Author Topic: Hyperdrive (development)  (Read 3168 times)

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Offline reidrac

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Re: Hyperdrive (development)
« Reply #25 on: 15:35, 22 December 21 »
Nice work. I guess the stars are being re-rendered a line up each frame, whilst the background is a smooth hardware scroll? If you skip half the stars each frame some will move slowly down, giving a layered parallax effect and possibly allowing a few more stars.


Perhaps the bullets could be smaller if that doesn't affect your vision of the game, instead of 4x8 they could be 2x4? Don't need to be masked either at that size. I guess they're asm-sprites for speed already.

The stars have a fixed position. If I allow them to move, I would have to track their variable y position and wrap when the screen wraps. Not impossible, but not what I wanted.

The enemy bullets aren't masked, the player ones are. For now I think I'm going to leave it like this. In my tests, smaller player bullets looked poor and I didn't like it. If I can make it fast enough without compromising the final result, I will.
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Offline reidrac

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Re: Hyperdrive (development)
« Reply #26 on: 21:02, 22 December 21 »
OK, it doesn't look too different to me; but is only 24 bytes.


https://twitter.com/reidrac/status/1473730224361717760

I don't like too much how it looks in two of the three emulators I usually work with. I'll run a test with the real thing to finally decide if I keep it.
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Offline Gryzor

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Re: Hyperdrive (development)
« Reply #27 on: 10:23, 23 December 21 »
I think it's better than before! However maybe you could change the star pattern, it looks a bit too artificial/not random.

What if those stars were not moving but flickering?
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Offline reidrac

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Re: Hyperdrive (development)
« Reply #28 on: 10:30, 23 December 21 »
I think it's better than before! However maybe you could change the star pattern, it looks a bit too artificial/not random.

Interesting! I thought an even distribution looked better!

What if those stars were not moving but flickering?

That was my original idea (flickering as in cycling colours). I can try that.
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Offline Gryzor

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Re: Hyperdrive (development)
« Reply #29 on: 10:38, 23 December 21 »
Well the human mind is set up to look for patterns, and I'm definitely seeing some zig-zags here :D
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Offline VincentGR

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Re: Hyperdrive (development)
« Reply #30 on: 12:24, 23 December 21 »
Or like mooncresta, moving and cycling.
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Offline reidrac

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Re: Hyperdrive (development)
« Reply #31 on: 01:20, 27 December 21 »
I didn't have a lot of time the last few days (happy Christmas!), but I've been working on internals related to the banks and sprites, and tonight I've been testing a new enemy.


https://twitter.com/reidrac/status/1475244030665625600

There are a few things that aren't great, but looks promising! :D
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Offline Gryzor

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Re: Hyperdrive (development)
« Reply #32 on: 08:39, 27 December 21 »
It does! Thanks for the update😀
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Offline ervin

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Re: Hyperdrive (development)
« Reply #33 on: 13:34, 27 December 21 »
This is indeed looking very promising!
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Offline GUNHED

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Re: Hyperdrive (development)
« Reply #34 on: 15:11, 27 December 21 »
Smooth scrolling, nice GFX, lots of sprites / bullets. This will be a great game!
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Offline Animalgril987

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Re: Hyperdrive (development)
« Reply #35 on: 15:27, 27 December 21 »
Looks like this will be a great game! :D
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Offline reidrac

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Re: Hyperdrive (development)
« Reply #36 on: 11:17, 28 December 21 »
Implemented chains and power ups; all WIP and needs balancing.


https://twitter.com/reidrac/status/1475757178153799684

The game moves fast, it will be too hard if I'm not careful! I like the power ups to move horizontally to make them more dynamic and harder to pick, but at this speed... it may not be a good idea! :D
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Offline Gryzor

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Re: Hyperdrive (development)
« Reply #37 on: 13:12, 28 December 21 »
Looking good!!

I don't know if it's just me, I always get Light Force vibes...
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Offline ralferoo

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Re: Hyperdrive (development)
« Reply #38 on: 15:50, 28 December 21 »
(deleted, I need my eyes tested!)
(EDIT 2: or just to read to the end of the thread! I just realised that in the post I replied to, the stars weren't parallax, and then when I replied, I could see them in parallax!)
« Last Edit: 15:54, 28 December 21 by ralferoo »
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Offline reidrac

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Re: Hyperdrive (development)
« Reply #39 on: 01:23, 29 December 21 »
OK, I couldn't resist!


https://twitter.com/reidrac/status/1475970132170219533

I mean, doesn't it look MUCH better? :D

(it uses pre-shifted sprites to get 1 pixel horizontal movement, but hey! this is a cartridge, I have lots of ROM!)
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Offline GUNHED

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Re: Hyperdrive (development)
« Reply #40 on: 02:55, 29 December 21 »
I mean, doesn't it look MUCH better? :D
Yes, it does! Great piece of work! Out of curiosity, how big is your assembled code (without GFX, just the code itself)?
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Offline reidrac

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Re: Hyperdrive (development)
« Reply #41 on: 10:36, 29 December 21 »
Yes, it does! Great piece of work! Out of curiosity, how big is your assembled code (without GFX, just the code itself)?

Currently around 9K, and once the engine is done, it will grow slowly. I think the code will fit in a 16K bank, but if it doesn't, I still have around 4K of unused RAM.
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Re: Hyperdrive (development)
« Reply #42 on: 20:17, 29 December 21 »
Pretty decent! I'm really looking forward to this game.  :) :) :)
Especially since scrolling is scarce and smooth scrolling is very rare to see.
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Offline reidrac

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Re: Hyperdrive (development)
« Reply #43 on: 10:47, 01 January 22 »
I got the bomb :D

Happy new year everybody!


https://twitter.com/reidrac/status/1477199443334246401
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Offline Gryzor

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Re: Hyperdrive (development)
« Reply #44 on: 11:25, 01 January 22 »
Happy and explosive new year!
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Offline reidrac

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Re: Hyperdrive (development)
« Reply #45 on: 22:41, 10 January 22 »
I have rewritten the enemy bullets. The "targetting" part of it to be precise. It wasn't perfect and, on top of that, turns out it was slow but I didn't notice until I had enough action on screen.


https://twitter.com/reidrac/status/1480638446926450692

Now I'm using a more accurate calculation with a 16-bit square root, that I thought it would be too expensive, but I was wrong! See: http://map.grauw.nl/sources/external/z80bits.html#3

I think I'm OK with the targetting, next is to rewrite the bullet update code in ASM (the bullets are still C until I'm 100% happy, it is easier prototyping this way).

I have implemented a couple of new tricks as well to reduce the drawing operations in some cases, but until the bullets are done I can't tell if I'm fast enough. Looks promising!
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Offline reidrac

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Re: Hyperdrive (development)
« Reply #46 on: Yesterday at 00:57 »
Quick update

I'm having a break from doing optimisations (and there's little left TBH). So it is level design time, and tonight I added some sound effects (some need tweaking I think).


https://twitter.com/reidrac/status/1486834800937873409
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Offline Gryzor

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Re: Hyperdrive (development)
« Reply #47 on: Yesterday at 07:19 »
Love the crunchy explosion sound, reminds me of Light Force🙂
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