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 [ Crash Invaders ] Overview, Upcoming classic space shooter
Boscop
Posted: Apr 4 2008, 12:47 PM


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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):

user posted image



Features of the game:

Many different enemies, ships, weapons
Many levels, extensible
clever Teachermode (displays a normal homescreen filled with mathematical expressions biggrin.gif ) and normal fast quit
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 happy.gif )
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... happy.gif
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SuperKoolKid
Posted: Apr 4 2008, 12:53 PM


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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.
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AaroneusTheGreat
Posted: Apr 4 2008, 05:18 PM


Not just the 'pretty good'


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That looks pretty amazing blink.gif smile.gif

Keep it up! this one looks really promising smile.gif
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Ranman
Posted: Apr 4 2008, 05:29 PM


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WOW! cool.gif
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SimonSaysBleed
Posted: Apr 5 2008, 01:22 AM


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Dang, that is looking nice! Keep up the good work!
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Liazon
Posted: Apr 5 2008, 06:51 PM


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that's so awesome!! luv the sprites too.
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Boscop
Posted: Apr 7 2008, 05:02 PM


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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.
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Xphoenix
Posted: Apr 7 2008, 05:12 PM


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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?
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Boscop
Posted: Apr 7 2008, 05:32 PM


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QUOTE
Will there be an 89 version?


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


QUOTE
Also, how large is the game so far?


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.
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SuperKoolKid
Posted: Apr 7 2008, 05:59 PM


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I so utterly despise being impressed >:(

wink.gif
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bfr
Posted: Apr 13 2008, 08:08 PM


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Awesome screen shot. cool.gif I like how it's fast-paced and the complicated movements of the ships.

Haha I like the clever teacher mode. laugh.gif
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simonzack
Posted: Apr 19 2008, 09:24 AM


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I find it so awesome cool.gif
I like the effect on the coins, too
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AaroneusTheGreat
Posted: Apr 19 2008, 05:01 PM


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Yea that is a neat effect isn't it?

What's the story on this game Boscop? Any new stuff?
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Boscop
Posted: Apr 20 2008, 04:19 PM


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Thanks for the feedback. smile.gif
I’m very busy at the moment... happy.gif
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 happy.gif ). The if statements will allow enemies to follow the ship or shoot if they are straight above it etc. The bosses will be based on them, too.
In the future news about this game will be posted on the boolsoft board and I’ll link to them in this thread.
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Boscop
  Posted: Jun 11 2008, 07:43 AM


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