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 Post subject: Stellar Eagle Shmup Dev
PostPosted: Wed Feb 19, 2020 7:50 pm 



Joined: 12 Feb 2020
Posts: 3
Hi, working on a shmup, in the style of Raiden / Do/DonPachi.
Written in C++, SDL2, OpenGL, stb_image, jsoncpp etc. from "scratch".
The purpose is trying to emulate arcade hardware as much as humanly possible without developing for 100 years :).

My current dev progress: https://www.youtube.com/watch?v=VsVZRbho0u0
Full channel and dev vlog: https://www.youtube.com/channel/UC5C-Zq ... 84Q/videos

Features:
  • emulating more or less Cave hardware systems
  • 320x240 vertical or horizontal, unlimited colors, but sprites should be palette limited for retro looks
  • pixel perfect collision
  • rotation baked in the sprite sheet
  • free rotation in "hardware", but no pixel collision
  • sprite atlas generation, 1 draw call for all screen objects / items / hud, a single texture array
  • units, sprites, fonts, weapons, projectiles, sounds, levels etc. loaded from json, png and wav/ogg
  • Lua scripting for higher custom logic, game fully moddable, you can make any shmup from ground up
  • no alpha blending, just alpha mask, to emulate old hw
  • sprite tinting with add/mul/sub color modes
  • sprite shadows using one frame off, one on, to simulate transparency on CRTs
  • sprite frame animation, from the sprite sheet
  • sprite instance position/scale/color/visible animation as simple linear interpolation (hermite spline soon)
  • animation frame events, triggered when reached
  • parallax layers
  • default radial with direction weapon, fully customizable pattern
  • auto generate sprite sheet from PSD layers, including auto rotation for angled sprites
  • text drawing from sprite sheet letters, including optional kerning
  • more to come: background/big enemy tilemaps, screen shake/fx/transitions, triggers, enemy wave generator, and an editor (hopefully)!

Still shifting code and refactoring as I go into the complex depths of shmup development, which are not really visible until you hit them :D.


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