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Found 4 results

  1. Version 1.1.1

    175 downloads

    This is a shoot'em up game in progress. Gradually I'll update this game as it progresses, but currently this is a non-playable game. This demo for the moment documents the tile engine. This lava planet is under attack! The player will defend the planet using an evolving ship configuration, and will need to use various landing stations on the background for repaing, refuelling and recharging weapons. The background will also contain various defense capabilities but will also contain enemy attack sites deployed on the planet! I use various softwares to create the graphics of the game myself (which is a lot of work!). But to speed-up the work, and to make the graphics modular, this method is the way to go! The base software for graphics modelling is Blender (blender.org - Home of the Blender project - Free and Open 3D Creation Software). This allows me to create 3D models and to generate the graphics in retro style, pixel perfect! Tiling is done using Pyxel Edit (Pyxel Edit: pixel art and tileset creation tool) to create the tiles used for the background, based on the generated background from Blender. Sprite animations and graphics fine tuning (like palette creation and remapping), using done using Aseprite (Aseprite - Animated sprite editor & pixel art tool). The background tile engine generates a random generated background, which will result in the player needing to be tactical or strategical in his choices as time evolves. The placement of the tiles is dynamic, based on a weighted system, so the randomness can still be "tuned" over time. The idea is that on this background, through further weighted randomness, more and more enemy installations will appear, (and less friendly installations) and that the player will need to be careful when to recharge, repair or refluel! Different levels will of course make this game more difficult, but that is the future ... You can find the complete code of this game here: X16_Code/cx16-tileengine at main · FlightControl-User/X16_Code (github.com) This program MUST be started from an sdcard, as it uses proprietary loadroutines that only work on the emulator using an sdcard configuration. These load routines are necessary to have complete control of the memory in the X16! Download the files into a folder, Unzip the x16.zip file, which creates an x16.vhd file. Run x16emu -sdcard x16.vhd -prg tileengine.prg -run to run the demo. Please try it out and let me know if you think this start and concept has potential and what I would need to be careful of or change.
  2. TextElite View File Imagine yourself, commander Jameson, in the cockpit of the Cobra MK-III with 100 Cr. in your bank and stationed on Lave, one of the more well known colonized planets. You're setting out to be a master trader and to get rich by exploiting commodity markets across the galaxy! This simulation engine is very faithful to the original procedural universe algorithms found in the actual Elite game. There are 8 galaxies to explore, each containing 256 totally different inhabited planets that you can travel to. Each planet is named, has certain government types and inhabiting species, and you can read a short description that characterizes the planet and what it is famous or notorious for. Of course every planet has a commodity trade market, and you have to exploit the various supplies or shortages and price differences to make your fortune! A simple navigation star map of the local cluster and full galaxy is also available. You can save and reload your progress to continue at a later time. Source code here https://github.com/irmen/prog8/blob/master/examples/textelite.p8 Written in Prog8, converted from original C source code obtained from http://www.elitehomepage.org/text/index.htm (this game can also run on the C-64 if you recompile it for that machine target) Submitter desertfish Submitted 10/11/20 Category Games  
  3. desertfish

    TextElite

    Version 1.2

    67 downloads

    Imagine yourself, commander Jameson, in the cockpit of the Cobra MK-III with 100 Cr. in your bank and stationed on Lave, one of the more well known colonized planets. You're setting out to be a master trader and to get rich by exploiting commodity markets across the galaxy! This simulation engine is very faithful to the original procedural universe algorithms found in the actual Elite game. There are 8 galaxies to explore, each containing 256 totally different inhabited planets that you can travel to. Each planet is named, has certain government types and inhabiting species, and you can read a short description that characterizes the planet and what it is famous or notorious for. Of course every planet has a commodity trade market, and you have to exploit the various supplies or shortages and price differences to make your fortune! A simple navigation star map of the local cluster and full galaxy is also available. You can save and reload your progress to continue at a later time. Source code here https://github.com/irmen/prog8/blob/master/examples/textelite.p8 Written in Prog8, converted from original C source code obtained from http://www.elitehomepage.org/text/index.htm (this game can also run on the C-64 if you recompile it for that machine target)
  4. Space Flight View File This is a shoot'em up game in progress. Gradually I'll update this game as it progresses, but currently this is a non-playable game. This demo for the moment documents the tile engine. This lava planet is under attack! The player will defend the planet using an evolving ship configuration, and will need to use various landing stations on the background for repaing, refuelling and recharging weapons. The background will also contain various defense capabilities but will also contain enemy attack sites deployed on the planet! I use various softwares to create the graphics of the game myself (which is a lot of work!). But to speed-up the work, and to make the graphics modular, this method is the way to go! The base software for graphics modelling is Blender (blender.org - Home of the Blender project - Free and Open 3D Creation Software). This allows me to create 3D models and to generate the graphics in retro style, pixel perfect! Tiling is done using Pyxel Edit (Pyxel Edit: pixel art and tileset creation tool) to create the tiles used for the background, based on the generated background from Blender. Sprite animations and graphics fine tuning (like palette creation and remapping), using done using Aseprite (Aseprite - Animated sprite editor & pixel art tool). The background tile engine generates a random generated background, which will result in the player needing to be tactical or strategical in his choices as time evolves. The placement of the tiles is dynamic, based on a weighted system, so the randomness can still be "tuned" over time. The idea is that on this background, through further weighted randomness, more and more enemy installations will appear, (and less friendly installations) and that the player will need to be careful when to recharge, repair or refluel! Different levels will of course make this game more difficult, but that is the future ... You can find the complete code of this game here: X16_Code/cx16-tileengine at main · FlightControl-User/X16_Code (github.com) This program MUST be started from an sdcard, as it uses proprietary loadroutines that only work on the emulator using an sdcard configuration. These load routines are necessary to have complete control of the memory in the X16! Download the files into a folder, Unzip the x16.zip file, which creates an x16.vhd file. Run x16emu -sdcard x16.vhd -prg tileengine.prg -run to run the demo. Please try it out and let me know if you think this start and concept has potential and what I would need to be careful of or change. Submitter svenvandevelde Submitted 01/25/21 Category Demos  
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