Freedom Fighter - Rise of humans *WORK IN PROGRESS*

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Par wimpie3

Champion (435)

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15-01-2020, 21:05

One thing I find missing is a visible 'impact' of your bullets on the boss ship, if you get what I mean.

Par Manuel

Ascended (19302)

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15-01-2020, 22:54

The scroll is very nice and smooth... but the backgrounds are still very simple and to be honest.. a bit boring.. But I guess that's the price you pay for the scroll.

Par thegeps

Paragon (1175)

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15-01-2020, 23:26

I know what you mean wimpie3: you'd like to see some explosion when bullets collide with boss ship. I think I can do something against end level boss wich collision zone are sprites, but there are invisible so I can change them into explosions and then restore them (sprites are automatically "destroyed" by the sprite management routine after their explosion animation reach the end, so I have to work a little on it). But midlevel boss is entirely done with sprites so it could be hard to put explosions there... but never say never

Par thegeps

Paragon (1175)

Portrait de thegeps

15-01-2020, 23:35

Manuel, I do what I can... to have a scroll like this I have a limited number of tiles... I have just added some tiles thanks to the dualtiles routine I'd implemented. I hope I'll improve the level design (I did this map in about a half of an hour just to try the new routine)

Par santiontanon

Paragon (1770)

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16-01-2020, 04:58

Nice progress! Quick question, how does the tileset swapping work? do you upload the whole tileset to the VDP in one game frame?

Par thegeps

Paragon (1175)

Portrait de thegeps

16-01-2020, 07:14

Hi Santi! Both tileset are in ROM (every level will have their on a separate bank of megarom as all other data). They are long exactly like 60 tiles each. So I have: first tileset 60 pattern (480 bytes) + 60 color def (480 bytes) and 2nd tileset 60 + 60. Every frame I do copy 30 pattern and 30 color def from selected tileset to vram (3 times each, of course). When I have to swap the tilesets simply have to change read addressess (and update a couple of variables in RAM)

Par santiontanon

Paragon (1770)

Portrait de santiontanon

16-01-2020, 21:54

oh, interesting! Very different approach from the way other scroll algorithms work. Cool! I'll have to look at it in more detail Smile

Par thegeps

Paragon (1175)

Portrait de thegeps

16-01-2020, 23:41

Soon I'll release the code, and write an article to describe the technique I used. But first of all Freedom Fighter will be my entry at MSXDev'20 Big smile

Par thegeps

Paragon (1175)

Portrait de thegeps

20-01-2020, 01:03

This time all symmetric tiles have been redrawn. I spent a big time to make different tiles for every direction: no more flipping to obtain same type of tile. I did a complete restyle for some grass/water tiles and for all desert zone tiles. The map too is new. I changed the level design trying to avoid that geometric aspect that it had before. And now bullets impact on bosses is noticeable too. Now you know you are damaging them Wink
As always watch this video at 720p50: check settings on YouTube to avoid unwanted frameskipping. Enjoy!

https://youtu.be/smccEdXSI58

Par wimpie3

Champion (435)

Portrait de wimpie3

20-01-2020, 06:40

Much better! But now that I think of it, don't you HEAR your ship shooting bullets in other games? Just listen to Nemesis for example.

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