![]() I seem to be able to get one or the other but not both. I am curious as to how you managed the scrolling BG AND the wave of enemy sprites at the same time i nthe same zpone without glitching out. With double buffering, are the BG sprites 16x16? Also, in this particular case, some code I fairly shamelessly took from this forum thread on to start my experimentation with shmup projectile aiming. Special thanks to a ton of sources, particularly RevEng and others involved with 7800 homebrew and 7800Basic. ![]() Also, in this particular case, some code I fairly shamelessly took from this forum thread to start my experimentation with shmup projectile aiming. oh yeah, and the mechanics, levels, and story! *These* I actually have a pretty concrete ideas for, but that's why I'm stress-testing the 7800 (and my own coding skills) at the moment, to see if I can do this particular game on this particular platform. These are things I more or less know how to do, the trick is to make sure they work on top of everything else going on. The big things/questions I still need to implement/answer are proper collision detection, and implementation of enemy placement throughout a level - to say nothing of specific game features! I have the mechanics sketched out, but I want to see what my technical (in terms of the machine and my own skill are). I'll likely have a ton of questions on the finer points of juggling multiple graphics blocks, performance costs for various things, etc. I'm totally using the double buffer for this, and working on ways to manage multiple graphic blocks (which is why the background glitches midway through, I'm switching blocks as I switch scrolling modes). I'm usually dead-set against using flicker normally (some folks make it work, I usually can't), but I can make an exception for projectiles if I can get them to look semi-decent. MAME A7800 seems to stutter every few seconds, while BupSystem and RetroPie have a nice, steady framerate that makes the projectiles look OK. The video capture seems to have not captured the full framerate - I'm using flicker for the projectiles, rendering half of them every other frame, so there are roughly twice as many projectiles during actual gameplay, at least in emulation - I'm curious to see how this looks on physical hardware. This particular demo is trying to juggle parallax scrolling, data-based tile scrolling, strategic use of sprite flicker, swapping graphics blocks, two simultaneous players, targeted projectiles, and some other stuff. I'm still not 100% sure I'll be able to pull off all the features I think I'll need/want, but that's why I'm doing these tests. I'll warn everyone that there is a looooong way to go before this one is ready - One reason I didn't post this sooner is the fear that it will draw attention away from the other games I'm close to completion on. ![]() Some other folks have been posting the awesome stuff they've been working on recently, so I'm giving in to implicit peer pressure I've been sitting on this one for a while, working on it when I'm not occupied by other things. Press the joystick button to transition from the parallax to the tile level: Here's a build - this is just a tech test at this point, "as is", but I'm curious to see how it runs on different machines (and 7800 hardware). That's right - As I finish Dragon's Descent and Dragon's Cache, I figured why not make them part of a loosely connected thematic trilogy of games? (Demo that goes to stage 4-3, testing full score and lives counter onscreen)ĭragonsHavoc_2_17_2022_78 - Demo to Stage 4-3, sfx changes, minor bug fixesĭragonsHavoc_2_13_2022_78 - This demo goes to level 4-3, adds shield mechanicĭragonsHavoc_2_13_2022_ - binary of aboveĭragonsHavoc_2_4Demo_78 - Various little adjustments to controls and graphics for rage/fury feedbackĭragonsHavoc_1_18_2021_78 - Bug fixesĭragonsHavoc_12_31_2020b_78 - Start of a rage/fury meterĭragonsHavoc_12_31_2020b_ - binary of above file This demo goes to stage 6-1 and has the stage select automatically enabled.Ī "tour" build meant for folks to check out later parts of the game - so high scores are deactivated, and the final stages are kept for those curious enough to buy a physical cartridge for now Cartridge now available for purchase at the AtariAge store!
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