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View topic - [Coding competition 2021] Not Tyrian by haroldoop

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[Coding competition 2021] Not Tyrian by haroldoop
Post Posted: Wed Mar 24, 2021 7:04 pm
https://www.smspower.org/Homebrew/NotTyrian-SMS



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As it stands now, it's mostly a tech demo, using sprites from Tyrian.

Basically, I figured out that, since most of Tyrian player and enemy sprites are 24 pixels wide, and most of the shots are 16 pixels wide,
it should be possible to show a single enemy, plus the player, plus a single shot on a single scanline without flickering issues;
so as long as as the enemies move at the same speed, are spawned at intervals that prevent them from overlapping their Y cooordinates and are
restricted to only move horizontally after being spawned, and the same restrictions are applied to the shots, it should be possible to use them on a
Sega Master System without resizing, only reducing the color count. This is an experiment to test how it would look like.
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Post Posted: Sat Mar 27, 2021 8:23 pm
 
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Post Posted: Mon Mar 29, 2021 7:27 am
Seems like you've built a pretty solid engine. You might want to hide the leftmost column at the boss, though.
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Post Posted: Mon Mar 29, 2021 12:02 pm
Nice! Even though I'm not super much into top-down shooters, I personally think this is the type of game the SMS hardware handles the best. I like how you take the VDP limitations into consideration to counter sprite flicker.

If you find the time, I would like to read about how you have programmed the animations. Do you use a kind of animation script struct? In my head, I can only come up with overly complex solutions that I have a hard time implementing...
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Post Posted: Mon Mar 29, 2021 1:24 pm
hang-on wrote
Nice! Even though I'm not super much into top-down shooters, I personally think this is the type of game the SMS hardware handles the best. I like how you take the VDP limitations into consideration to counter sprite flicker.

If you find the time, I would like to read about how you have programmed the animations. Do you use a kind of animation script struct? In my head, I can only come up with overly complex solutions that I have a hard time implementing...


My favorite shooter combined with one of my favorite consoles.. 😆

As for the animations, I didn't use anything fancy, since all enemies have the exact same amount of frames.

As for the enemies movements, it's fully procedural; everything is implemented via code.

You can take source code from here:
https://github.com/haroldo-ok/not_tyrian/
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Post Posted: Tue Mar 30, 2021 8:55 pm
there's surely no sprite flicker, and everything seems to work fine
so bad you didn't code any collision :|
let's hope you'll continue this project.
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Post Posted: Mon Apr 05, 2021 10:37 am
sverx wrote
there's surely no sprite flicker, and everything seems to work fine
so bad you didn't code any collision :|
let's hope you'll continue this project.

Yeah, great graphics esp. the boss. If you complete you could leave the collision detection optional as an in game hack for people to be able to complete the game. Great work!
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