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Axelay

Started by genesis8, 14:11, 25 November 16

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genesis8

Any news on Axelay ? Web site link isnt good anymore.
____________
Amstrad news site at Genesis8 Amstrad Page

Bryce

Not sure what you mean. He was online yesterday, he hasn't gone anywhere.

Bryce.

Carnivius

Seeing Axelay as a topic name made me think someone's having a go at porting the classic SNES shooter to CPC.  Which would be crazy... except maybe for Batman Group? :P 
Favorite CPC games: Count Duckula 3, Oh Mummy Returns, RoboCop Resurrection, Tankbusters Afterlife

VincentGR

Quote from: Carnivius on 14:32, 25 November 16
Seeing Axelay as a topic name made me think someone's having a go at porting the classic SNES shooter to CPC.  Which would be crazy... except maybe for Batman Group? :P


Same here, but as you mentioned nothing can impress or surprise me anymore after PDreams...

Axelay


@Carnivius - I know, hopes dashed!  :laugh:

Quote from: genesis8 on 14:11, 25 November 16
Any news on Axelay ? Web site link isnt good anymore.


Sorry but I dont have a personal site any more.  That was with my old ISP and they removed that facility, so it disappeared.  It wasn't really used for news though, only for putting game releases on, and there are now better places for finding games since I first made that page.

Xyphoe

Quote from: Axelay on 15:42, 25 November 16
@Carnivius - I know, hopes dashed!  :laugh:


Sorry but I dont have a personal site any more.  That was with my old ISP and they removed that facility, so it disappeared.  It wasn't really used for news though, only for putting game releases on, and there are now better places for finding games since I first made that page.

Hey Axelay! Are you currently working on any new Amstrad games? :)

arnoldemu

Quote from: Xyphoe on 23:46, 26 November 16
Hey Axelay! Are you currently working on any new Amstrad games? :)
Give the man time to recover  ;D

CPCRetroDev is just finished:


My games. My Games
My website with coding examples: Unofficial Amstrad WWW Resource

sigh

Quote from: arnoldemu on 11:46, 27 November 16
Give the man time to recover  ;D

CPCRetroDev is just finished:


Holy crap! Bullet hell on the CPC?!?! This is lovely!

Puresox

oh wow nice work!!!

Axelay

Quote from: Xyphoe on 23:46, 26 November 16
Hey Axelay! Are you currently working on any new Amstrad games? :)


Always!  :)   As @arnoldemu points out though, the last release was barely a month ago, so the next will be some way off yet.

kawickboy

Hello Axelay, is there any update planed for megablasters ? Especially with a 4 battle-mode ?

Joseman

Quote from: kawickboy on 11:41, 28 November 16
Hello Axelay, is there any update planed for megablasters ? Especially with a 4 battle-mode ?
with M4 - wifi support!!!! :O

Enviado desde mi GT-N7100 mediante Tapatalk


sigh

Where can we download Dragon Attack?

@Axelay: Are the bullets sprites or are they some sort of "character or symbols" that's produced by the CPC?

Axelay

Quote from: kawickboy on 11:41, 28 November 16
Hello Axelay, is there any update planed for megablasters ? Especially with a 4 battle-mode ?


It's not the current project but it's not out of the question for a future project.


Quote from: sigh on 21:44, 28 November 16
Where can we download Dragon Attack?



You can get it from the competition results site, or at CPC-Power.

Quote from: sigh on 21:44, 28 November 16
@Axelay: Are the bullets sprites or are they some sort of "character or symbols" that's produced by the CPC?


They are 2x1 byte compiled sprites, effectively, depending on how you choose to define sprites.  There's no "character or symbols" display mode on the CPC, it's purely a bitmap.




Puresox

the graphic styling(title pages),is quite something. Very inspired ,with great flair. leading

kawickboy

Quote from: Axelay on 01:03, 29 November 16
It's not the current project but it's not out of the question for a future project.

There's a lack of such multiplayer games for retrogaming-party on CPC, so there's a market for it.

sigh

Quote from: Axelay on 01:03, 29 November 16

It's not the current project but it's not out of the question for a future project.



You can get it from the competition results site, or at CPC-Power.


They are 2x1 byte compiled sprites, effectively, depending on how you choose to define sprites.  There's no "character or symbols" display mode on the CPC, it's purely a bitmap.

So how many of these sprites are there on screen at one time?
Also - how much further can you take this game? It's very much like Ketsui DS where it was a boss rush game that worked very well. Would it be possible to include a proper level with enemies?

Axelay

Quote from: sigh on 23:09, 29 November 16
So how many of these sprites are there on screen at one time?


There's a maximum of 256 normal enemy bullets on screen at once.



Quote from: sigh on 23:09, 29 November 16
Also - how much further can you take this game? It's very much like Ketsui DS where it was a boss rush game that worked very well. Would it be possible to include a proper level with enemies?

It would depend on what you mean by taking the game further.  If you just mean adding waves of fodder enemies before the boss, it depends on how many and how fast.  It could be difficult without finding a much faster way of dealing with the bullet movement and display, or alternatively, rebalancing how you spend your cpu time.


The game is presently built around the idea that the normal enemy bullets and the bosses dont need to move very fast, so the bulk of the game elements can 'get away' with moving at just 17fps, allowing for a lot of cpu time, and so a lot of enemy bullets.  Then the player, player bullets, input, collision detection and one of the special enemy bullets are all updated under interrupt at 50fps to give the control response you'd expect for such a game.  Trying to introduce something like large numbers of fast moving enemies would mean that approach would need to be rethought.

sigh

Quote from: Axelay on 05:09, 01 December 16

There's a maximum of 256 normal enemy bullets on screen at once.



It would depend on what you mean by taking the game further.  If you just mean adding waves of fodder enemies before the boss, it depends on how many and how fast.  It could be difficult without finding a much faster way of dealing with the bullet movement and display, or alternatively, rebalancing how you spend your cpu time.


The game is presently built around the idea that the normal enemy bullets and the bosses dont need to move very fast, so the bulk of the game elements can 'get away' with moving at just 17fps, allowing for a lot of cpu time, and so a lot of enemy bullets.  Then the player, player bullets, input, collision detection and one of the special enemy bullets are all updated under interrupt at 50fps to give the control response you'd expect for such a game.  Trying to introduce something like large numbers of fast moving enemies would mean that approach would need to be rethought.

The current speed that you have looks perfect. With Cave games, they usually implement some type of slowdown on some of their previous games and some of their releases even made it a feature such as Espgaluda and Espgaluda 2.

I was thinking more of having the enemies shoot far fewer bullets or no bullets at all and instead have the bosses do the bullet hell like you already have.
I was just thinking that this change of pace could be really interesting:)

Anyway - just throwing out my 2 pence. What you have already done is wonderful and I didn't think it was even possible.

keith56

Quote from: sigh on 23:02, 01 December 16
The current speed that you have looks perfect. With Cave games, they usually implement some type of slowdown on some of their previous games and some of their releases even made it a feature such as Espgaluda and Espgaluda 2.

I was thinking more of having the enemies shoot far fewer bullets or no bullets at all and instead have the bosses do the bullet hell like you already have.
I was just thinking that this change of pace could be really interesting:)


The CPC game I am developing is "Inspired" by the cave game "Death Smiles"... "Coincidentally" due to the wondrous limitations of 8 bit, it also has a maximum of 256 bullets on screen...

Sadly I'm not the coder  that Axelay is, so the framerate is nothing compared to "Dragon attack's", but maybe it will be interest to you - My game will be released around Xmas, and is called "Chibi Akuma(s)"
Chibi Akumas: Comedy-Horror 8-bit Bullet Hell shooter!
Learn ARM, 8086, Z80, 6502 or 68000 with my tutorials: www.assemblytutorial.com
My Assembly programming book is available now on amazon!

ldaneels

Oh, I'm looking forward to seeing your project. There can't be enough bullet hell shooters :)

sigh

Quote from: keith56 on 00:40, 02 December 16
The CPC game I am developing is "Inspired" by the cave game "Death Smiles"... "Coincidentally" due to the wondrous limitations of 8 bit, it also has a maximum of 256 bullets on screen...

Sadly I'm not the coder  that Axelay is, so the framerate is nothing compared to "Dragon attack's", but maybe it will be interest to you - My game will be released around Xmas, and is called "Chibi Akuma(s)"

Death Smiles is a great game. I have it on my 360 and it's almost like a gothic version of Cotton:D
I look forward to your game.

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