Tempest is possible

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CunningFellow
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Location: Brisbane, Australia

Re: Tempest is possible

Post by CunningFellow » Tue Aug 26, 2014 6:38 am

OK - I have worked out the funny HEX file stuff. Did some reading on AVRFreaks and found what I needed.

I add the bits here to the makefile

Code: Select all

HEX_FLASH_FLAGS += -R .ramtiles
HEX_FLASH_FLAGS += -R .vram
All you people that are good with C/GCC can laugh at me now.

CunningFellow
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Joined: Mon Feb 11, 2013 8:08 am
Location: Brisbane, Australia

Re: Tempest is possible

Post by CunningFellow » Thu Aug 28, 2014 3:46 am

OK.

Here is a file that should have a HEX without garbage.

Drop both these into a directory with less than 16 files and give it a go with Uzem.

Or if you put it on real hardware then make sure the LVL file is the first thing put on a blank card.

This is still not anything playable, but it shows things moving on the screen at the limit of running out of RAM.

So - it's sad that I won't be able to do a full a game as I had hoped, I still will be able to do something fun and playable. I think if I make the webs a bit smaller rather than the pan/scan I had envisioned - then I should be able to fit 16 aliens on screen at once.
Attachments
MovingTest.zip
As much as I can fit in
(37.66 KiB) Downloaded 66 times

CunningFellow
Posts: 1196
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Location: Brisbane, Australia

Re: Tempest is possible

Post by CunningFellow » Fri Aug 29, 2014 12:21 pm

OK - still not a playable demo sorry. Not been well enough to work on it much.

However I have spent some time trying to make the aliens/objects look pretty with the least resources used.

Here is a youtube video of it on my LCD monitor through a TV converter box

http://youtu.be/TzRvI4Qv1zQ

Here is a HEX that just shows the objects

A Power-Up
The Claw

Then 3 scaled/sized objects of each

flipper
enemy bullet
player bullet
particle laser (note it has flashy red/yellow colours)
tanker
spiker
fuseball
pulsar (one frame of animation)
mirror

Don't think I will do a demon head or UFO yet. Will see how I go. They will have to be very simple/stylized.

I'm still quite concerned about lack of RAMTiles. Everything may have to shrink a fair bit.
Attachments
objects.zip
Still Non Playable - but looking good
(40.78 KiB) Downloaded 65 times

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D3thAdd3r
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Location: Minneapolis, United States

Re: Tempest is possible

Post by D3thAdd3r » Fri Aug 29, 2014 6:46 pm

Screenshots are always nice for people that check the forums on their phone then have to wait to get home to see what you are talking about ;)

CunningFellow
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Location: Brisbane, Australia

Re: Tempest is possible

Post by CunningFellow » Fri Aug 29, 2014 9:58 pm

Sorry. Heres a screen shot. Not as cool as the youtube video above though cause it doesn't move :)
objects.png
Sceenshot of the last one
objects.png (10.19 KiB) Viewed 1929 times
The objects in Tempest are actually code based using function pointers. This makes it less general purpose than the asteroid code, but it makes things faster. (LDI vs LPM)

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PitfallJones
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Re: Tempest is possible

Post by PitfallJones » Fri Aug 29, 2014 11:32 pm

Looks Amazing!

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Gosma
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Location: Santos, Brazil

Re: Tempest is possible

Post by Gosma » Fri Aug 29, 2014 11:37 pm

Cool!

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D3thAdd3r
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Re: Tempest is possible

Post by D3thAdd3r » Sat Aug 30, 2014 12:52 am

CunningFellow wrote:Not as cool as the youtube video above though cause it doesn't move
:lol: It has been a rough couple days and my cloudy mind forgot to check that when I scanned through the first time.

Cunning this looks great, there is a lot of possibility for action going on there as demonstrated and honestly if you had to resort to a bit of flicker I don't think it would matter. Very impressed as usual with the progress.

vector
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Joined: Sun Aug 24, 2014 3:15 am

Re: Tempest is possible

Post by vector » Sat Aug 30, 2014 10:19 am

Wow thats great..thats so cool .:) keep up the great work bro cant wait for the finished game to be made to play n injoy it
Attachments
851582_369239386556143_1497813874_n.png
851582_369239386556143_1497813874_n.png (2.36 KiB) Viewed 1910 times

CunningFellow
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Joined: Mon Feb 11, 2013 8:08 am
Location: Brisbane, Australia

Re: Tempest is possible

Post by CunningFellow » Sun Aug 31, 2014 6:14 am

Thanks for the encouragement guys. Given me a bit of a boost to try sort out the mechanics of tracking the webs.

D3athadd3r, That last screen showing the variety of enemies spinning around used about 80% of the CPU resources and all but 7 RAMtiles.

Spikes kill the RAMTile usage.

I've had a thought there though. I am going to break with tradition and make the spikes not draw ALL the way from the bottom, but just the highest 16 Z points. When you shoot the spikes it pushes them back down the lane.

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