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View topic - [Coding competition 2013] Shooting Stars by dragonfeet

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[Coding competition 2013] Shooting Stars by dragonfeet
Post Posted: Thu Mar 21, 2013 11:33 pm
Last edited by Maxim on Fri Mar 29, 2013 2:35 pm; edited 1 time in total
http://www.smspower.org/Homebrew/ShootingStars-SMS

Quote
GAME: Shooting Stars
FILE: lightp.sms
VERSION: 1.00
AUTHOR: V. Crisafulli
DATE: 3/9/2013

Compatible with light phaser or control pad 1.

The Story:
Night time. It's when you should be sleeping. But aliens zoom by in their flying saucers, using the sky as their freeway. And mischevious little stars float outside your window, keeping you awake with their radiant light. Well, you've had enough. So you pull out your light phaser to shoot down some stars and aliens to get some peace and quiet!


Controls:
This game can be played with the light phaser or controller 1. With the light phaser, point the phaser at the screen and pull the trigger. A target scope appears indicating the area on the screen that you shot. When you pull the trigger and the target scope colides with a foe, the for falls from the sky and you gain a point.

The game can also be played with the controller. Use the directional pad to move the target scope up, down, left or right. Press button 1 to shoot. If the target scope is on a foe when you press 1, then the target is hit. It falls from the sky an you gain a point.

Light phaser controls:
LIGHT PHASER TRIGGER: Shoot at a foe!

Control Pad Controls:
UP: Move target scope up.
DOWN: Move target scope down.
RIGHT: Move target scope right.
LEFT: Move target scope left.
Button 1: Shoot at a foe!


The Game:
The top of the screen contains 4 pieces of data.
SCORE: This is the number of stars and aliens you have shot down.
GOAL: To progress to the next round, your SCORE must exceed the GOAL when time runs out.
TIME: How many seconds remain in the round. When the seconds goes to 0, the round is over.
ROUND: This indicates how many 30 second rounds you have survived.

Try your best to get the high score!


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Post Posted: Fri Mar 29, 2013 2:31 pm
The first Lightphaser homebrew ever. Nice technical achievement.
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Post Posted: Fri Mar 29, 2013 3:08 pm
It's good to have a homebrew light phaser game. I'm curious to see what the light phaser algorithm is, as I think there's a few ways it could work. The game itself is of course very simple, but nicely implemented and the control pad controls are a great addition to make it accessible to people who are no good with the gun :)
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Post Posted: Fri Mar 29, 2013 5:37 pm
This is very fun, it could use some music though.
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Post Posted: Fri Mar 29, 2013 10:52 pm
I had planned at least having title screen music and more backgrounds. Then there was a delivery due at work and found myself getting home at 9pm and working Saturdays. So I just had to clean up what I had and submit. At least the game looks clean.
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Post Posted: Fri Mar 29, 2013 11:08 pm
Maxim wrote
It's good to have a homebrew light phaser game. I'm curious to see what the light phaser algorithm is, as I think there's a few ways it could work. The game itself is of course very simple, but nicely implemented and the control pad controls are a great addition to make it accessible to people who are no good with the gun :)


The light phaser algorithm is very simple. I've attached the source code for those who are curious.

Has anyone else found that using the light gun in Meka with a mouse drags the screen around sometimes?
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Post Posted: Sat Mar 30, 2013 12:55 am
I moved the source to the game page linked in the first post.

Meka lets you drag the game window in windowed mode; I guess it ought not to do that when a mouse controlled controller is active.
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Post Posted: Sat Mar 30, 2013 2:34 am
The source code zip has a size of 0 bytes. Did my upload work or did something happen in the move?
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Post Posted: Sat Mar 30, 2013 4:06 am
The second option :)
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Post Posted: Thu Apr 11, 2013 8:29 pm
I don't know if it's my old light phaser, or tv, or the game, but i found very hard to shoot the stars, like their hitbox was too small.

Other than that, the game worked fine.
Some music would be very nice, how hard would be to add a original vgm to it?
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Post Posted: Thu Apr 11, 2013 10:07 pm
tibone wrote
I don't know if it's my old light phaser, or tv, or the game, but i found very hard to shoot the stars, like their hitbox was too small.

Other than that, the game worked fine.
Some music would be very nice, how hard would be to add a original vgm to it?


Normally, it wouldn't be hard to add music. But my job had me working some really punishing hours around the submission deadline. So, no time=no music. The source code is also posted with the game, so anyone who wants to add music is free to do so.

Time limits also prevented me from testing this on the real hardware. Glad to know it works on a real TV, but some code changes may be needed for better accuracy.
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Post Posted: Sun Apr 14, 2013 9:10 pm
I found the pad controls to be a lot easier than the (emulated mouse-controlled) gun, as the enemy movement was so repetitive and predictable, it was easy to camp in one area and rack up points. But then again, I didn't get very far into the game. The nine-digit score is very optimistic (even scoring 100 points per minute, I'd have to play for over 19 years to max that out) which I find somewhat charming. The magic pink colours, less so. I can see it's not quite finished - maybe a version 0.8 rather than 1.0.
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