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Shoot'em up game: Alienfighter released   Message List  
Reply | Forward Message #740 of 1156 |
Re: [vmu] Re: Shoot'em up game: Alienfighter released

On Sun, Dec 31, 2000 at 01:27:00PM +0100, tyro@... wrote:
> Hey, I just had a quick look at your game, and I'm *VERY* impressed! The
> title screen and hi-score table look like crap to be honest (too crowded
> and unorganized, and too much space for digits with too little space for
> the actual player name), but the game itself is _first-class_. Real fun
> to play, and with enough variation to keep things interesting. It would
> have helped if you didn't make everything just black and worked more with
> outlined or 'dithered' sprites, but I guess that's for technical
> reasons...

I am just not very good at graphics. And most of the development was done on
softvms which looks quite different when the objects are moving.

> I'm curious, how exactly are you keeping track of all the player shots,
> alien sprites, cannons, asteroids etc. etc.? Do you keep a list of all co-
> ordinates relative to the level and the player-ship, or are you just
> copying in various layers of images based on a time table?

All coordinates are absolute screen positions. I have reserved a fixed
RAM location in which I store the coordinates and other data for all aliens
including the shots. To move them I call a piece of code which can be
different for every alien. This code updates the positions etc. When it is
finished the current PC is stored inside the alien object for the next
frame.

> And when checking for collisions, are you comparing positions or do you
> just check if any of the pixels where the player-ship will be placed are
> already set?

For anything that kills the ship I test while drawing. To be able to do
this I have to draw the different objects in the correct order. For
defense shot/alien collisions I remeber if I hit something while drawing
the defense shots. For those which hit something I first check if shot and
alien are both in a 8x8 pixel range. Then I compare the bitmaps.

Soeren



Tue Jan 2, 2001 9:19 pm

sgust@...
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Message #740 of 1156 |
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After 6 months of coding it is finished: my second VM game called Alienfighter. It is a fast shoot'em up game. To be so fast it runs completely in RC clock ...
Soeren Gust
sgust@...
Send Email
Dec 15, 2000
6:33 pm

... Hey thats really cool! =) ..even though I keep dying. ;-) BTW: the VMI download didn't seem to work for me. (v2.0 browser), I think the filesize field is...
Brian Chapman
bchapman@...
Send Email
Dec 16, 2000
1:34 am

... Not a buggy VMI creator but my error: I forgot to tell my website version control system that ALNFIGHT.VMS is a binary file. So the version control system...
Soeren Gust
sgust@...
Send Email
Dec 19, 2000
7:35 pm

I have only played alien fighter in 'fast mode' but it looks damm cool, I though the softvms had a timing command line switch, anybody? ... ===== Later ... ...
rednuht
rednuht@...
Send Email
Dec 20, 2000
1:13 pm

... Hey, I just had a quick look at your game, and I'm *VERY* impressed! The title screen and hi-score table look like crap to be honest (too crowded and...
tyro@...
Send Email
Dec 31, 2000
12:34 pm

... I am just not very good at graphics. And most of the development was done on softvms which looks quite different when the objects are moving. ... All...
Soeren Gust
sgust@...
Send Email
Jan 2, 2001
9:17 pm
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