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Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #75 on: October 13, 2017, 07:45:43 pm »

I decided to attempt to recreate the menu screen from the original Amiga game, and it's now working! The camera is flying through a star field, panning on x/y at varying speeds, and alternating on z between flying forwards and backwards (also at varying speeds). The stars are each drawn in 1 of 8 shades of grey, depending on their current depth.


Unfortunately the GIF doesn't really do it justice with pixel artifacts resulting in some static stars and the flashing logo border not appearing very smooth.. But it looks much nicer running in CEmu, and even nicer again on calc :)





I'll try to back port this to the monochrome version as well.

Offline TIfanx1999

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Re: Alien Breed 5 Episode III: Impact
« Reply #76 on: October 14, 2017, 08:19:50 am »
I like it, looks nice! :)

Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #77 on: October 16, 2017, 05:21:27 am »
The TI-83/84+ monochrome equivalent:


Offline TIfanx1999

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Re: Alien Breed 5 Episode III: Impact
« Reply #78 on: October 18, 2017, 06:23:45 pm »
The monochrome version came at quite nicely. Great job!

Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #79 on: November 03, 2017, 03:40:26 am »
Small update on the CE version.. I've added in a couple more tiles, finished the explosion and door opening animations (although the latter isn't demonstrated here), finished the one-way laser beams, and drawn a placeholder alien sprite :P I'm having trouble getting the aliens to look how I want when reducing the original 32x32 sprites down to 16x16 (I suck with pixel art), so I might need to ask for help at some point - I'll see how I go :)