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Old-Sckool Attempts to make a game! <insert game here>

#1 User is offline   Old-Sckool 

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Posted 28 February 2010 - 06:30 AM

Since the DOZ, I've been working on completing the game I had planned to make. I'm working on a sort of metroid platformer style game, in pixel perfect glory. I haven't made much progress in developing the game itself, but i've completely revamped the pixel perfect sprite engine to be much faster than the one i used for the DOZ engine. I've also implemented a basic bullet engine which manages player and enemy bullets.

Since I can't draw for shit, I'm hoping someone here could lend a hand with graphics once i get to a point where the game will be close to being finished. This way I might focus more on designing the game and less on worrying on what the game's going to look like.

The plot is still a work in progress, but the game will revolve around being stranded inside a spaceship, and you will have go around and restore power to it to return to Earth

Things to do:

Make the player / enemies use the bullet engine
Brainstorm more gameplay mechanics
Create 5-9 more unique enemies
Create 2-3 bosses
Begin creating boards.

Here's a bit of a project dump.
Attached File  project_iso.zip (98.14K)
Number of downloads: 102

I plan to release the sprite engine as a standalone engine sometime, but there are still a few issues with it. Since converting the engine into a multichar sprite, there are a few draw errors when trying to draw a multichar sprite near the edges of the screen. It's less likely to happen since I increased the border around the viewing field by 3 chars (which also fixes some issues with my collision detection), but I'm gonna get around to doing it right.
<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#2 User is offline   Frobozz 

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Posted 28 February 2010 - 11:15 PM

View PostOld-Sckool, on Feb 28 2010, 01:30 AM, said:

Since I can't draw for shit

That's my line.
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#3 User is offline   Old-Sckool 

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Posted 19 September 2011 - 03:16 AM

I haven't forgotten about this, though I've decided to drop the platformer and focus on a space shooter. I re-wrote a decent portion of the "pixel-perfect" engine to simplify pixel precise drawing tremendously. To draw a 3x3 "pixel-perfect" sprite in the old engine, you had to set the X, Y, Char, and color for all 9 blocks of the sprite that you'd want to draw. I also fixed up the logic for drawing "pixel-perfect" sprites at the edges of the field of view so that weird shit doesn't happen. Last of all, I modified how char data is loaded into memory, so that you can load stuff on the fly rather than be stuck with a fixed sized char set.

The mzx file inside is mainly there to show off and test how much I can tax the engine before taking a significant dip in fps. The number keys adjust the mzx_speed counter. The enter board modifies the number of stars that are drawn on the first board. Setting the star count past 222 may crash the engine (as it can run out of chars to draw to), but this is fairly rare. On the second board you can move a ship thing with the mouse, and press P to place a copy of the sprite. Pressing E and R changes the mouse sprite, but that doesn't do much as there are only 2 sprites loaded in.

Attached File(s)


<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#4 User is offline   Old-Sckool 

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Posted 13 January 2012 - 08:32 AM

A more improved version of my engine. I've automated the drawing of multi-sprites a bit more, added Z-Ordering, and improved the draw logic for multi-sprites that draw a non c0? background color. Currently there's some bug that occurs when trying to update a multi-sprite's Z-Order value.

Attached File(s)


This post has been edited by Old-Sckool: 13 January 2012 - 08:35 AM

<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#5 User is offline   NoahSoft 

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Posted 22 January 2012 - 08:17 AM

I'll take your engine and make a sweet metroid rip with it.

:(
<=D I AM A ROCKER. I ROCK OUT.<=D
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