Version 0.8
- adjusted menu controls (select/enter now selects the option, B/space allows you to roll through choices)
- added feature on 'options' menu to play through the music
- adjusted boss logic to give 'weapons' to use against the character (also, boss/weapons can 'kill' you)
- when boss is defeated, add 1 bonus life (up to max lives)
The game is nearly complete. Most of what is left now is to add the additional levels/music/graphics, and a few lingering "bugs"
I have another project in mind, but would like to see this one finished first before I get started.
I just played this game for the first time today, and let me say very impressive work. It's a lot of work I know to build a game like this from the ground up, and you've done it almost flawlessly.
I did however see a few issues with collision detection; nothing too major, but some clouds esepcially seemed to be off somehow.
Glad you enjoy it!· The project has been for me quite a learning experience.·
Collision detection is on my personal "to do" list once I can get the levels completed.· Right now it is only checking two quadrants·of the character.· I am actually thinking about re-writing the collision detection in PASM, so that it does not slow down the game.· I will say though that even on the "standard" Demo/ProtoBoard setup I am having to slow it down (which was not at all what I expected).·
Also on the list is adding sounds for shooting, enemies dying, etc.· Likely also means that the sound engine will have further enhancements.··The music data can be compressed (it is not being done right now) if I am running low on resources.
I would like to get it to a more 'complete' state, so any suggestion/feedback is welcome!
V0.9 now includes all 8 levels, and some additional small fixes to the code.
There are a few lingering issues that I plan on taking care of in the next few days, along with a few things that have been suggested by others.
This version has been sitting on my hard drive for a while. I haven't had enough time available at one setting to really work on it too much, but I thought I would at least get it posted so that anyone interested could play with it further.
Since FontGenerator seems to be downloaded/used quite a bit, I thought I might ask:
- Would it be worth the time/effort of rewriting in GCC for people who would like "native" support (Linux mostly, so that the Mono runtime is not required)?
- Would it be useful/worth the time investment to support the generation of .64c (Commodore) files?
Rather than the two options you listed, I'd rather have a mini editor which shows
an 8x8 grid, the hex number of the graphic, and a preview of the character.
an optional mode of 16x16 (edit four at a time), hex numbers, and preview graphic
would also be extremely handy. For bonus points, add the ability to past a graphic
in windows and continue to edit it in 16x16 editing mode.
How about something that looks like the pic below?
(Some days I wish I was fluent in .NET)
Added: On second thought, for triple score, toss Windows and do it right on the Prop.
Oldbitcollector said...
Rather than the two options you listed, I'd rather have a mini editor which shows
an 8x8 grid, the hex number of the graphic, and a preview of the character.
an optional mode of 16x16 (edit four at a time), hex numbers, and preview graphic
would also be extremely handy. For bonus points, add the ability to past a graphic
in windows and continue to edit it in 16x16 editing mode.
How about something that looks like the pic below?
(Some days I wish I was fluent in .NET)
Added: On second thought, for triple score, toss Windows and do it right on the Prop.
OBC
I am pretty someone else was taking on the task (for sprites at least) of Prop-based editing.· Certianly possible to do, and if it dosen't show up·I might try to tackle it.·
On the PC, there are already a score of other font/graphic editors that can limit themselves to 8x8 or 16x16 editing (several output to NES-style font tables).· So rewriting one of those probably dosen't make sense.
I·understand the appeal of developing "on chip" software, and certianly would like to see that go as far as it can.· That said, I will likely still do more Prop development on a PC platform, as there are significant advantages (processing power/memory, version control, etc.)·
@OBC,
I started looking into what it would take to do an on-Prop font/graphics editor, and, really is a little easier than I expected.
I am trying to figure out how to get .64c files to save correctly so that they can be opened "as-is" with AIGeneric. Once I can get that part accomplished I should be ready to release the code (plan on starting a new thread). I might in the meantime also update MythicFlight (a few more minor changes) and call it "complete."
It is pretty close to what you were describing, although the implementation is a little different.
I don't know if I could get it to compile under Sphinx, or make it "Sphinx-aware." It should be able to be used in a Sphinx/PropDOS/PropCMD environment though.
I went ahead and attached a screenshot, just to give an idea of how it works right now.
Yes, after I took the time to create that mspaint graphic I started thinking that it *would* be
easier to do on the Prop itself. I figured it would go on the back burner until after I got
the expo and a couple other prop-projects done. I'm really pleased you took it and ran!
An idea... (or two) {sorry if this is hijacking the Mythic Flight thread!}
A toggle to change the edit section into four colors so we can see where each font breaks from
the other. I'd rather not always edit in four colors, but I would like to see the breaks with a keypress.
A toggle to allow changing the color of the font character in the preview window.
I can see myself making 16x16 "sprite-alikes" that have a couple different colors and
I'd like to be able to see what they will look like together in the preview window.
(Within the limits of each character is one color "of course!")
Perhaps both of these could be accomplished with the same command... <SMIRK>
I noticed that users have to be logged in in order to download files from SavageCircuits.com (Propeller Powered forum), and I had posted updated code there, so I am including the same code here.
[noparse][[/noparse]Edit:] Looks like they can be downloaded from SavageCircuits without having to be logged in now. Good to have the code in more than one spot anyway [noparse];)[/noparse]
The changed version uses a different display driver (allowing 4-color graphics). Other than that, a few more bug fixes have been included.
Comments
Version 0.8
- adjusted menu controls (select/enter now selects the option, B/space allows you to roll through choices)
- added feature on 'options' menu to play through the music
- adjusted boss logic to give 'weapons' to use against the character (also, boss/weapons can 'kill' you)
- when boss is defeated, add 1 bonus life (up to max lives)
The game is nearly complete. Most of what is left now is to add the additional levels/music/graphics, and a few lingering "bugs"
I have another project in mind, but would like to see this one finished first before I get started.
I just played this game for the first time today, and let me say very impressive work. It's a lot of work I know to build a game like this from the ground up, and you've done it almost flawlessly.
I did however see a few issues with collision detection; nothing too major, but some clouds esepcially seemed to be off somehow.
Glad you enjoy it!· The project has been for me quite a learning experience.·
Collision detection is on my personal "to do" list once I can get the levels completed.· Right now it is only checking two quadrants·of the character.· I am actually thinking about re-writing the collision detection in PASM, so that it does not slow down the game.· I will say though that even on the "standard" Demo/ProtoBoard setup I am having to slow it down (which was not at all what I expected).·
Also on the list is adding sounds for shooting, enemies dying, etc.· Likely also means that the sound engine will have further enhancements.··The music data can be compressed (it is not being done right now) if I am running low on resources.
I would like to get it to a more 'complete' state, so any suggestion/feedback is welcome!
Post Edited (trodoss) : 7/1/2009 10:37:31 PM GMT
V0.9 now includes all 8 levels, and some additional small fixes to the code.
There are a few lingering issues that I plan on taking care of in the next few days, along with a few things that have been suggested by others.
This version has been sitting on my hard drive for a while. I haven't had enough time available at one setting to really work on it too much, but I thought I would at least get it posted so that anyone interested could play with it further.
- Would it be worth the time/effort of rewriting in GCC for people who would like "native" support (Linux mostly, so that the Mono runtime is not required)?
- Would it be useful/worth the time investment to support the generation of .64c (Commodore) files?
Thanks!
an 8x8 grid, the hex number of the graphic, and a preview of the character.
an optional mode of 16x16 (edit four at a time), hex numbers, and preview graphic
would also be extremely handy. For bonus points, add the ability to past a graphic
in windows and continue to edit it in 16x16 editing mode.
How about something that looks like the pic below?
(Some days I wish I was fluent in .NET)
Added: On second thought, for triple score, toss Windows and do it right on the Prop.
OBC
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
New to the Propeller?
Visit the: The Propeller Pages @ Warranty Void.
Post Edited (Oldbitcollector) : 8/15/2009 3:34:24 AM GMT
On the PC, there are already a score of other font/graphic editors that can limit themselves to 8x8 or 16x16 editing (several output to NES-style font tables).· So rewriting one of those probably dosen't make sense.
I·understand the appeal of developing "on chip" software, and certianly would like to see that go as far as it can.· That said, I will likely still do more Prop development on a PC platform, as there are significant advantages (processing power/memory, version control, etc.)·
I started looking into what it would take to do an on-Prop font/graphics editor, and, really is a little easier than I expected.
I am trying to figure out how to get .64c files to save correctly so that they can be opened "as-is" with AIGeneric. Once I can get that part accomplished I should be ready to release the code (plan on starting a new thread). I might in the meantime also update MythicFlight (a few more minor changes) and call it "complete."
It is pretty close to what you were describing, although the implementation is a little different.
I don't know if I could get it to compile under Sphinx, or make it "Sphinx-aware." It should be able to be used in a Sphinx/PropDOS/PropCMD environment though.
I went ahead and attached a screenshot, just to give an idea of how it works right now.
Yes, after I took the time to create that mspaint graphic I started thinking that it *would* be
easier to do on the Prop itself. I figured it would go on the back burner until after I got
the expo and a couple other prop-projects done. I'm really pleased you took it and ran!
Looking forward to playing with it!
OBC
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
New to the Propeller?
Visit the: The Propeller Pages @ Warranty Void.
A toggle to change the edit section into four colors so we can see where each font breaks from
the other. I'd rather not always edit in four colors, but I would like to see the breaks with a keypress.
A toggle to allow changing the color of the font character in the preview window.
I can see myself making 16x16 "sprite-alikes" that have a couple different colors and
I'd like to be able to see what they will look like together in the preview window.
(Within the limits of each character is one color "of course!")
Perhaps both of these could be accomplished with the same command... <SMIRK>
OBC
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
New to the Propeller?
Visit the: The Propeller Pages @ Warranty Void.
I noticed that users have to be logged in in order to download files from SavageCircuits.com (Propeller Powered forum), and I had posted updated code there, so I am including the same code here.
[noparse][[/noparse]Edit:] Looks like they can be downloaded from SavageCircuits without having to be logged in now. Good to have the code in more than one spot anyway [noparse];)[/noparse]
The changed version uses a different display driver (allowing 4-color graphics). Other than that, a few more bug fixes have been included.
Enjoy!
--trodoss
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Visit the Propeller Powered SIG·fourm kindly hosted at Savage Circuits
Game(s) Mythic Flight
Utilities Font Editors (AIGeneric, Potato_Text, etc.)
Post Edited (trodoss) : 4/14/2010 3:18:24 AM GMT