Iros
Posted: Wed Aug 09, 2017 11:55 am
Hi Guys!
I'm happy to share my new action, platform and shooting game called Iros.
The 5 knights of Iros have stolen your power ups and fled
to their home worlds. Destroy them and take back your swag!
Fun to be had in the binaries below:
Builds
Iros.hex (v3.0)
IROS.UZE (v3.0)
Irosgm.hex (v3.0 - God Mode)
IROSGM.UZE (v3.0 - God Mode)
IrosJamma.hex (v3.0)
IROSJAMMA.UZE (v3.0)
Game Play Demo (demo mode)
Controls
- B button to shoot things.
- A button to jump / speed up streaming text.
- SELECT button to toggle music (during game play only).
- DOWN button for lying prone.
- LEFT SHOULDER button to reset high scores (hold for about 7 seconds on the high score screen)
- Other buttons operate as expected.
Technical Features
- 10 scrolling levels (using level compression)
- Video mode 3 with scrolling activated.
- Sprite rotation.
- Demo mode.
- 2 music tracks.
Credits
- Music tracks derived from the original song Cyarons Gate by Tanner Helland licensed under CC v3.0.
- Sound effects sourced and adapted from the Uzebox wiki.
Changes Since Initial Release
(v3.0)
- Added JAMMA compatible ROMS
-- 3 lives per credit
-- Infinite continues
-- 10 second continue countdown.
-- Continue countdown acceleration option.
-- Adherence to Softswitch DIP switch standard.
- Improved scoring balance.
(v2.0)
- Each end-of-level boss now has subtle strategy variations
- Final boss has variable shot speed and behavior. Makes for a sterner challenge.
- Added attribution screen when the game boots.
- Added game release version string on the attribution screen.
- The final level bonus is multiplied by the lives remaining. The base value is now 200 instead of 500.
- Compiled with latest kernel.
(v1.8)
- Knight AI can now utilize lying prone as a strategy.
- Removed Uzebox intro to free up necessary flash for planned future expansions.
(v1.7)
- Decreased player shield by 5
- Increased knight shield by 10
(v1.6)
- Added a few more levels to the demo mode
(v1.5)
- Updated knight AI to be slightly more challenging. The player is more likely to take damage now.
(v1.4)
- Final boss now deals 50% damage per shot instead of 5%
- Added Jubatian's Video Mode 3 optimizations.
(v1.3)
- Fixed boss init error causing an initial state other than idle.
(v1.2)
- Fixed missing player shot after final level.
- Fixed sprite storm at start of boss fights.
- Fixed grammar error.
- Demo space mode now takes the ship a little higher up.
(v1.1)
- Easier difficulty by allowing physical interaction between boss and player.
- Fixed game breaking bug in space stage when in bottom right corner.
- Added Jubatian's kernel hack for extra cycles.
- Swapped A and B buttons.
- Fixed sprite teleport bug on volcano stage.
- Improved demo mode (slight redesign of first section of first stage).
I welcome any and all feedback on bugs and balancing issues. I really hope you enjoy the game
I'm happy to share my new action, platform and shooting game called Iros.
The 5 knights of Iros have stolen your power ups and fled
to their home worlds. Destroy them and take back your swag!
Fun to be had in the binaries below:
Builds
Iros.hex (v3.0)
IROS.UZE (v3.0)
Irosgm.hex (v3.0 - God Mode)
IROSGM.UZE (v3.0 - God Mode)
IrosJamma.hex (v3.0)
IROSJAMMA.UZE (v3.0)
Game Play Demo (demo mode)
Controls
- B button to shoot things.
- A button to jump / speed up streaming text.
- SELECT button to toggle music (during game play only).
- DOWN button for lying prone.
- LEFT SHOULDER button to reset high scores (hold for about 7 seconds on the high score screen)
- Other buttons operate as expected.
Technical Features
- 10 scrolling levels (using level compression)
- Video mode 3 with scrolling activated.
- Sprite rotation.
- Demo mode.
- 2 music tracks.
Credits
- Music tracks derived from the original song Cyarons Gate by Tanner Helland licensed under CC v3.0.
- Sound effects sourced and adapted from the Uzebox wiki.
Changes Since Initial Release
(v3.0)
- Added JAMMA compatible ROMS
-- 3 lives per credit
-- Infinite continues
-- 10 second continue countdown.
-- Continue countdown acceleration option.
-- Adherence to Softswitch DIP switch standard.
- Improved scoring balance.
(v2.0)
- Each end-of-level boss now has subtle strategy variations
- Final boss has variable shot speed and behavior. Makes for a sterner challenge.
- Added attribution screen when the game boots.
- Added game release version string on the attribution screen.
- The final level bonus is multiplied by the lives remaining. The base value is now 200 instead of 500.
- Compiled with latest kernel.
(v1.8)
- Knight AI can now utilize lying prone as a strategy.
- Removed Uzebox intro to free up necessary flash for planned future expansions.
(v1.7)
- Decreased player shield by 5
- Increased knight shield by 10
(v1.6)
- Added a few more levels to the demo mode
(v1.5)
- Updated knight AI to be slightly more challenging. The player is more likely to take damage now.
(v1.4)
- Final boss now deals 50% damage per shot instead of 5%
- Added Jubatian's Video Mode 3 optimizations.
(v1.3)
- Fixed boss init error causing an initial state other than idle.
(v1.2)
- Fixed missing player shot after final level.
- Fixed sprite storm at start of boss fights.
- Fixed grammar error.
- Demo space mode now takes the ship a little higher up.
(v1.1)
- Easier difficulty by allowing physical interaction between boss and player.
- Fixed game breaking bug in space stage when in bottom right corner.
- Added Jubatian's kernel hack for extra cycles.
- Swapped A and B buttons.
- Fixed sprite teleport bug on volcano stage.
- Improved demo mode (slight redesign of first section of first stage).
I welcome any and all feedback on bugs and balancing issues. I really hope you enjoy the game