| · Portal |
Help
Search
Members
Calendar
|
| Welcome Guest ( Log In | Register ) | Resend Validation Email |
| Pages: (2) [1] 2 ( Go to first unread post ) | |
| Boscop |
Posted: Apr 4 2008, 12:47 PM
|
|
Member Group: Programmers Posts: 31 Member No.: 3,040 Joined: 7-March 08 |
Crash Invaders
The game I'm currently programming is a classic space shooter with many features. I'm writing it because I missed some things in other space shooters and to improve my programming skills. You will soon see what this game has more compared to existing ones. It is also inspired from various PC space shooters and I implemented many ideas I had myself (like the destroyable borders). Here is a screenshot (not of the latest version though): ![]() Features of the game: Many different enemies, ships, weapons Many levels, extensible clever Teachermode (displays a normal homescreen filled with mathematical expressions Fully customizable background & borders Shop (future) where you can spend the money you collected Different kinds of enemies (very flexible): Normal, solid, Inverted, Bonus and many different combinations of attributes (speed, shield, punch, shooting mode, shooting frequency, special blow in effect, coin value ...) Enemies shoot differently Possibility to turn around your ship (with the corresponding cheat Grayscale Smooth graphics optional HUD Bonus ufo Many different options like difficulty, speed etc. Borders are destroyable and unique Highscore Cheats Ability to save & continue And much more... If you have any suggestions or questions you can post it here. Maybe you are also missing some features in other space shooters... |
| SuperKoolKid |
Posted: Apr 4 2008, 12:53 PM
|
|
Grand Hegemon of MeiRhume, Eccentricity incarnate Group: Staff Posts: 564 Member No.: 2,500 Joined: 24-December 07 |
Looks kool! I hope you are making it arcade style! Also, make sure with grayscale, you try to use dark gray more than light whenever possible, because it flickers less and is more easily distinguishable from black than light gray is from white.
|
| AaroneusTheGreat |
Posted: Apr 4 2008, 05:18 PM
|
|
Not just the 'pretty good' Group: Staff Posts: 915 Member No.: 773 Joined: 8-April 07 |
That looks pretty amazing
Keep it up! this one looks really promising |
| Ranman |
Posted: Apr 4 2008, 05:29 PM
|
|
Super Elite Group: Programmers Posts: 1,055 Member No.: 39 Joined: 31-October 05 |
WOW!
|
| SimonSaysBleed |
Posted: Apr 5 2008, 01:22 AM
|
|
Advanced Member Group: Members Posts: 116 Member No.: 2,634 Joined: 8-January 08 |
Dang, that is looking nice! Keep up the good work!
|
| Liazon |
Posted: Apr 5 2008, 06:51 PM
|
|
Advanced Member Group: Members Posts: 231 Member No.: 76 Joined: 15-April 06 |
that's so awesome!! luv the sprites too.
|
| Boscop |
Posted: Apr 7 2008, 05:02 PM
|
|
Member Group: Programmers Posts: 31 Member No.: 3,040 Joined: 7-March 08 |
Today I implemented some new enemies and ability to make bonus levels like those in this game. This is also the one where I got the idea of solid enemies from.
|
| Xphoenix |
Posted: Apr 7 2008, 05:12 PM
|
|
Advanced Member Group: Members Posts: 237 Member No.: 838 Joined: 28-April 07 |
Ship sprites=TEH UBER PWNAGE!
It's kind of hard to tell what's a bullet and what's the background, but I guess since you can even change the background (wow), it doesn't matter. Will there be an 89 version? Also, how large is the game so far? |
| Boscop |
Posted: Apr 7 2008, 05:32 PM
|
||||
|
Member Group: Programmers Posts: 31 Member No.: 3,040 Joined: 7-March 08 |
Yes, there will be one! But making a TI89 version means: 1. scaling all the sprites to 2/3 of size to make them fit on the screen 2. new status bar sprite 3. I will use the small custom font where I use the big one now and normal AMS font where I use the small custom font. 4. Scaling all the movements (and speed) when loading a level (which may lead to abberances) or writing complete new levels. 5. and more I haven't thought of yet So, before I start with the TI89 version I will probably finish the V200 / 92+ version
It exceeded the TIOS size limit (65514 bytes) last week so I created an external data variable. The size will increase with each feature I implement and each sprite I add. Currently the shop and the bonus weapon are on my todo list. The final file will be compressed. I also compress the levels (I compress almost everything) and so I can store 40 levels in ~13000 bytes. With all compressions it needs ~165000 bytes RAM at the moment. |
||||
| SuperKoolKid |
Posted: Apr 7 2008, 05:59 PM
|
|
Grand Hegemon of MeiRhume, Eccentricity incarnate Group: Staff Posts: 564 Member No.: 2,500 Joined: 24-December 07 |
I so utterly despise being impressed >:(
|
| bfr |
Posted: Apr 13 2008, 08:08 PM
|
|
Advanced Member Group: Members Posts: 177 Member No.: 75 Joined: 13-April 06 |
Awesome screen shot.
Haha I like the clever teacher mode. |
| simonzack |
Posted: Apr 19 2008, 09:24 AM
|
|
Advanced Member Group: Members Posts: 153 Member No.: 2,565 Joined: 1-January 08 |
I find it so awesome
I like the effect on the coins, too |
| AaroneusTheGreat |
Posted: Apr 19 2008, 05:01 PM
|
|
Not just the 'pretty good' Group: Staff Posts: 915 Member No.: 773 Joined: 8-April 07 |
Yea that is a neat effect isn't it?
What's the story on this game Boscop? Any new stuff? |
| Boscop |
Posted: Apr 20 2008, 04:19 PM
|
|
Member Group: Programmers Posts: 31 Member No.: 3,040 Joined: 7-March 08 |
Thanks for the feedback.
I’m very busy at the moment... When I have some time, I will implement the shop and the bonus weapons. And I have started to test the pseudo-code if statements I plan to implement in order to make the enemies’ movement more flexible (the movement is described with pseudo code, that’s why complicated actions are easy to realize: Instead of storing the coordinates for each step (like several shooters do) I have commands that take arguments (like ‘Move dist’, Wait ‘steps’ or ‘Shoot mode’). When I started coding this game I thought about an effective way to store the movement and this method appeared to be the most effective (it was my own idea)). I already use (for) loops (which can be nested In the future news about this game will be posted on the boolsoft board and I’ll link to them in this thread. |
| Boscop |
|
|
Member Group: Programmers Posts: 31 Member No.: 3,040 Joined: 7-March 08 |
|
Pages: (2) [1] 2 |
|