Jump to content

New game uploaded: Invaderz


AndyMt
 Share

Recommended Posts

8 hours ago, Fnord42 said:

No, have a look here: https://github.com/commanderx16/x16-docs/blob/master/VERA Programmer's Reference.md
The VERA does a fixed resolution of 640x480@60Hz, smaller resolutions are actually done via scaling.

To be clear, is that one scaling parameter, or is it a choice of (640,320)x(480,240) logical bitmaps with an additional scaling to what part of the logical bitmap is shown on the screen?

All I need right now is the "old KERNAL" call to the number of characters per row in the screen mode, so my "SuperCPU C64" emulator and x16emu displays both work correctly from the same binary, but eventually I am sure there is going to be a demand for output to the proportional character display w/embedded bitmaps, a la GeoForth.

Edited by BruceMcF
Link to comment
Share on other sites

No it is actually two parameters, and they can work idependently.

So you can set hscale to 64 and get 320 and vscale to 52 (as far as I remember from my old brain) and that gives you 200... So you have a resolution of 320x200. So you can scale to any value. I have not tried myself what happens if you scale to anything between 64 and 52 ... 

Regarding the number of characters per Row... that is also affected by vscale and hscale.. 
128 for hscale equals 80 characters. Where 64 equals 40 characters and so on... 16 would equal 10 characters 🙂 

AFAIK (not 100% sure) you can only scale the whole VERA. That means, you cannot scale the two layers with differenet scaling parameters.

  • Like 2
Link to comment
Share on other sites

Just to be clear though, in "screen 128" mode, it's scaled to 320x240, but then the bottom border is made bigger, so it cuts off the bottom 40 pixels.  If it was scaled to 320x200 it would probably look a little squished, hence having the black border on the bottom.

  • Like 1
Link to comment
Share on other sites

New Version 0.4:

Some gameplay changes:

  • Level is lost when bottom enemy progresses to shields/fortress.
    You then fall back to the previous level and can try to advance again.
  • If you fail level 1, then the game is over, too (or all lives lost).
  • Enemy movements get more difficult with each level.
    They move faster, they advance faster. Patterns still the same
  • Player sprite now has more realistic lag, when changing direction.
    Let me know what you think about this one. It was just unrealistically fast with the mouse, so I made it more difficult.

Other improvements:

  • More Levels!
    The background story is now more complete. The descriptions for levels > 2 don't yet match the description in relation to enemy behavior or motherships etc.
  • Different enemy sprites
    I experiment with different enemy styles now. Most will probably be replaces later again. I like the martians, though 😉...  
  • Sprite animation for player sprite
    Player spaceship now shows thruster plumes and tilts when moving.
  • Like 2
Link to comment
Share on other sites

  • 2 weeks later...
  • 3 weeks later...

New Version 0.6:

  • More enemy sprites, final designs
    These sprites should now be complete. Maybe I'll fine tune them later. VRAM constraints won't allow more enemies, without loading them in the fly.
  • Animated enemy sprites
    All enemy sprites are now animated with 4 frames each. Despite the number of sprites on the screen this seems to be no performance issue yet.
  • More diverse level compositions
    The formations of enemies is now more diverse

Next I'll probably try to make some enemies break formation and attack. Or maybe I have them close their ranks from time to time. Let's see 🙂.

Link to comment
Share on other sites

  • 3 months later...
On 10/22/2020 at 11:35 PM, AndyMt said:

New Version 0.6:

  • More enemy sprites, final designs
    These sprites should now be complete. Maybe I'll fine tune them later. VRAM constraints won't allow more enemies, without loading them in the fly.
  • Animated enemy sprites
    All enemy sprites are now animated with 4 frames each. Despite the number of sprites on the screen this seems to be no performance issue yet.
  • More diverse level compositions
    The formations of enemies is now more diverse

Next I'll probably try to make some enemies break formation and attack. Or maybe I have them close their ranks from time to time. Let's see 🙂.

What comes in the next Version of Invaderz?

Link to comment
Share on other sites

18 minutes ago, OguzhanKuyubasi said:

What comes in the next Version of Invaderz?

Funny you ask 🙂 - I worked on it over the last few weekends:

  • Added music track custom made for this game.
  • Joystick support (cursor key + enters in the emulator) - much harder to play than mouse...
  • Intro screen with instructions, controller setup and copyright info.

I wanted to improve enemy movement, but I postpone this for the second to next release. Maybe I manage to finish a new release this week.

  • Like 1
Link to comment
Share on other sites

11 minutes ago, AndyMt said:

Funny you ask 🙂 - I worked on it over the last few weekends:

  • Added music track custom made for this game.
  • Joystick support (cursor key + enters in the emulator) - much harder to play than mouse...
  • Intro screen with instructions, controller setup and copyright info.

I wanted to improve enemy movement, but I postpone this for the second to next release. Maybe I manage to finish a new release this week.

Good to hear.

And this game is really good.

Edited by OguzhanKuyubasi
  • Thanks 1
Link to comment
Share on other sites

Intro ScreenNew Version 0.7:

  • Intro & setup screen
    Shows scores for each of the enemies.
    You can configure also the controller you want to use: mouse or joystick.
    Copyright notice.
  • Title music
    Again 'Meits' composed a nice sound track for this game. I can't get it out of my head now...
    Let the title screen running for a moment, I also implemented some "graphics effects" by using the vscroll register 🙂
  • Joystick control
    In the emulator you can use cursor keys + enter for joystick control.
    Be aware: at least for me the game is harder to play this way.
  • Pause function
    You can pause the game by pressing the 'p' key
  • single file loading for media assets
    Until now I've segmented the files for banked RAM.
    Now I stored them in one piece and load them into VRAM and banked RAM in one go.

Have fun!

Edited by AndyMt
  • Like 2
Link to comment
Share on other sites

  • 1 month later...

I've now created a test version running on R39 and maybe (?) on real proto #2 hardware. I won't put this in the download section, but if anyone wants to try, I attach the file here. Not sure if this works on a SD card, I just load from device 8.

@Michael Steil: I understand you have one of the few existing boards. So just in case you find the time, maybe you can test the attached file 🙂?

 

INVADERZ R39.ZIP

Edited by AndyMt
Updated Test file - loads no music.
  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...

Important Information

Please review our Terms of Use