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Author Topic: Alien Breed 5 Episode III: Impact  (Read 15458 times)

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Offline tr1p1ea

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Re: Alien Breed 5 Episode III: Impact
« Reply #105 on: September 07, 2017, 01:30:25 am »
Yeah man, that is awesome!

Offline MateoConLechuga

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Re: Alien Breed 5 Episode III: Impact
« Reply #106 on: September 07, 2017, 01:37:35 am »
Wow that is simply incredible. Are you reusing a lot of the internal z80 code?

Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #107 on: September 07, 2017, 02:02:48 am »
Wow that is simply incredible. Are you reusing a lot of the internal z80 code?
Thanks Mateo! Correct - both the TI-83+ non-colour version and the TI-84+CE colour version compile from the same source code, just with some bits of calculator specific code for anything graphics related. The game should play almost identically on both calculators, with the exception of having a slightly larger viewing range on the CE, as well as a HUD.

Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #108 on: September 11, 2017, 09:46:28 am »
The shooting sprites are now finished, and I've also improved the functionality a little to more closely match the Team 17 original. Here you can see the machine gun (still with no wall collision/explosion animation), twin laser, flame arc, plasma rifle and flamethrower all in action in colour:


Whilst I was at it, I've updated the shooting sprites and functionality on the monochrome version to match as well. On the left are the old sprites from v2.1.0, and on the right are the updated sprites which are just scaled down and monochrome'd from their colour counterparts:
 

I guess these screenshots also show what the same level/section looks like in both the colour and monochrome versions (I'm yet to do the colour spaceship tiles) :)

Offline tr1p1ea

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Re: Alien Breed 5 Episode III: Impact
« Reply #109 on: September 13, 2017, 01:10:12 am »
The animations look great! I love the flame arc :).

Seeing it working on both platforms is pretty special :).

Offline xlibman

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Re: Alien Breed 5 Episode III: Impact
« Reply #110 on: September 13, 2017, 03:04:32 pm »
Very beautiful JamesV, and yesterday ganjahusky approved as well. Good job so far :3=
  • Calculators owned: TI-57, 73, TI-80 (broken), TI-81, TI-82, TI-83, TI-83+ (broken), TI-83+ (broken), TI-83+SE (broken), TI-84+, TI-84+CSE, TI-84+CE, TI-85, TI-86, TI-89T, TI-92, TI-Nspire, TI-Nspire CX (semi-broken), HP 39gII, HP Prime, Casio fx-7000G, fx-7400G+, fx-7700GE, fx-9750G+, fx-9750GII, fx-9860G, cfx-9850G, FX-1.0+, fx-CG10, fx-CP400
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Offline xMarminq_

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Re: Alien Breed 5 Episode III: Impact
« Reply #111 on: September 13, 2017, 11:33:30 pm »
Are you doing all episodes for the CE and will there be a level editor?  :blah: I live on level editors.
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Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #112 on: September 14, 2017, 12:42:43 am »
Are you doing all episodes for the CE and will there be a level editor?  :blah: I live on level editors.
Yes both Episodes 1 & 2 will be available on the CE along with the new Episode 3 (which concurrently will also be available on the monochrome calculators).

And yes, I am indeed planning on releasing a Campaign Editor so that people can create their own levels / campaigns, which should include all the features of the built in campaigns, eg. mission briefings, triggered events, ability to have multiple entries/exists per level (choose your own path through the campaign), etc. Again, the campaigns will be playable on both the CE calculator and the monochrome calculators.

When I get to the stage of developing the Campaign Editor, I might be in touch for your suggestions/feedback, as I know you've been hard at work developing some great work for Oiram! :)

Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #113 on: October 13, 2017, 11:45:44 pm »
I decided to attempt to recreate the menu screen from the original Amiga game, and it's now working! The camera is flying through a star field, panning on x/y at varying speeds, and alternating on z between flying forwards and backwards (also at varying speeds). The stars are each drawn in 1 of 8 shades of grey, depending on their current depth.

Unfortunately the GIF doesn't really do it justice with pixel artifacts resulting in some static stars and the flashing logo border not appearing very smooth.. But it looks much nicer running in CEmu, and even nicer again on calc :)



I'll try to back port this to the monochrome version as well.

Online Ranman

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Re: Alien Breed 5 Episode III: Impact
« Reply #114 on: October 15, 2017, 02:33:52 am »
Pure sweetness. :thumbsup:

Which Amiga did you own? I had an Amiga 600 with an internal HDD and the M68030 accelerator and a Genlock. I kick myself for selling it.
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Offline _iPhoenix_

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Re: Alien Breed 5 Episode III: Impact
« Reply #115 on: October 15, 2017, 03:10:55 am »
@JamesV the gif will come out better if you set frame skip to its lowest setting in CEmu.
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Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #116 on: October 15, 2017, 08:38:13 pm »
Pure sweetness. :thumbsup:

Which Amiga did you own? I had an Amiga 600 with an internal HDD and the M68030 accelerator and a Genlock. I kick myself for selling it.
We had an Amiga 500 with a RAM upgrade to 1MB (I think standard was 512KB). So it wasn't top of the line, but for a 10 year old kid it was pretty cool :) We don't have it anymore, but thankfully with the magic of emulators, I'm still able to play a lot of my old favourites!

@JamesV the gif will come out better if you set frame skip to its lowest setting in CEmu.
Yeah I had it on the lowest frame skip setting, which I think captures at 15fps. Although I'm not sure if that can be increased by increasing the CEmu render rate up from 30fps - I might try tonight. Regardless, I'm just happy to have CEmu. Trying to debug this routine without it would have been a nightmare :P

Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #117 on: October 16, 2017, 09:21:36 am »
The TI-83/84+ monochrome equivalent:


Offline JamesV

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Re: Alien Breed 5 Episode III: Impact
« Reply #118 on: November 03, 2017, 07:40:26 am »
Small update on the CE version.. I've added in a couple more tiles, finished the explosion and door opening animations (although the latter isn't demonstrated here), finished the one-way laser beams, and drawn a placeholder alien sprite :P I'm having trouble getting the aliens to look how I want when reducing the original 32x32 sprites down to 16x16 (I suck with pixel art), so I might need to ask for help at some point - I'll see how I go :)


Offline xlibman

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Re: Alien Breed 5 Episode III: Impact
« Reply #119 on: November 03, 2017, 11:58:59 am »
Looks so professional at this point O.O
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