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Read June 15, 2010, 01:11:06 AM #0
relsoft

Space Impakto DS (WIP) needs input...

Hi, long time no see guys. I'm making a Nintendo DS SHMUP.

Here's my WIP (a Nintendo DS Homebrew):
DL:
http://rel.betterwebber.com/junk.php?id=101

Screens:




Now for some advices:

1. Should  I ditch the option?
2. Should this stay as bullet hell?
3. Are the ship and bullets hitboxes (toggle aabb) appropriate? The enemies would have 2 hitboxes. One for shot to enemy and 1 for ship to enemy.

Any more comments are welcome.

Thanks.

BTW, the best way to play this is though the real DS but this also would run fine on no$gba etc.

Source included as usual.


Youtube video:
http://www.youtube.com/watch?v=xuPRiI41BBs
« Last Edit: June 15, 2010, 01:13:49 AM by relsoft »

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Read June 15, 2010, 01:27:20 PM #1
moosa

Re: Space Impakto DS (WIP) needs input...

With all the bullets turned on this game just hurts my mind... When you turned them off it started to look kinda fun. I'm not a big fan of straight up bullet hell myself, but its a matter of preference really. I'm pretty sure I couldn't play that as it is now, but if you find that playable and enjoy it, then go for it. I will mention that you may have a bit of visibility issues with the explosion effects and such, given the amount of bullets and enemy sprites on screen.
The graphics look really cool from a purely cosmetic standpoint.
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Read June 15, 2010, 10:40:04 PM #2
relsoft

Re: Space Impakto DS (WIP) needs input...

Thanks!  It was kinda stress testing my engine speed on how much bullets I could put in there and not have slowdowns on the real DS. hehehe.

How about the hit boxes for the ship and the bullets? Should I rescale them?


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Read June 16, 2010, 07:25:07 AM #3
moosa

Re: Space Impakto DS (WIP) needs input...

It's hard to say just by watching that video. I'd say you should at least make sure anything that will collide with the ship has a hitbox smaller than the sprite (with absolutely no corners sticking out), and anything that would be hit by the player shots has a generously sized hitbox. I think you could make enemy shot hitboxes substantially smaller than the sprite itself, which would help prevent any impenetrable clusters as the bullets build up and overlap. Of course, the player sprite's hitbox is equally important.
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Read June 20, 2010, 12:12:24 AM #4
relsoft

Re: Space Impakto DS (WIP) needs input...

The enemies would have two hit boxes. A  bigger one that collides with the ship shots and a smaller one that collides with the ship.

If you run this on a Real DS can or even an emulator like NO$gba, you can toggle the AABBs to see the sizes. Youtube sucks at resampling the vid. ;*(


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Read July 19, 2010, 04:05:47 AM #5
relsoft

Re: Space Impakto DS (WIP) needs input...

Ver 0.04beta up...

What's new?

       
Code:
v 0.4b  (07/18/10)
Integrated bullet Rel
Added sound effects and BG music (via MaxMod)
Bucket based memory model
Data driven engine
Ditched the options
More enemies

Download:
http://rel.betterwebber.com/junk.php?id=101


screens:




Bugs:
1. I needed to lower the BGM volume in order to hear SFX's. Anyone knows why?


I need help finding bugs.  Thanks!!!


Todo:
1. Ship to enemy collision via SAT.
Linky: http://rel.betterwebber.com/junk.php?id=109

2. Tool to make patterns easier.

EDIT:

Sorry about the enemy placement/sequence. I just randomized them to see the actual angine with sound.
« Last Edit: July 19, 2010, 04:14:14 AM by relsoft »

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Read July 23, 2010, 11:26:38 PM #6
relsoft

Re: Space Impakto DS (WIP) needs input...

Update Ver 0.05b:

What's new?

Code:
glFonts
oamFonts
Encapsulated maxmod for a better sound module
Return to homebrew menu
Decreased all the enemy's HP
Better BGM and SFX
Pause and return to menu

Download:
http://rel.betterwebber.com/junk.php?id=101


screens:



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Read July 24, 2010, 06:37:19 PM #7
hima

Re: Space Impakto DS (WIP) needs input...

I'll try this on my DS and see how it goes Smiley Looks really interesting! And no, there isn't enough bullet hell games on NDS.
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Read August 01, 2010, 06:26:12 AM #8
AlexM

Re: Space Impakto DS (WIP) needs input...

Just tried it, really fun game man. Looking forward to updates.

The 3D was a little disorienting but the option was there to turn it off so it's good Smiley
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Read August 02, 2010, 07:53:03 AM #9
relsoft

Re: Space Impakto DS (WIP) needs input...

Thanks for trying it out guys. It seems some people like the 3d and some don't.  I'll try to make that 3d BG slower or change it altogether. Though the DS hardware doesn't give me much leeway to change the BG since I also use the 3d hardware to blit 2d sprites.

Anyways,

Yay!!! Bullet Pattern making is easy and fun now!


If anyone's interested in making bullet patterns...

Tool update:

Bullet Rel Designer

Download:

http://rel.betterwebber.com/junk.php?id=113

App type: A visual bullet pattern designer I made for my DS game Space Impakto DS


Features:

   * Very Fun since you could design patterns even while drinking coffee.
   * Saves patterns in C/c++ code directly useable by my SHMUP engine.
   Saves are *.cpp files where the nds file resides
   * Can do almost any pattern I have seen (except for tohou "square"
   patterns)
   * Can listen to different moozic while making a pattern.
   * Source included

Limitations:
   * Cannot load patterns (yet)
   * cumbersome controls (Limited DS buttons)






Enjoy!


PS. I hope someone submits patterns to me. ;*)

Try thse patterns"

Code:
void barrage_SMART_ROBOT_ARMS_5X(Cturret &turret, int active_time, int delay, s32 angle, const Cglsprite *sprites)
{

Tturret_params tp; 

tp.active_time         = 10600;
tp.active              = 1;
tp.smart               = 1;
tp.x_radius            = 0;
tp.y_radius            = 0;
tp.angle               = 16384;
tp.min_angle           = 0;
tp.max_angle           = 32767;
tp.angle_speed         = 0;
tp.angle_dir           = 1;
tp.spread_angle        = 3584;
tp.bullets_per_shot    = 5;
tp.rotation_type       = 2;
tp.spawn_delay         = 0;
tp.max_spawn_delay     = 49;
tp.wavemode            = (E_WAVE_MODE) 2;
tp.wave_counter        = 0;
tp.max_wave            = 4;
tp.max_wave_delay      = 4;
tp.bp.speed            = 1784;
tp.bp.speed_delta      = 5600;
tp.bp.offset           = 4096;
tp.bp.gx               = 0;
tp.bp.gy               = 0;
tp.bp.delay            = 9;
tp.bp.energy           = 1;
tp.bp.state            = (E_BULLET_TYPE) 2;
tp.bp.smart            = 1;
tp.bp.start_frame      = 73;
tp.bp.num_frames       = 3;
tp.bp.anim_delay       = 3;
tp.bp.death_ID         = 0;

tp.bp.width           = sprites[tp.bp.start_frame].width;
tp.bp.height          = sprites[tp.bp.start_frame].height;

turret.parameters.push_back(tp);

}


Code:
void barrage_5WAY_23WAVE_DIRECT(Cturret &turret, int active_time, int delay, s32 angle, const Cglsprite *sprites)
{

Tturret_params tp; 

tp.active_time         = 10600;
tp.active              = 1;
tp.smart               = 0;
tp.x_radius            = 10;
tp.y_radius            = 9;
tp.angle               = 16384;
tp.min_angle           = 0;
tp.max_angle           = 32767;
tp.angle_speed         = 0;
tp.angle_dir           = 1;
tp.spread_angle        = 2304;
tp.bullets_per_shot    = 5;
tp.rotation_type       = 2;
tp.spawn_delay         = 0;
tp.max_spawn_delay     = 24;
tp.wavemode            = (E_WAVE_MODE) 3;
tp.wave_counter        = 0;
tp.max_wave            = 23;
tp.max_wave_delay      = 4;
tp.bp.speed            = 184;
tp.bp.speed_delta      = 120;
tp.bp.offset           = 4096;
tp.bp.gx               = 0;
tp.bp.gy               = 0;
tp.bp.delay            = -1;
tp.bp.energy           = 1;
tp.bp.state            = (E_BULLET_TYPE) 2;
tp.bp.smart            = 0;
tp.bp.start_frame      = 99;
tp.bp.num_frames       = 3;
tp.bp.anim_delay       = 3;
tp.bp.death_ID         = 0;

tp.bp.width           = sprites[tp.bp.start_frame].width;
tp.bp.height          = sprites[tp.bp.start_frame].height;

turret.parameters.push_back(tp);

}


Code:
void barrage_WAS0AG_6WAY_3SHOT(Cturret &turret, int active_time, int delay, s32 angle, const Cglsprite *sprites)
{

Tturret_params tp; 

tp.active_time         = 10000;
tp.active              = 1;
tp.smart               = 0;
tp.x_radius            = -14;
tp.y_radius            = -13;
tp.angle               = 0;
tp.min_angle           = 0;
tp.max_angle           = 32768;
tp.angle_speed         = 2048;
tp.angle_dir           = 1;
tp.spread_angle        = 5632;
tp.bullets_per_shot    = 18;
tp.rotation_type       = 2;
tp.spawn_delay         = 0;
tp.max_spawn_delay     = 30;
tp.wavemode            = (E_WAVE_MODE) 3;
tp.wave_counter        = 0;
tp.max_wave            = 0;
tp.max_wave_delay      = 3;
tp.bp.speed            = 384;
tp.bp.speed_delta      = 0;
tp.bp.offset           = 4096;
tp.bp.gx               = 0;
tp.bp.gy               = 0;
tp.bp.delay            = -1;
tp.bp.energy           = 1;
tp.bp.state            = (E_BULLET_TYPE) 2;
tp.bp.smart            = 0;
tp.bp.start_frame      = 96;
tp.bp.num_frames       = 3;
tp.bp.anim_delay       = 3;
tp.bp.death_ID         = 0;

tp.bp.width           = sprites[tp.bp.start_frame].width;
tp.bp.height          = sprites[tp.bp.start_frame].height;

turret.parameters.push_back(tp);

}


« Last Edit: August 02, 2010, 08:18:16 AM by relsoft »

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