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Weka Invaders - Disjointed Studio's new homebrew
Post Posted: Sat Dec 02, 2017 10:25 am
Last edited by sverx on Tue Dec 12, 2017 12:18 pm; edited 2 times in total
After we've spent so many months in making, refining and polishing it, we finally present you:

WEKA INVADERS
for the SEGA Master System

Our hero Waimanu is tasked of saving the world from an alien invasion (hey, isn't that an original idea for a videogame?)... yes, again.
The Wekas this time brought arms with them, so Waimanu embraces his Dynamic Fluid Cannon™ (kindly provided by Disjointed Studio Technologies Inc.) and dives into the fight.

http://disjointedstudio.blogspot.it/2017/12/weka-invaders-is-here.html



** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **

This game is dedicated to you guys all

Thanks to our testers Kagesan, Hang-on, Kusfo and Eruiz, and to Calindro, Maxim, Bock and everyone else in this wonderful community.

sverx
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Post Posted: Sat Dec 02, 2017 11:42 am
I've never seen it before... really cool, graphics, music... quality game Sverx, you are one of the greatest homebrewers on SMS

Can't wait to play it
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Post Posted: Sat Dec 02, 2017 2:10 pm
great job !
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Post Posted: Sat Dec 02, 2017 5:39 pm
Waiting to play the final version :))))
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Post Posted: Sat Dec 02, 2017 7:10 pm
bravo!!
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Post Posted: Sat Dec 02, 2017 11:08 pm
@law81: check SMS Power! Coding Compo 2016 - it's a work we started in 2015...

it took us a while, so we decided you all have to wait a few more days now :p
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Post Posted: Sun Dec 03, 2017 8:25 pm
Congrats to you and the team, sverx! I'm happy to see Weka Invaders nearing release - and it really looks nice! Now I know what to give my SMS for Christmas :)
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Post Posted: Sun Dec 03, 2017 11:09 pm
looking good! can't wait to play.
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Post Posted: Mon Dec 04, 2017 2:01 pm
Your game looks and sounds beautiful. The look of the game is more early/middle SMS era, the music is more late era; nice combination :D

If there is a physical release planned, you can count on my support Sverxy 8)
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Post Posted: Tue Dec 12, 2017 10:44 am
Weka Invaders available!!!! GO GO GO!!!

http://disjointedstudio.blogspot.com.es/

Thanks for the game!

EDIT:
first level time over!!! xD
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Post Posted: Tue Dec 12, 2017 12:17 pm
First post updated


Gordman wrote
The look of the game is more early/middle SMS era, the music is more late era


that's because Tomy is the best of the bunch :)

@law81: you were faster than me!
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Post Posted: Tue Dec 12, 2017 12:22 pm
Very excellent!! I love it :D
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Post Posted: Tue Dec 12, 2017 12:38 pm
@sverx: F5 rules! :D
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Post Posted: Tue Dec 12, 2017 1:58 pm
Nice addition the little ovni on stage 10. This night Will play entire Game (is hard with the shit mobile controls).

It seems easier and Gameplay polished or is It me?
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Post Posted: Wed Dec 13, 2017 7:40 am
Congratulations!
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Post Posted: Wed Dec 13, 2017 9:46 am
@eruiz00: yes, 'early' levels are a bit easier than in last beta and, yes, we tried to polish everything we could

@Kagesan: thank you! :)
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Post Posted: Wed Dec 13, 2017 9:12 pm
It really plays well, and ramps up the difficulty nice and slow. My favorite moments are those where the evil Wekas are being mobbed up by the laser beam!

Is there any native/intended speed for Weka Invaders? I mean, was it coded with 60 or 50 mHz in mind? My hardware is 50 mHz, and my emulator is 60 mHz. It feels good on both systems - although 50 mHz seems a little slow going if one is coming straight from a 60 mHz session.
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Post Posted: Wed Dec 13, 2017 9:40 pm
It was coded so that it wouldn't have any problem running at 60 Hz (where total frame time and vBlank time are shorter) but was meant to be played at either 50 or 60 Hz in the same way as many SMS games do. Of course it'll be slightly slower (or faster) if you're used to one speed and you switch to the other, again just like many games.

I have a PAL SMS II with a 50/60 Hz switch and I tried the game at both speeds and I find it equally good - but to be completely honest I have to admit that the timer in the game works by counting 60 frames before decreasing the counter by one.
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Post Posted: Thu Dec 14, 2017 9:55 pm
Excellent !!!!!

Thanks for sharing !!!!
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Post Posted: Fri Dec 15, 2017 10:14 pm
Loving it! Really good job here, a fresh concept very well executed!
So far reached level 40!

How many levels does the game have?
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Post Posted: Sat Dec 16, 2017 12:28 pm
Ivanzx wrote
Loving it! Really good job here, a fresh concept very well executed!
So far reached level 40!

How many levels does the game have?


40 :o
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Post Posted: Sun Dec 17, 2017 6:54 am
This game got me hooked from the first time I started playing it.
It's like a port of '"Cosmo Gang: The Video'
Or perhaps a cross of that and Pong.
The laser is just awesome and everything screams quality

Few recommendations
1)
please let up-left & down-left also register as left
please let up-right & down-right also register as right
I was hitting the diagonals a few times and the character was not moving
Seems doable.

2)
And this is game play altering so will be perhaps alot extra code needed.
It would be great if you could shoot the ground enemies if you collect a time powerup,
That way you could walk into enemies without dying and shooting them. Now when I collect a time powerup and walk into enemies, I die.

3)
Rapid fire support built in. I play on the Japanese SMS, which as you know has a button on the console to turn Rapid fire on and off, so for me personally not a problem, but for those with non-japanese system that do not have the rapid fire adapter or a rapid fire controller, this game will be alot more playable for them

I also noted a little slowdown on the level with animating background, the one with wind and/or rain going upwards, but that is no real issue, just wanted to report it.

I've just started playing this and It's might just be a very good reason to get a flash cart. I'm playing it on a Japanese SMS with everdrive, now just updated the OS to V9, which supports better colors for SG1000 games, haven't tried it yet. Also if the SD card is removed from the everdrive it will auto-boot to the last loaded game. Pretty cool feature.
I digress, great game. I really hope there will be a sequel some day with FM support, maybe?
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Post Posted: Sun Dec 17, 2017 10:25 am
We're happy you like it! :)

As for your feedback, I'll double check the code as I thought it should be already moving left and right even if you pressed the diagonals - I'll let you know.
Rapid fire, on the other hand, is already supported - all you've got to do is to start the game from title screen by pressing the secondary button (did we forget this note in the instructions? I'll double check that too!)
As for shooting horizontally - that's a no-no. You should get rid of Wekas on the floor by using shakes, and by using the desperation trick if your shakes are over - plenty of time to do that if you collected a time powerup :)

About the slowdown - which level did you experience that? How many Wekas were around?
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Post Posted: Mon Dec 18, 2017 11:00 am
OK, confirmed that Waimanu won't move left/right if you press DOWN at the same time - but it'll move if you press UP at the same time.
Let's collect all the bugs/quirks for a few days, we'll release a fixed version later :) Thanks for the heads up!
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Post Posted: Mon Dec 18, 2017 11:19 pm
I played it again today, what a great game and such great music and presentation. I got to level 23. This game is definately in my top 10 Master System games, it's just that good! I like shoot 'em ups very much.
I am a software tester by profession and I can be quite judgmental of games, but I love everything about this game When you ever do a physical copy I want one.

Yes, indeed rapid fire does work when you start the game by pressing button 2.
But you cannot move while holding button 1
When I use rapid fire from the master system I can move while shooting.

This is also the case without rapid fire, if you press button 1 while moving in any direction you stop, but you should keep moving after you shoot (because you're still holding the direction on the dpad)

I can't remember which stage the slowdown happened, but it is no really big issue at all. Perfectly fine for a Master System game to slow down. It hardly ever happens. Today I did not notice any slowdown.
I just experienced a little sprite flicker when 4 wackas were on the floor walking into each other, again no big deal at all.

As for shooting horizontally, I did not mean that.
In the game pang when you collect a clock to freeze the game, you can actually walk into the balls and shoot them without dying.
So I guess you could turn of the hit detection when the clock is in effect. Check it out on Pang here:
the character can walk into the balloon while it would die normally
But even though this is such a small feature, I do think it would make this game a little bit more fun, but also a little easier.

Another cool feature would be to make it two player alternatively playing.
(I understand that two player simultaneously would be alot of work)
WINV_SCR7V2.rar (7.1 KB)
title

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Post Posted: Tue Dec 19, 2017 9:23 am
Last edited by sverx on Tue May 29, 2018 11:20 am; edited 1 time in total
D wrote
But you cannot move while holding button 1


This is by design, actually. In 'normal' mode (opposed to auto-fire mode) when you press and hold button 1, Waimanu will aim and possibly fire if a bullet is available, and he'll keep on aiming until you release the button. So you really should press and release as fast as you can :)
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Post Posted: Tue Dec 19, 2017 11:24 pm
Finished it! I liked it a lot, definetely in the Top5 of the Homebrew for the SMS ever ;)

Thanks for this fantastic job!
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Post Posted: Tue Dec 19, 2017 11:53 pm
Pretty good. The flash in the beginning though, eye pain. Lol

Congrats on the game!
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Post Posted: Wed Dec 20, 2017 9:13 am
Thanks guys for your words! :)
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Post Posted: Thu Jan 25, 2018 8:56 am
seems like I've got some problem putting images into
http://www.smspower.org/Homebrew/WekaInvaders-SMS

even if upload seems to work, images don't appear.

I'll simply attach them here and hope some smarter fellow forum user can fix it...
WekaInvaders-01.png (9.71 KB)
Weka Invaders Title & Menu Screen
WekaInvaders-01.png
WekaInvaders-05.png (5.13 KB)
Weka Invaders in game
WekaInvaders-05.png
WekaInvaders-06.png (5.2 KB)
Weka Invaders in game (2)
WekaInvaders-06.png
WekaInvaders-03.png (5.72 KB)
Weka Invaders Credits Screen
WekaInvaders-03.png

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Post Posted: Thu Jan 25, 2018 10:43 am
Done it. I also changed the date/version and uploaded final rom but I was not able to show the old version (0.24).
 
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Post Posted: Thu Jan 25, 2018 10:46 am
Looking really slick!

Added the old version now! you can see how it's done in the diff:
http://www.smspower.org/Homebrew/WekaInvaders-SMS?action=diff
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Post Posted: Thu Jan 25, 2018 12:27 pm
Thank you Revo and Bock! :)

@Bock - did you missed its release?
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Post Posted: Thu Jan 25, 2018 12:34 pm
Yeah I think I bookmarked the December release and forgot to play it (only played the older 2016 version). Checking now :)
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Post Posted: Fri Jan 26, 2018 9:01 am
I hope you like it - let us know your opinion! :)
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