PROJECT: MYTHIC FLIGHT (v0.9) and Remix (v1.1)
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 version 0.9 uses AIGeneric v2.1 driver, with some alterations.
The game version 1.1 uses the ORE Text driver (4-color), also with some alterations.
** The game version 0.9 uses the Map Generator v0.6, and the game version 1.1 uses Map Generator v0.7· -- there were "breaking changes" made to the map generator in v0.7, so do not try this on the older code **
I have left the older,·AIGeneric version in case that is still useful for someone using the AIGeneric display driver.
***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)
(Remix) Version 1.1
- changed to use the ORE display driver
- corrected issue with keyboard not working without NES gamepad included
Guide Aquila on his mythical quest to defeat the minions of chaos (...or, something like that [noparse];)[/noparse]
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/showthread.php?p=833043
MapGenerator (v0.6/v0.7) -- 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.
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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) : 4/13/2010 9:44:16 PM GMT
This project is a side-scrolling flying game. It is nearly complete -- Just a few more lingering bugs to clean up!
The game version 0.9 uses AIGeneric v2.1 driver, with some alterations.
The game version 1.1 uses the ORE Text driver (4-color), also with some alterations.
** The game version 0.9 uses the Map Generator v0.6, and the game version 1.1 uses Map Generator v0.7· -- there were "breaking changes" made to the map generator in v0.7, so do not try this on the older code **
I have left the older,·AIGeneric version in case that is still useful for someone using the AIGeneric display driver.
***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)
(Remix) Version 1.1
- changed to use the ORE display driver
- corrected issue with keyboard not working without NES gamepad included
Guide Aquila on his mythical quest to defeat the minions of chaos (...or, something like that [noparse];)[/noparse]
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/showthread.php?p=833043
MapGenerator (v0.6/v0.7) -- 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.
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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) : 4/13/2010 9:44:16 PM GMT
Comments
[noparse][[/noparse]Edit:] Updated to include the 4-color graphics version screenshots.
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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) : 4/13/2010 9:41:38 PM GMT
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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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?)
[noparse][[/noparse]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.
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
http://forums.parallax.com/showthread.php?p=657569
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.
Thanks! I will take a look at your screen capture and see what it might take to make it work the same.
I'm looking forward to seeing more of this...
OBC
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great little animated character too.
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·
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)
if it works out well, you could do always do a sequel on PropGFX lol
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http://www.propgfx.co.uk/forum/·home of the PropGFX Lite
·
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.
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·</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>
Attached is a more recent screenshot.
--trodoss
Post Edited (trodoss) : 12/2/2008 5:17:51 AM GMT
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·
I love the map creator! More tools to make toys!
OBC
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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.
[noparse][[/noparse]Ediit:] To fire, use the "B" button on the gamepad.· Forgot to mention that before [noparse];)[/noparse]· "A" may be a sort of 'power attack' (requiring the pickup of item(s) -- haven't gotten there yet for sure [noparse];)[/noparse]
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.
[noparse][[/noparse]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 [noparse];)[/noparse]·
*[noparse][[/noparse]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 [noparse];)[/noparse]
Post Edited (trodoss) : 12/5/2008 8:58:49 PM GMT
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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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.
Looking forward to play the finished game...
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Living on the planet Earth might be expensive but it includes a free trip around the sun every year...
Experience level:
[noparse][[/noparse] ] Let's connect the motor to pin 1, it's a 6V motor so it should be fine.
[noparse][[/noparse] ] OK, I got my resistors hooked up with the LEDs.
[noparse][[/noparse]X] I got the Motor hooked up with the H-bridge and the 555 is supplying the PWM.
[noparse][[/noparse] ] Now, if I can only program the BOE-BOT to interface with he Flux Capacitor.
[noparse][[/noparse] ] I dream in SX28 assembler...
/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).
Is this game a clone or based on another game?
Looks great... (and needs a wimp mode.. [noparse]:)[/noparse]
OBC
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@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.
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·
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
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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·
I had thought that timing was what was needed for things, but after a bit of playtesting...found that wat was *really* needed was to be able to shoot more than one arrow at once [noparse];)[/noparse]· If it was frustrating me, it would surely frustrate everyone else.· And, the 'target' area to hit an enemy increaed, because if it looks like it should hit them it should hit, right?··Also, making the levels slightly less difficult seemed necessary.
I have been working on adding sound/music, but took it out for now so that a playable version could be posted (took out my odd expiramenting).
I am contemplating re-writing the display driver now, so that I can define foreground and background per character and change the resolution a bit now that I understand that part a little better. However, that may wait for another project [noparse];)[/noparse]
Post Edited (trodoss) : 1/22/2009 4:49:31 PM GMT
Right now bosses do not 'shoot' anything at you, but I may change it so that they do--or at least do something else. Just chasing them around the screen and shooting them gets old fast.
Let me know if you have any suggestions.
Mythic Flight
Version 0.5b
- Minor update: added comboKeyboard, so keyboard now supported
The post at the beginning of the thread has the updated code.
[noparse][[/noparse]Edit:] Keyboard mapping:
Enter = SELECT
Space = Fire (B)
Arrow Keys = Move
Post Edited (trodoss) : 6/16/2009 2:26:00 AM GMT
Version 0.6
- added sound driver MythicFlight_Music, and audio pin configuration
- adjusted level 1.1 to make it more playable
The sound engine was originally HSS, but I wanted to make it so that it could be edited in a text editor, so I opted for a very simple (crude actually) music engine that can can use RTTTL format in the MapGenerator application. The goal was to have a format that it can be edited by hand (so no additional software would be required). Since I coded it in a few hours it is *definately* in need of refinement. I have several bugs/refinements to sort out just with the sound engine. Right now has that 'plinky' sort of sound that reminds me of old 'PC Speaker' music.
Also, I went back and adjusted the first level (level 1.1), as I have heard several times that it started off far too hard (you had to immediately move the character down, or would 'bump' into the first cloud).
Version 0.7
- added 'options' menu to change lives/starting level
- corrected sound issues (octave/notes)
I may add additional "options" on the option menu, but will depend on how much free RAM/stack is left when all of the levels and music are present.