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View topic - [Coding competition 2018] Galactic Revenge by eruiz00

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[Coding competition 2018] Galactic Revenge by eruiz00
Post Posted: Tue Mar 27, 2018 11:32 am
Last edited by Maxim on Tue Mar 27, 2018 12:56 pm; edited 2 times in total
It's the year 33XXX. Dirty aliens from a faraway galaxy emptied your refrigerator and killed your boyfriend. Confident in their superiority, they also had the nerve to steal your beloved Master System.

NOW THEY'VE GONE TOO FAR...

Your are Olivia Gun. Get your blastin' shoes on and pick from three killer outfits. Wield fire, spread shots, lasers, and even shurikens.

Wipe the grins off their faces as you jump, shoot, and fight your way through their ship and turn them into scrap as payback for their heinous deeds!

--------------------

A short game, testing what can be done with 1mb rom. Trying to do my most polished game up to date. It began trying to do a Sunsoft Gremlins 2 engine clone. I think has evolved and now has it own indentity.

20 stages
4 bosses
intro & ending
minigame at stage 13
All my love for 8 bits video games, z80 hardware, and the sms community.

I want to give thanks to Ray Commend, which did really good work with the boxes and the video, and Richard Morgan for his awesome game illustration. Also to my tester, their opinions have been really valuable.


http://www.smspower.org/Homebrew/GalacticRevenge-SMS



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Teaser video
Post Posted: Tue Mar 27, 2018 12:13 pm
https://youtu.be/3yPAfqnrZYg
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Post Posted: Tue Mar 27, 2018 2:53 pm
Awesome!!!
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Post Posted: Tue Mar 27, 2018 5:04 pm
Enrique and Richard were both awesome to work with!

I hope that you guys enjoy the game and the associated art/cover. We all put a lot of effort into making it as enjoyable as possible.

Enrique... keep making awesome games!
Richard... keep making awesome games and awesome art!
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Post Posted: Tue Mar 27, 2018 6:00 pm
I finished the game this afternoon, very nice and challenging, thank you so much!

You should make better fade out between screens then the game would be perfect.
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Post Posted: Tue Mar 27, 2018 6:05 pm
I think the Fade in a 222 color system is a interesting thing. I make It with ors/ands on a per color basis (0x3f, 0x2f, 0x1f, 0x0f). From r to g to b, 12 steps in total. I Suppose cannot be done better. Maybe a little faster to give a more soft impression...
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Post Posted: Tue Mar 27, 2018 6:29 pm
Woh! Very nice game!!!!!!!! ;)

Would you attempt to implement or make a similar game with 2 players cooperative?

Really good job !!!
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Post Posted: Tue Mar 27, 2018 9:32 pm
The fact is the Code is full of (more or less) ingenious tricks to preserve speed. By example, only check for collisions and update the type of floor you are standing when the center of player/enemy Cross a 16x16 square (a floor tile). Also, the collisions checks(enemy-player, shoots with enemy or player) are done each 8 frames. The animations are updated each 2 frames.

Dont think this Game could run with two players without the rewrite of the most called functions to ASM.

Maybe a steeets of rage like Game could be more suitable (with less collisions and enemies at once)....
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Post Posted: Tue Mar 27, 2018 9:41 pm
Also, i would like to tell the Game has the same Code size than Silver valley (!!!). I waste all the Code and RAM space (about 400 bytes free) because i wrote the functions customized for each object type (moving plataforms, enemies, shoots, goodies, rotating and mobile balls which update even out of screen, and the player) while in Silver valley you have the player and everything else is an enemy entity. I did this for speed. To fit the Game in 1mb has been a work also, as the music eats about 50kb...
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Post Posted: Tue Mar 27, 2018 10:14 pm
That's a very impressive, professional looking game! ;)
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Post Posted: Tue Mar 27, 2018 11:09 pm
Your best game so far, eruiz00! Truly great!
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Post Posted: Wed Mar 28, 2018 4:52 am
Please, dont miss the awesome boxes from avlon and the (he made me really smile when i saw It) art from Richard. I did want to have a image with a seminude girl shooting robots. And back robot is truly awesome!
 
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Post Posted: Wed Mar 28, 2018 10:42 am
Great job eruiz00! Related to the code size, the console then has a hard limit of how much code can hold? Is it not possible to surpass that with banking or something like that?
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Post Posted: Wed Mar 28, 2018 11:55 am
Really great game! There is an amazing amount of content in it, and a pretty balanced difficulty level I think. I'm still trying to complete it on easy though, but it feels fair when I die. I need to work on my jumping skills! :) Neat backstory for Olivia: Don't mess with a girl's master system! Her 'making it personal'-approach to the aliens somehow reminded me of Duke Nukem 3D.
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Post Posted: Wed Mar 28, 2018 12:10 pm
Currently C based games can't use paging to allow larger code size - which is troublesome because they use more space for the same functionality. It's a limitation of the compiler, not the system.
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Post Posted: Wed Mar 28, 2018 12:10 pm
LOL

The idea was Olivia gun (a name from Ray, as It seems is a joke in EEUU) is a sega and Sonic lover (his hair is blue)...

Respect the Max Code size, i use my loved (the Best i have tryed, and i try Many new versions every week) z88dk versión from 22-09-2017. Have compression Code on RAM so i have put 3kb on ram, compression to 2kb. Although does not have the Code optimizations (packing functions, etc) i did in silvervalley.

Glad you liked It. Is the Main objetive.
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Post Posted: Wed Mar 28, 2018 12:12 pm
Maxim wrote
Currently C based games can't use paging to allow larger code size - which is troublesome because they use more space for the same functionality. It's a limitation of the compiler, not the system.


I think that sverx did some tests with code banking that worked...
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Post Posted: Wed Mar 28, 2018 4:02 pm
Nice game. I enjoyed playing it a great deal, even though it's obviously still a little rough around the edges and some minor technical issues make it feel a bit rushed in places. Music is top-notch, as usual. Kick-ass cover art, too.
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Post Posted: Wed Mar 28, 2018 4:49 pm
I've received a lot of questions asking about a physical copy.

Richard did a fantastic job creating a 3D render of what a box would look like.




IMO, this would look gorgeous on a shelf. ;)
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Post Posted: Wed Mar 28, 2018 5:37 pm
Ummm... Looks good!
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Incredible Game
Post Posted: Thu Mar 29, 2018 9:17 pm
I still playing the game.
I defeated only two bosses, continue learning to jump and shooting at the same time while I´m moving into bullets.
Really amazing.
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Post Posted: Fri Mar 30, 2018 10:21 am
Yesterday I played again and impressive for 1Mbit game.

I learned to jump ok, the shadow is the secret jajaja ;)

A lot of new software to probe it this weeks
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Consistently awesome
Post Posted: Fri Mar 30, 2018 2:43 pm
Consistently awesome stuff again from eruiz00! Fantastic game but once again, like Astro Force, I am hopeless at it :( It's great that you have unlimited continues but I kept going back to the start like it's always a new game so not sure where the checkpoints are...??

Maybe you have an invincibility setting in the source code for debugging like you did with Astro Force and if so then could you please include as a ROM hack or cheat or something to help progress through the game...?? Actually, are you going to publish the full source code :)

Thanks for uploading the video so to at least get a glimpse at the 20 stages, 4 bosses, intro & ending etc. and the box art is really cool!
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Post Posted: Fri Mar 30, 2018 4:18 pm
Ummm... Tomorrow Will publish a new versión with two Bugs fixed and the invincibility as a option. Although have to day i can finish the Game without continúes at all!
 
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v2 Released
Post Posted: Sun Apr 01, 2018 10:01 am
v2 Released, which features:

- Now can select infinite hearts at options screen
- Now hard mode is tuned to offer a real hardcore adventure, instead of the lighter normal mode (in previous version, hard mode was easier than normal mode!)
- Some bugfixes and optimizations, nothing great imho

Fortunately, it is way easier and quicker to test the full game than with Silver Valley!

Regards

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Post Posted: Sun Apr 01, 2018 5:14 pm
Steve, if someone wants the src please send a prívate with your email. Nothing excepcional, but at least has a flixel like engine, and shows the two frames paradigm which i use and let you more complex things in c. I think can be useful.
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Post Posted: Wed Apr 04, 2018 2:54 am
eruiz00 wrote
v2 Released, which features:

- Now can select infinite hearts at options screen
- Now hard mode is tuned to offer a real hardcore adventure, instead of the lighter normal mode (in previous version, hard mode was easier than normal mode!)
- Some bugfixes and optimizations, nothing great imho

Fortunately, it is way easier and quicker to test the full game than with Silver Valley!

Regards


The game seems to run a bit smoother now, which is always welcome.
The only problem that I have is on a Genesis / Mega drive, it freezes in the options menu. This didn't happen on the betas. It began with the release version.

If this helps:

Genesis/Mega Drive
6 button controller (also tried 3 button)
Everdrive MD
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Post Posted: Wed Apr 04, 2018 9:23 am
Groan - same here, I tested the old version :|
Will post a comment after I test v2.
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Post Posted: Wed Apr 04, 2018 9:46 am
eruiz00 wrote
https://youtu.be/3yPAfqnrZYg


Hi Eruiz, I have a small YouTube channel and I was wondering if you'd be interested in being featured there?

I'd love to to a livestream interview with you. I've previously interviewed the developers behind games like Paprium, Xeno Crisis, Tanglewood, Oniken and Blazing Chrome.

You can find my channel here: https://www.youtube.com/user/st1ka

Let me know if you're itnerested ^^
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Source code
Post Posted: Wed Apr 04, 2018 5:33 pm
eruiz00 wrote
Steve, if someone wants the src please send a prívate with your email.

Cool - thanks heaps... will do :)
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Post Posted: Wed Apr 04, 2018 6:06 pm
Hi! Stika, i dont want to play the fool in live for the entire Planet. My spoken english is the worst you can find . But in spanish would be nice.

Avlon. I am going to check it this night. Cannot understand Whats happening, as i am using unsigned chars for the comparision.
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Post Posted: Wed Apr 04, 2018 6:25 pm
Did you by chance make the same mistake as with Silvervalley?
http://www.smspower.org/forums/16808-UpcomingGameSilverValley?start=100#100908

which you solved here:
http://www.smspower.org/forums/16808-UpcomingGameSilverValley?start=100#100945
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Post Posted: Wed Apr 04, 2018 7:17 pm
eruiz00 wrote
v2 Released, which features:
- Now can select infinite hearts at options screen
- Now hard mode is tuned to offer a real hardcore adventure, instead of the lighter normal mode (in previous version, hard mode was easier than normal mode!)
- Some bugfixes and optimizations, nothing great imho
Regards


Awesome - just started playing V2... FYI: on the new Game Options screen there seems to be a spelling mistake under Stock "UNLIMIKED"
Looks great though... Will play more...!
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Post Posted: Wed Apr 04, 2018 7:51 pm
Please someone check It on Génesis and confirm if its ok.

I test all my versions in emulicious and fusion, and i know About the options screen troubles, but all versions have worked ok on fusion!

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Post Posted: Wed Apr 04, 2018 9:43 pm
eruiz00 wrote
Please someone check It on Génesis and confirm if its ok.

I test all my versions in emulicious and fusion, and i know About the options screen troubles, but all versions have worked ok on fusion!


I just tried it on my Genesis and the options screen works again! Great job!
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Post Posted: Thu Apr 05, 2018 11:10 am
eruiz00 wrote
Please someone check It on Génesis and confirm if its ok.


Hi - got V3 and see the typo is fixed... again, awesome job! The only last thing I would say with the new options screen is would be nice to just have the input controls a little bit more consistent but I appreciate that this was rushed in to the final build late in the development process...!

e.g.
Options screen
Buttons Fire1 + Fire2 alternate options
Level Fire2 only alternate options
Stock Fire2 only cycle thru options
Music Left + Right cycle thru options

Just to repeat - this is just an observation not a criticism :)
Thanks!
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Post Posted: Fri Apr 06, 2018 8:26 am
OK - I finally gave it a good test - on V3.

First and foremost: it's impressive! I never thought I would see an SMS homebrew game of this technical prowess, let alone one written in C using SMSlib, as I almost don't believe what I'm seeing. So, congratulations Eruiz, you deserve the highest possible vote :)

Said that, I noticed a few glitches :p
First, when scrolling up, sometimes you can see the line of pixels that belongs to the bottom of the screen appearing on the very top. This should be avoidable, giving that PNT height is 28 tiles while the screen will at most show pixels from 25 PNT lines.
Second, the HUD uses too many sprites on the same line, especially when you've got 6 hearts. This means that very often I see moving platforms and enemies parts disappearing completely.

Of course I'm nitpicking my friend - but nonetheless I'd love to see those glitches fixed. For instance, hearts could be placed in two rows, and disappear by columns, so that to put less stress on the 8-sprites-per-line hardlimit.

(side note: aren't you using Psidum's GSlib? No? Why?)

Again - great work mate - I'm proud of you! ;) :D
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Post Posted: Fri Apr 06, 2018 12:34 pm
Thanks sverx!

I tryed but the engine (the same of Silver valley) was done and did not have time to experiment with. The development began on february and was not sure if i was to be in time for the compo.

I think the ANSI c map functions are fast enough, but maybe now i could try to change the Game to psidium engine and see if its quicker or their Code is smaller. Maybe this weekend.

Maybe the engine could be useful for other projects. I al learn now z80 assembly for the new game, as i want to have more bullets on screen and i need some optimized Code in the heavy functions.
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Post Posted: Mon Apr 09, 2018 12:05 pm
eruiz00 wrote
I think the Fade in a 222 color system is a interesting thing. I make It with ors/ands on a per color basis (0x3f, 0x2f, 0x1f, 0x0f). From r to g to b, 12 steps in total. I Suppose cannot be done better. Maybe a little faster to give a more soft impression...


maybe with a 64 entry LUTs where at each index you place the color that more closely resembles the brightness of the input (the index) but appearing darker?
I think such a table should be prepared by hand by an highly trained artist - then you should cycle until all the values become 0, and that may require more than 12 steps.
Any takers? (start from the palette here)
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Post Posted: Mon Apr 09, 2018 11:38 pm
sverx wrote
eruiz00 wrote
I think the Fade in a 222 color system is a interesting thing. I make It with ors/ands on a per color basis (0x3f, 0x2f, 0x1f, 0x0f). From r to g to b, 12 steps in total. I Suppose cannot be done better. Maybe a little faster to give a more soft impression...


maybe with a 64 entry LUTs where at each index you place the color that more closely resembles the brightness of the input (the index) but appearing darker?
I think such a table should be prepared by hand by an highly trained artist - then you should cycle until all the values become 0, and that may require more than 12 steps.
Any takers? (start from the palette here)


One way to generate such a lookup table would be to convert the RGB values to the Lab colorspace, since its "lightness" color channel very closely models human perception of brightness; then the lightness could be interpolated, and then, finally, everything could be converted back to RGB for building the final lookup table.
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Post Posted: Mon Apr 09, 2018 11:45 pm
It would probably go via some weird colours along the way. There are multiple competing perceptual colour spaces, and one missing factor is the gamma level of the SMS display, which tends to be too low in emulators.
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Post Posted: Tue Apr 10, 2018 5:35 am
Older systems do the fadeout to blue and then to black. In fact, even not so older system do. Sonic 1 on Génesis is an example. Many nes and Msx games do It too. I Fade first green (going to Pink) and then red, and finally blue.

Other alternativa is going to black with a pattern (applying It to all the 256 tiles, which should be impossible to the máster hardware? Or the screen... Interesting playfield...
 
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Post Posted: Tue Apr 10, 2018 5:52 am
You certainly can do a pixel fade (even a Wolfenstein fizzle fade) on Master System but it would be in tile space, not screen space, so some pixels will be affected in multiple places at once where tiles are reused. I've seen it done on Game Boy across all tiles at once (so 64 steps and no tile reuse effect), see also the ending sequence for Shanghai at https://youtu.be/P8nAINKZwvM?t=11m15s which is very nicely done.

Phantasy Star does the 12 step fade through green, red and blue, with a four frame wait between changes to string it out to 733ms.
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Post Posted: Tue Apr 10, 2018 9:22 pm
Lets see... i can change about 8 tiles per frame without screen effects.... But if i try to change one row in 64 tiles per frame i Suppose It would take more time... So lets say i change one row in 32 tiles per frame... And i have 448-256=192 tiles...
So i need 6x8=48 frames! Have to test It in real world. Im going to Code a bit...
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Post Posted: Wed Apr 11, 2018 4:40 am
Impressive stuff, with every new game you redefine what is possible with C. Great story, humor and gameplay. Eagerly waiting your next game!
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Post Posted: Wed Apr 11, 2018 6:44 pm
Thanks psi i have to try with your ASM engine. My idea is to test if can avoid some lags when scrolling. Have been planning a shmup and definitely need the faster scrolling available.

I began to develop thirty years ago in turboc and ASM for the x86 and i always did want to do the things in ASM (triangles rasterizing or sprites in mcga Mode by example) but when things went more complex, jumped to everything in c. Remember some watcom c or c++ engines which were done entirely in c and ran almost equal or better than my own ASM routines. (Although a optimized AsM routine cannot be done faster of course...)
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Post Posted: Sat Apr 14, 2018 1:38 am
Very impressive work! You always create professional content.
Games like this should definitely be released in physical copies.
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Post Posted: Fri Jun 08, 2018 3:34 am
Can i make a cart?
 
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Post Posted: Fri Jun 08, 2018 12:56 pm
I dont know. I mean:

The games made by mikgames are totally free to play and i Suppose if you want to make a physical cartridge for yourself, to play in your console or lend to your Friends, its ok. You can.

But if you want to sell physical copies of the roms, i strongly disagree. I did not made the games for profit, only for fun. I want to maintain the roms free here in smspower and nothing else.

Also, think there are assets in the games from other guys, assets which have their own licenses.
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Post Posted: Fri Jun 08, 2018 1:01 pm
Maybe add a screen on startup stating this, which will also help distance you from anyone selling it.
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