Like 7,676 hz OKI samples?trap15 wrote:Low-fi PCM is possible, but sounds like garbage and I'd rather not.
Fire Lancer - Hot-Blooded Wonder Shooting - DEMO: DEC.25
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BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: Fire Lancer (WIP)
Re: Fire Lancer (WIP)
12000hz 4bit raw PCM. So yes, far worse.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Fire Lancer (WIP)
https://www.youtube.com/watch?v=YJW1O1Lwc-c Preview 19 in the house. OP updated.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Fire Lancer (WIP)
Damn fine work.
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Fire Lancer (WIP)
Mmmm delicious carpet bombing.
How does the bomb recharge work exactly? It seems to build up on its own but does killing the larger enemies charge bomb faster or am I just seeing things?
Maybe popcorn enemies could drop bomb fragments or something to that effect to hasten the charge progress.
How does the bomb recharge work exactly? It seems to build up on its own but does killing the larger enemies charge bomb faster or am I just seeing things?
Maybe popcorn enemies could drop bomb fragments or something to that effect to hasten the charge progress.
Re: Fire Lancer (WIP)
Kills, damage, and time factor into the recharging. I'm still not quite happy with the parameter balance, but it'll be easy enough to tweak.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Fire Lancer (WIP)
No, I can't make music, so we've asked around and are working with tappy (@tappy on Twitter), who will be making the music.
Hopefully we can finish this up soon, I'd kinda like to get this into people's hands
Hopefully we can finish this up soon, I'd kinda like to get this into people's hands
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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CStarFlare
- Posts: 3003
- Joined: Tue Feb 19, 2008 4:41 am
Re: Fire Lancer (WIP)
Do you have a timeframe in mind?
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CaptainBadAss
- Posts: 10
- Joined: Tue May 05, 2015 3:48 am
Re: Fire Lancer (WIP)
I just saw this thread and I'm' *way* into it. When you say it's for Wonderswan Color, does that mean there's a flash cart or something for the system or is it going to be on Wonderswan Emulator? I'm really new to all this so sorry for the stupid questions
If I can play this on the WonderSwan Color, I'm going to pick one up right now just for this game!
If I can play this on the WonderSwan Color, I'm going to pick one up right now just for this game!
Last edited by CaptainBadAss on Thu May 14, 2015 11:36 am, edited 1 time in total.
Re: Fire Lancer (WIP)
I wont have time for background stuff before June, maybe not much before end of June.CStarFlare wrote:Do you have a timeframe in mind?
Will see what I can fit in. Also it needs more level as well as a finalised boss so I can design new art for that too.
And I have to finish the art for the launch sequence too, as well as title and possibly settings screen.
I imagine there will be a point when more art and music is missing than code
Re: Fire Lancer (WIP)
Was messing around while watching Emuser's stream and got the idea to do some Taito lasers. Result: https://youtu.be/kbDz2tKLy8A
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Fire Lancer (WIP)
Damn fine lasers.
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Squire Grooktook
- Posts: 5969
- Joined: Sat Jan 12, 2013 2:39 am
Re: Fire Lancer (WIP)
I was going to make a thread about this sooner or later, but how exactly are Taito Homing Lasers scripted? I mean the actual homing device.
I know it's not just incrementing one position value to the other, like a more simple homing attack (that wouldn't result in them "bending" off screen when they miss?). Do they have an angle track which decrease as they live or accelerate or something like that?
I know it's not just incrementing one position value to the other, like a more simple homing attack (that wouldn't result in them "bending" off screen when they miss?). Do they have an angle track which decrease as they live or accelerate or something like that?
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: Fire Lancer (WIP)
It's actually super simple. Advance facing angle towards player each frame, but limit the amount of angle change. In that video I'm using a max of 2 (out of 256 steps for angle). The actual laser is built of 8 circles, and they each take the place of the next circle on the previous frame. With some extra memory, you can make it less compacted (to use less sprites for more length), but that's just tweaking.
The speed does have a very simple FSM. Until frame 40, decelerate (I'm doing speed -= speed /32 there, where 256 speed is 1px/f), then after that accelerate at some speed (forgot what that video uses, I now use rank to control it).
The speed does have a very simple FSM. Until frame 40, decelerate (I'm doing speed -= speed /32 there, where 256 speed is 1px/f), then after that accelerate at some speed (forgot what that video uses, I now use rank to control it).
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Squire Grooktook
- Posts: 5969
- Joined: Sat Jan 12, 2013 2:39 am
Re: Fire Lancer (WIP)
Ah, I see. So the amount the angle can turn per frame is limited, and then the acceleration just takes it off screen before it can fully turn around? Makes sense. Thanks a ton Trap.
Thanks for clarifying on the trail effect. I figured it was something like that (multiple copies of the sprite).
Thanks for clarifying on the trail effect. I figured it was something like that (multiple copies of the sprite).
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: Fire Lancer (WIP)
Just the limited angle is enough, but the acceleration is part of the style. Regarding the angle limiting, think about a car with a poor turn radius. No matter how much you turn the wheel, you're not going to get to the center. Provided a small enough angle limit, the laser will probably go off-screen even with constant speed.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Squire Grooktook
- Posts: 5969
- Joined: Sat Jan 12, 2013 2:39 am
Re: Fire Lancer (WIP)
Ah, I see. Just couldn't visualize it. I think that would depend on the speed though, wouldn't it? I seem to recall I've seen a few variations that loop around for a second go before finally falling off screen. Would that be a matter of making the projectile slower, or altering the angle limit?trap15 wrote:Provided a small enough angle limit, the laser will probably go off-screen even with constant speed.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: Fire Lancer (WIP)
Yeah, there are a few ways to guarantee laser exit. The easiest, and in my opinion best, way to do it is just to have the laser constantly accelerate. The other is to decrease the turning limit over time.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Squire Grooktook
- Posts: 5969
- Joined: Sat Jan 12, 2013 2:39 am
Re: Fire Lancer (WIP)
Sounds good. I'm sure it'll be fun to experiment with! Thanks again .
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Re: Fire Lancer (WIP)
Dinking around with being a jokester. https://youtu.be/uI1UufW0A1M It's like I'm really playing espgaluda.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Fire Lancer (WIP)
So, just for fun, or a real Danmaku mode?
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Fire Lancer (WIP)
Just taking the piss out of CAVE's style. Maybe will be in the same way Euro Mode is, but it will never be a main mode.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Fire Lancer (WIP)
Almost as much slowdown as a real CAVE game!
Re: Fire Lancer (WIP)
Then you need at least six more multipliers, four of which are invisible.trap15 wrote:Just taking the piss out of CAVE's style.
It should also counterstop at roughly one tenth of the maximum score potential.
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CaptainBadAss
- Posts: 10
- Joined: Tue May 05, 2015 3:48 am
Re: Fire Lancer (WIP)
Still confused on whether or not this is for emulator only or will be on a cartridge of some sort.
Re: Fire Lancer (WIP)
Short answer: I don't know.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Fire Lancer (WIP)
looks cool really ! any arcade ports ?
Re: Fire Lancer (WIP)
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Fire Lancer (WIP)
Looks fabulous.
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.