W.I.P. Codename: INTRUDER for GFX9000/Powergraph by Bitvision Software

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By flyguille

Prophet (3029)

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10-05-2016, 18:12

I hope there is upgrades for that shitty bullet that it shots.

By jlemos

Resident (56)

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10-05-2016, 18:29

NIce graphics and great job.

Smile

By Grauw

Enlighted (8076)

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10-05-2016, 18:44

125 sprites… Gonna add some “bullet hell” bosses? Smile

By fernandomanuel.garciagarcia

Master (180)

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10-05-2016, 19:34

@flyguille & @jlemos Thanks for your support
@Grauw you mean something like this ? lol! :P

By scrimpeh

Supporter (6)

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10-05-2016, 19:57

This looks extremely good. I'm looking forward to this game

By Grauw

Enlighted (8076)

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10-05-2016, 20:20

Yeah Smile

By tvalenca

Paladin (728)

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10-05-2016, 21:18

fernandomanuel.garciagarcia wrote:

And we're not showing everything, for example, the MSX screen has an active dashboard showing the current spaceship location on an area map.

Can you show some pictures of this? (you can pause emulation and type on openMSX console window "set videosource msx" without the quotes as well)

By PingPong

Prophet (3297)

PingPong's picture

10-05-2016, 21:21

even a 3.5mhz z80 on msx1 has to gain from v9990 ;-) the simplified management and hw support outweight the 16 bitness of name table...... and the bigger vram

By fernandomanuel.garciagarcia

Master (180)

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11-05-2016, 01:01

@scrimpeh Thanks!
@tvalenca please check on this

@PingPong 100% agreed.
It makes development quite quicker. On the other hand, as far as I saw for the time being, you've got more resources (sprites for example) so you may try to move and use more stuff at the same time thus more calculations and your cpu power becomes a real issue.
It's a new bottle neck and great z80 code optimization is becoming the new challenge. Total fun !!! ^^

By flyguille

Prophet (3029)

flyguille's picture

11-05-2016, 01:22

fernandomanuel.garciagarcia wrote:

@scrimpeh Thanks!
@tvalenca please check on this

@PingPong 100% agreed.
It makes development quite quicker. On the other hand, as far as I saw for the time being, you've got more resources (sprites for example) so you may try to move and use more stuff at the same time thus more calculations and your cpu power becomes a real issue.
It's a new bottle neck and great z80 code optimization is becoming the new challenge. Total fun !!! ^^

You can do preset paths on lookup tables, so, no calculations involved. If you want it to react to the player's position, you can offset them using just two ADD instrictions, to where the player is, dragging the action to that place, with smaller corrections.

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