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trodoss
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   Posted 11/25/2008 7:12 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Hi all!


This project is a side-scrolling flying game. It is nearly complete -- Just a few more lingering bugs to clean up!

The game engine is based on the AIGeneric v2.1 driver, with some alterations.

***You may need to comment/uncomment the indicated sections at the top of the main code for your particular setup (especially HYDRA users).  It is set up for Proto/Demo boards by default***


Mythic Flight

Version 0.9

- added additional values for monsters/max levels/max music
- added the remaining levels (now 8 levels in the game)



Guide Aquila on his mythical quest to defeat the minions of chaos (...or, something like that ;)



Levels:

----------------------------------------------------------

Level 1.1 - Cloud Palace - Boss: Flying Warrior
Level 1.2 - Mystic Mountians - Boss: Thunder Tyrant
Level 2.1 - Thundering Caves - Boss: Giant Bat
Level 2.2 - The Undermines - Boss: Magic Blade
Level 3.1 - Perilous Forest - Boss: Giant Spider
Level 3.2 - Scrubland - Boss: Minotaur
Level 4.1 - Valley of Lost Souls - Boss: Grim Reaper
Level 4.2 - Land of Chaos - Boss: Chaotic Beast




Game Features:

----------------------------------------------------------
- pseudo-scrolling (horizontal) gameplay
- gamepad (NES) or keyboard input
- basic sound driver MythicFlight_Music
- 'options' menu, allowing the selection/adjustment of lives, starting level, etc.
- loading/use of level/enemy objects from MapGenerator data





Hopefully you will enjoy playing it as much as I am having fun making it!

--trodoss



For anyone that wants to play around with the code, there are two applications that are included:



FontGenerator -- A command-line application to create the "font" (characters) used with AIGeneric-based code. *Note* This code has been moved to another thread. To find the latest FontGenerator, see: http://forums.parallax.com/forums/default.aspx?f=33&m=377666



MapGenerator (v0.6) -- A command-line application (uses a specific format, see "Level_Data.txt" in the .zip file) to create/edit the level(s) for the game.



Both MapGenerator and FontGenerator are C# command-line applications (source included) compiled under .NET framework 2.0 (v2.0.50727). If you have the Mono runtime installed on Linux, you should be able to run these as well.

Post Edited (trodoss) : 9/16/2009 2:03:23 PM GMT



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trodoss
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   Posted 11/25/2008 7:16 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Screenshot (taken from Gear) of what gameplay looks like, and the level bosses.

Post Edited (trodoss) : 9/16/2009 2:45:09 PM GMT


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Oldbitcollector
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   Posted 11/25/2008 7:36 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
This looks great! I'm looking forward to having some time to fool with it later.

Can you tell me a little more about how you got that screen shot from Gears?
I've never worked with Gears, just catching bits and pieces in various threads.

Also, How did you create your MAP data? Was this by hand or did you use some
special conversion software to convert a graphic?

OBC


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trodoss
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   Posted 11/25/2008 8:00 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Oldbitcollector said...

Can you tell me a little more about how you got that screen shot from Gears?
I've never worked with Gears, just catching bits and pieces in various threads.
I used the 'Television' plugin for Gear. If you wanted to try this, here are roughly the steps requried:
When you select the .binary you wish to execute, and it opens a window for the binary (it has a cog on the lefthand pane) you  will see an additional menu that has 'Open Plugin'.  From there, select the "Television.xml" plugin, and then execute the "Run" function.  It will (slowly) start to render the image on the screen.  From there, I did a simple screen capture, and then pasted it into Gimp from the clipboard.  There was another screen capture that was posted  some time ago on the forums that I was going to look up to see how it works.  I vaguely remember it being used on another Hydra game (maybe JT Racer?)
[Edit:] if you do use Gear, and are not using the 'standard' pins for video output (as in the case of the Hydra), you will need to modify the Television.xml to use the correct pins to get this to work.  The "plugin" is written in C#, and is imbedded into the XML document.
 
Also, How did you create your MAP data? Was this by hand or did you use some special conversion software to convert a graphic? OBC
Right now, yes, by hand.  I am planning on writing a "quick and dirty" level editor though.  I could use Mappy, but based on the way I am doing it right now (each 'pattern' is a 1x20 character vertical 'slice' that can be repeated in a pattern to make the screen/level), it would be challenging.  If you think you would find this at all useful in your own project I can certianly make it "user friendly."
 

Post Edited (trodoss) : 11/25/2008 4:05:35 PM GMT

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JT Cook
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   Posted 11/25/2008 11:32 AM (GMT -8)    Quote This PostAlert An Admin About This Post.

I actually made my own a while back (I think it was before Gear). The idea was that I wanted a 1:1 pixel representation of what was thrown on the TV screen. What I did was have a "fake" TV driver that sat along with the real TV driver. Then when I wanted to grab a screen shot, I would stop the real TV driver, and invoke the fake TV driver which sent the pixel data over the serial link (instead of rendering the TV signal). Then I would shut down the fake TV driver and start up the real one. That way I can take a screen shot at any point the program. I also had a client program sitting on the PC hooked up to the Hydra through serial (connected the same way of when you want to reprogram the hardware) and it just basically waited for pixel data.

http://forums.parallax.com/forums/default.aspx?f=33&m=198032

I haven't looked at the AIGeneric driver (and probably won't have time to) but I am sure with a little work the same thing could be added to it.

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trodoss
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   Posted 11/25/2008 11:46 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
@JT Cook,

Thanks! I will take a look at your screen capture and see what it might take to make it work the same.
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Oldbitcollector
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   Posted 11/25/2008 11:48 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Just got a chance to run this.. Nice side scroller!
I'm looking forward to seeing more of this...

OBC


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Baggers
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   Posted 11/25/2008 11:57 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
trodoss, looking cool so far :)
great little animated character too.


http://www.propgfx.co.uk/forum/ home of the PropGFX Lite
 

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trodoss
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   Posted 11/26/2008 11:51 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
@Baggers
Thanks! Working with single color graphics has been interesting. Hopefully it will turn out well (or could always be re-written later using the PropGFX if it doesn't)
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Baggers
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   Posted 11/26/2008 12:12 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
yeah ;) ya never know :) looks like it'll turn out well the way it's going at the moment though.
if it works out well, you could do always do a sequel on PropGFX lol


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Parallel Universe
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   Posted 11/26/2008 4:14 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Nice!
I haven't used AIGeneric, but is it possible to set the background to blue? If you wanted to, you could try for a starfield effect if you need to stick with black.


 </Parallel Universe>

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trodoss
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   Posted 11/27/2008 10:28 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
@Parallel Universe
Thanks, and yes, technically I could 'alter' AIGeneric further and change the background color, but right now I will probably stick with black. I have done the graphics so far with the backgound color 'black' in mind. Part of it is that it is the kind of look that some of the games it is being based on uses (think something like "Kid Icarus" for the NES). The starfield though is a good idea! I might expirament with that if I can spare the resources.

At some point I might re-write (or make a sequel, as Baggers mentioned) in higher resolution, use 4-color sprites, and use a more "smooth" (pixel-perfect) style of scrolling--taking advantage of additional resources (like the PropGFX, or the Hydra Xtreme SRAM expansion).
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Parallel Universe
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   Posted 11/29/2008 2:13 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
It just took me a second to understand the clouds and the bird with the black background. The bird looks really nice, by the way.


 </Parallel Universe>

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trodoss
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   Posted 12/1/2008 9:05 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
I uploaded a minor update.  It now uses data created by a simple command-line level generator (MapGenerator).  [Edit:] This has been posted at the top of the thread.  I am in the process of working out the enemy handling (and collision) code.  It should be actually "playable" soon :)
 
Attached is a more recent screenshot.
 
--trodoss

Post Edited (trodoss) : 12/2/2008 5:17:51 AM GMT


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Baggers
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   Posted 12/2/2008 12:28 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
looks cool trodoss, will download later when I have some time and have a real look :)


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Oldbitcollector
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   Posted 12/2/2008 11:18 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Looking forward to looking this over later myself.

I love the map creator! More tools to make toys!

OBC


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trodoss
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   Posted 12/5/2008 10:55 AM (GMT -8)    Quote This PostAlert An Admin About This Post.

I have updated both the MythicFlight code (now v0.3) and the MapGenerator (v0.2).  I had hoped to have this 'fully playable,' however I have been busy.  I thought though that I would post what I had so at least I would feel like I made progress tongue

The change/update is the inclusion of the enemy handling and the start of the collision detection.  The main character can't die (that is good, right?) but can 'shoot' and can hit the random enemies in the level right now.

[Ediit:] To fire, use the "B" button on the gamepad.  Forgot to mention that before ;)  "A" may be a sort of 'power attack' (requiring the pickup of item(s) -- haven't gotten there yet for sure ;)

Once I get it fully working I will likely 'overhaul' what is there, to work out better timing (and optimizations).  It is 'choppy' right now because I am using 'WAITCNT' (instead of 'WAITVID' and counters to have faster/slower movement on certian elements).  So, defininately more work to do.

[Edit:] Also, there are odd little buggy quirks (like the arrow 'wrapping around,' and some of the boundary checks) that I know about, but have not yet addressed.  Just more to work on ;) 
 
*[On another note...] Daily Deal the past few days have been tempting (yesterday -- ProtoBoard $17 US, and now PPDB $118 US + free shipping weekend...)  I wonder if they will put the Hydra on the Daily Deal before the "ship by Christmas" cut-off ;)

Post Edited (trodoss) : 12/5/2008 8:58:49 PM GMT

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Oldbitcollector
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   Posted 12/5/2008 7:29 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
The update works great!

I've placed SPYDRIVER on hold until I get my Christmas Card done, then I'll jump back in and join the game fun!

OBC


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trodoss
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   Posted 12/8/2008 8:23 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
@OBC,
Thanks! I am hoping to have it finished before the first of the year, so I think I have my work cut out for me.
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Bamse
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   Posted 12/9/2008 7:14 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
I think you are up to a great start...

Looking forward to play the finished game...


Living on the planet Earth might be expensive but it includes a free trip around the sun every year...

Experience level:
[ ] Let's connect the motor to pin 1, it's a 6V motor so it should be fine.
[ ] OK, I got my resistors hooked up with the LEDs.
[X] I got the Motor hooked up with the H-bridge and the 555 is supplying the PWM.
[ ] Now, if I can only program the BOE-BOT to interface with he Flux Capacitor.
[ ] I dream in SX28 assembler...

/Bamse

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trodoss
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   Posted 12/19/2008 9:01 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
@Bamse
Thanks!

I was getting ready to clean up a few things and post an update, but my mini LCD monitor died before I could test my last few changes. I hope to have the changes tested and uploaded so that everyone can play it within the next few days (barring any further technical difficulties).

I have the game now loading the levels, and the player can actually get killed (boo!). One of the things I would like to do is add sound, so I will be investigating HDMF and/or HSS to see what I can get working. It all depends on how much extra I can 'cram' in (trying to stay < 32k for now).
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Oldbitcollector
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   Posted 12/20/2008 8:51 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Time to add this to my software index..
Is this game a clone or based on another game?

Looks great... (and needs a wimp mode.. :)

OBC


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trodoss
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   Posted 12/21/2008 8:12 PM (GMT -8)    Quote This PostAlert An Admin About This Post.

Finally got a 'replacement' TV (thank goodness for that switch to 'digital' format in the US--made it conveniently inexpensive!) so I should be able to get a 'better' version posted soon.  Still no sound, though I have been expiramenting with HSS a little bit.

@OBC,

Technically not based on any one game, but anything in the 'side scrolling' genre would be pretty close.  Parts of Kid Icarus (NES) or maybe Legendary Wing would be an influence graphics-wise. 

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trodoss
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   Posted 12/24/2008 8:57 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Hello!

I finally got around to posting an updated version. The post at the top of the thread has the latest versions of the game and the map generator.  It should be a little more 'complete' than the last version. I am working on the 'boss' logic (so they don't just stay in one place smilewinkgrin like they are doing right now), and then I will add the auto level advancing/music.  Once I get that done, I am going to go back and do a little optimization and work on timing.  Should be doable, right?

I also updated the mapgenerator (which now has the start of the 'boss' definitions), and can generate 'screens' (non-level background data).

Post Edited (trodoss) : 12/24/2008 8:16:34 PM GMT

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trodoss
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   Posted 1/19/2009 2:53 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Just a quick note:

I got sidetracked by investigating incorporating music/SFX, and studying Bamse's tutorials on graphics, but am still working on the project.

I have made progress on 'boss' logic, and looked at addressing some of the nagging timing issues that are in the game (arrows are faster; enemies are slower). I hope to have a post-worthy update soon.
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