Author Topic: [Axe Parser Shoot'em up] Devrays  (Read 13028 times)

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Offline Aichi

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[Axe Parser Shoot'em up] Devrays
« on: May 19, 2011, 05:12:12 pm »
I wanted to create a remake of my Shoot'em up Pugluna since a long time, and here it is. :)
It has originally been started for the Axe Parser contest this year, but it wasn't suitable with the rules and the category.
You'll be able to shoot with these infinite standart bullets, power blasts and three Power Ups that you get by killing enemies.
Furthermore, The Game will contain 8 different levels, lots of achievements and a highscore list.
I probably add bosses, but my code is actually about 7900 Bytes. <.<
No demo version yet, but here's a screenshot. ^^

EDIT:
Latest Version: http://www.omnimaga.org/index.php?action=downloads;sa=view;down=679
« Last Edit: June 13, 2011, 02:53:44 pm by Aichi »

Ashbad

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #1 on: May 19, 2011, 05:17:23 pm »
wow, this looks really nice, and it seems to work very smoothly!  I'm impressed yet again today.

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #2 on: May 19, 2011, 05:20:15 pm »
That looks amazing! I love how it looks like an old-school arcade game.
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Offline yunhua98

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #3 on: May 19, 2011, 05:32:30 pm »
the screenie shows up as a black box for me...

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The Game is only a demo, the code that allows one to win hasn't been done.
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Re: [Axe Parser Shoot'em up] Devrays
« Reply #4 on: May 19, 2011, 05:41:24 pm »
This looks really good! I like how you have the different types of bullets and the R-Type feel (I am refering to the original arcade and gameboy game, NOT the dodge-asteroids game).

If I could improve the game at all, I would make the game scroll slightly faster than it does right now. At this point, it seems to lumber along, too slow to have meaningful progress in an acceptable amount of time.

Also, have you tried Crabcake? It's an ASM utility/axiom that is designed to overcome the 8811 byte limit, allowing you to create Axe games as large as RAM will allow. I'm looking into it myself.
« Last Edit: May 19, 2011, 05:41:43 pm by Compynerd255 »
The Slime: On Hold, preparing to add dynamic tiles

Axe Eitrix: DONE

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Offline yunhua98

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #5 on: May 19, 2011, 05:52:34 pm »
oh wait, I can see it now, I'm assuming you used calc capture?  Nevertheless, that looks amazing!

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


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Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
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Offline Aichi

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #6 on: May 19, 2011, 06:05:09 pm »
wow, this looks really nice, and it seems to work very smoothly!  I'm impressed yet again today.
That looks amazing! I love how it looks like an old-school arcade game.
Thanks. :)

This looks really good! I like how you have the different types of bullets and the R-Type feel (I am refering to the original arcade and gameboy game, NOT the dodge-asteroids game).

If I could improve the game at all, I would make the game scroll slightly faster than it does right now. At this point, it seems to lumber along, too slow to have meaningful progress in an acceptable amount of time.

Also, have you tried Crabcake? It's an ASM utility/axiom that is designed to overcome the 8811 byte limit, allowing you to create Axe games as large as RAM will allow. I'm looking into it myself.
Yeah, the idea to combine a shoot'em up with tilemaps comes from Rtype, I love this series.
I let scroll the tilemap only every fourth frame to get more playing time in smaller tilemaps. The scrolling animations looks
smoother on TI, but I'll think about changing the speed.
Does Crabcake slow down The Game?

oh wait, I can see it now, I'm assuming you used calc capture?  Nevertheless, that looks amazing!
Camtasia rendered an additional sound layer as black area, the screenshot has been fixed. :P

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #7 on: May 19, 2011, 06:08:34 pm »
This looks really cool.  I hope you finish it, as it's got a lot of potential. :D  Good luck!

Does Crabcake slow down The Game?
Nope. :)

Offline Aichi

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #8 on: May 19, 2011, 06:16:37 pm »
This looks really cool.  I hope you finish it, as it's got a lot of potential. :D  Good luck!
There's at least no reason to cancel the project, except unexpectedly losing the source files again.  And thanks. :)

Does Crabcake slow down The Game?
Nope. :)
..Time to create an epic bossfight.  ;D

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #9 on: May 19, 2011, 06:18:01 pm »
This looks really cool.  I hope you finish it, as it's got a lot of potential. :D  Good luck!
There's at least no reason to cancel the project, except unexpectedly losing the source files again.  And thanks. :)

Does Crabcake slow down The Game?
Nope. :)
..Time to create an epic bossfight.  ;D
YES! :D

Ashbad

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #10 on: May 19, 2011, 06:20:44 pm »
Can crabcake be used in Axe programs yet?

Offline ztrumpet

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #11 on: May 19, 2011, 06:23:25 pm »
Can crabcake be used in Axe programs yet?
Yup.
Check the recent News. ;)

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #12 on: May 19, 2011, 06:24:22 pm »
good idea ;D I'm pretty bad with remembering to keep up to date with things :P

Offline Munchor

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #13 on: May 19, 2011, 06:41:44 pm »
Aichi, that's looking great, and what emulator is that?

Nice job!

Offline ztrumpet

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #14 on: May 19, 2011, 06:45:25 pm »
Aichi, that's looking great, and what emulator is that?
I believe it's Wabbitemu, but recorded with Camtasia instead of Wabbit's normal gif recording software.