Reply #21 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 ;)

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: [Axe] Ikaruga X
« Reply #22 on: April 12, 2013, 10:48:54 am »
I so have to try this when I get home tonight

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [Axe] Ikaruga X
« Reply #23 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 !

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: [Axe] Ikaruga X
« Reply #24 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

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [Axe] Ikaruga X
« Reply #25 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 :)

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [Axe] Ikaruga X
« Reply #26 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 :



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

Binaries attached :)
« Last Edit: April 14, 2013, 01:42:17 pm by Matrefeytontias »

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: [Axe] Ikaruga X
« Reply #27 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

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [Axe] Ikaruga X
« Reply #28 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).

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: [Axe] Ikaruga X
« Reply #29 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