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View topic - [WIP] Dragon Blaster - A dragon themed shoot-em-up

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  • Joined: 25 Feb 2006
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[WIP] Dragon Blaster - A dragon themed shoot-em-up
Post Posted: Sat Oct 23, 2021 10:45 am
In this shoot-em-up, you control a dragon; you have 3 types of power-up: lightning, fire and wind. You can also combine different types of power up for different shots, that is, lightining + lightining. lightining + fire and so on.

For now, this game is still on a prototype stage.



Weapon combinations:

- Basic: Lightining, Fire, Wind
- Combinations:
-- Thunderbolt (lightining+lightining);
-- Hellfire (fire + fire);
-- Tempest (wind + wind);
-- Firebolt (lightining + fire);
-- Thunderstorm (lightining + wind);
-- Firestorm (lightining + wind).

Sega Master System controls:

-- Button 1: enables/disables powerups;
-- Button 2: fire;
-- D-pad: move the dragon around.

This game was originally made for the SHMUP JAM 1 - Dragons

- Github repo: https://github.com/haroldo-ok/dragon-blaster
- Itch.io page: https://haroldo-ok.itch.io/dragon-blaster

Routines that may be found in the source code:
- The metasprite/animation routines used in my other recent games;
- A routine that allows to make sprites follow a preset path on screen; those paths can be either be hand made, or be converted from the files generated by a spline editor (source code for the editor); the script in "tools/convert_splines.js" performs the conversion;
- It also includes a powerup system inspired by Gunstar Heroes.
dragon_blaster-1.png (7.48 KB)
Screenshot
dragon_blaster-1.png
dragon_blaster-0.3.sms.rom-only.zip (6.12 KB)
ROM for version 0.3
dragon-blaster-0.3-source.zip (47.47 KB)
Source code for version 0.3

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  • Joined: 21 Aug 2012
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Post Posted: Sat Oct 23, 2021 6:43 pm
It looks really good! I like the shooting styles and how they move.
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Post Posted: Sun Oct 24, 2021 5:31 am
haroldoop wrote
In this shoot-em-up, you control a dragon; you have 3 types of power-up: lightning, fire and wind. You can also combine different types of power up for different shots, that is, lightining + lightining. lightining + fire and so on.

For now, this game is still on a prototype stage.



Weapon combinations:

- Basic: Lightining, Fire, Wind
- Combinations:
-- Thunderbolt (lightining+lightining);
-- Hellfire (fire + fire);
-- Tempest (wind + wind);
-- Firebolt (lightining + fire);
-- Thunderstorm (lightining + wind);
-- Firestorm (lightining + wind).

Sega Master System controls:

-- Button 1: enables/disables powerups;
-- Button 2: fire;
-- D-pad: move the dragon around.

This game was originally made for the SHMUP JAM 1 - Dragons

- Github repo: https://github.com/haroldo-ok/dragon-blaster
- Itch.io page: https://haroldo-ok.itch.io/dragon-blaster

Routines that may be found in the source code:
- The metasprite/animation routines used in my other recent games;
- A routine that allows to make sprites follow a preset path on screen; those paths can be either be hand made, or be converted from the files generated by a spline editor (source code for the editor); the script in "tools/convert_splines.js" performs the conversion;
- It also includes a powerup system inspired by Gunstar Heroes.


Nice! =)
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  • Joined: 23 Jan 2010
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Post Posted: Sun Oct 24, 2021 9:06 pm
This game is promissing. Just add music and a better framerate for a step more.
Jogo promissor! Só adicionar uma trilha sonora e melhorar um pouco a velocidade e ficará jóia.
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  • Joined: 02 Mar 2021
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Post Posted: Mon Oct 25, 2021 7:47 am
very cool! I like the concept and the graphic! Can I suggest adding some other dragon race?
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  • Joined: 15 Aug 2019
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  • Location: Lancashire UK
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Post Posted: Thu Oct 28, 2021 5:28 am
Wow it looks like Christmas has come early again this year. Kind of reminds me a lot of Pigarus. Can't wait to give this a go.👍👍👍
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  • Joined: 25 Feb 2006
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  • Location: Belo Horizonte, MG, Brazil
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Version 0.4 is now available.
Post Posted: Tue Nov 02, 2021 10:20 pm
Thanks to everyone for the interest. ;)

Version 0.4 is now available:

- Implemented a script to convert Tiled (TMX) maps into an usable binary format (no compression, yet);
- Modified the scrolling background to stream rows of tiles from the map.
dragon_blaster-0.4.png (6.86 KB)
Screenshot
dragon_blaster-0.4.png
dragon_blaster-0.4-2.png (6.29 KB)
Screenshot
dragon_blaster-0.4-2.png
dragon_blaster-0.4.sms.zip (6.97 KB)
The ROM for version 0.4

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Post Posted: Wed Nov 03, 2021 6:42 am
It looks good! Can you elaborate on how the Tiled script works?
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Post Posted: Wed Nov 03, 2021 8:51 am
hang-on wrote
It looks good! Can you elaborate on how the Tiled script works?


Thanks! It is pretty simple: it is a node.js script that uses the tmx-parser package to read the TMX file, checks if it is an orthogonal map with a width of 16, then picks the first available layer, converts the IDs of its tiles into a byte array, and dumps that into a binary file.

For now, it uses no compression, but I intend to implement some form of compression, as well as support for map objects, to represent attack waves.
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Post Posted: Wed Nov 03, 2021 11:42 am
Thanks for the pointers - I'm in your Github now! :)
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Post Posted: Thu Nov 04, 2021 10:21 pm
Version 0.5 is now available.

Not much done, just some minor refactorings and map compression support (for now, just a line-based RLE).
dragon_blaster-0.5.sms.zip (7.13 KB)
The ROM for version 0.5

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Post Posted: Fri Nov 05, 2021 1:10 pm
Do you have a rough idea of when this will be playable with collision detection?

haroldoop wrote
Version 0.5 is now available.

Not much done, just some minor refactorings and map compression support (for now, just a line-based RLE).
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Post Posted: Fri Nov 05, 2021 3:53 pm
8BitBoy wrote
Do you have a rough idea of when this will be playable with collision detection?

haroldoop wrote
Version 0.5 is now available.

Not much done, just some minor refactorings and map compression support (for now, just a line-based RLE).


Right now, I intend re-use the libraries for a game that I'm making for a game jam that I am participating now; any enhancements made during that time (that will probably include collision) will probably be backported afterwards
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Post Posted: Thu Nov 11, 2021 3:48 pm
Reminds me of Dragon Spirit,I really like the projectile patterns.
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Post Posted: Thu Nov 11, 2021 8:14 pm
MightyMax wrote
Reminds me of Dragon Spirit,I really like the projectile patterns.


Yes, my thirst thought was to make something like Dragon Breed, but I doubted I could make the segmented body within the deadline; also, I originally wanted to make it scroll sideways, but that would mean I would have to fight more often against the 8 sprites per line limitation and, as a result, it ended up looking like Dragon Spirit. The powerup system came from the jam's limitation of just 3 upgrades; that inspired me to use a weapon combination system, like Gunstar Heroes.
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Post Posted: Fri Nov 12, 2021 4:33 pm
Hi, did you think at any boss? What do you think about a big dragon lich?
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Post Posted: Fri Nov 12, 2021 8:11 pm
GiovanniFalco wrote
Hi, did you think at any boss? What do you think about a big dragon lich?


I intend to create enemies and bosses based on various fantasy creatures; a dragon lich would be a great idea.
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Post Posted: Sun Nov 14, 2021 2:49 am
haroldoop wrote
I intend to create enemies and bosses based on various fantasy creatures; a dragon lich would be a great idea.


Very cool
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Post Posted: Mon Nov 15, 2021 9:17 am
haroldoop wrote
GiovanniFalco wrote
Hi, did you think at any boss? What do you think about a big dragon lich?


I intend to create enemies and bosses based on various fantasy creatures; a dragon lich would be a great idea.


I knew you would like it! For some ideas or graphic design help, feel free to ask. It will be super cool!
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Post Posted: Mon Nov 15, 2021 9:05 pm
GiovanniFalco wrote
haroldoop wrote
GiovanniFalco wrote
Hi, did you think at any boss? What do you think about a big dragon lich?


I intend to create enemies and bosses based on various fantasy creatures; a dragon lich would be a great idea.


I knew you would like it! For some ideas or graphic design help, feel free to ask. It will be super cool!


Thanks! Let's see how the project goes. 👍
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Version 0.6 is now available.
Post Posted: Tue Nov 16, 2021 12:06 am
Version 0.6 is now available!

Now with:
- Shot versus enemy collision;
- Enemy versus player collision;
- Plenty of slowdown! 🤣

I have merged the collision code from my other game jam entry, and it seems to be working.

BTW: does anyone know of any SMS emulator that supports profiling? The game is in need of some optimization, but knowing which routines are contributing the most to the slowdown would definitely make the correction faster.
dragon_blaster-0.6.sms.zip (8.09 KB)
The ROM for version 0.6
dragon-blaster-0.6-source.zip (75.66 KB)
Source code for version 0.6

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Post Posted: Tue Nov 16, 2021 8:57 am
Emulicious has a nice profiler. Give it a symbol file and it works even better.
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Post Posted: Tue Nov 16, 2021 8:25 pm
Maxim wrote
Emulicious has a nice profiler. Give it a symbol file and it works even better.


Many thanks, it works perfectly.

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Version 0.7 is now available!
Post Posted: Sun Nov 21, 2021 9:27 pm
Version 0.7 is now available!

This release has no new features, but does have a few performance enhancements:

- Vastly improved the speed of the enemy-versus-shot collision checking by using auxiliary data structures to quickly determine if there exist any shots on a given row/column;
- Slightly improved the actor movement and drawing code by adding a few extra variables to reduce the amount of indirections.
dragon_blaster-0.7.sms.zip (8.33 KB)
The ROM for version 0.7
dragon-blaster-0.7-source.zip (76.83 KB)
Source code for version 0.7

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Post Posted: Mon Nov 22, 2021 5:23 am
The dragon theme reminded me of this boss in Kenseiden, which is a bit of a mix between a dragon and hydra.



Also, Ive recently discovered this new sms game called flight of pigarus, also a shoot 'em up, which looks shockingly good. Should be a good reference.



Looking very nice so far.
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Post Posted: Mon Nov 22, 2021 1:07 pm
How far off do you think we might be to a finished/playable game? Loving the work so far!!!!

haroldoop wrote
Version 0.7 is now available!

This release has no new features, but does have a few performance enhancements:

- Vastly improved the speed of the enemy-versus-shot collision checking by using auxiliary data structures to quickly determine if there exist any shots on a given row/column;
- Slightly improved the actor movement and drawing code by adding a few extra variables to reduce the amount of indirections.
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Post Posted: Mon Nov 22, 2021 1:46 pm
8BitBoy wrote
How far off do you think we might be to a finished/playable game? Loving the work so far!!!!

haroldoop wrote
Version 0.7 is now available!

This release has no new features, but does have a few performance enhancements:

- Vastly improved the speed of the enemy-versus-shot collision checking by using auxiliary data structures to quickly determine if there exist any shots on a given row/column;
- Slightly improved the actor movement and drawing code by adding a few extra variables to reduce the amount of indirections.


Thanks for the appreciation!
I'm not entirely sure of how long it will take to finish it; supposing I manage to keep the focus long enough, it may be ready in a few months; there will probably be something playable somewhere in between.
Long term, I intend to turn it into a reusable engine.
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