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[Coding Competition 2022] Food Fighter by haroldoop
Posted: Mon Mar 21, 2022 7:01 am
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https://www.smspower.org/Homebrew/FoodFighter-SMS
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Posted: Wed Mar 30, 2022 2:51 pm | ||||||||||||||||||||||||||||||
@haroldoop, this game is inspired in Atari´s 2600 Demon Attack? | |||||||||||||||||||||||||||||||
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Posted: Wed Mar 30, 2022 3:18 pm | ||||||||||||||||||||||||||||||
It seems closer to Megamania. By the way, I think this is the kind of game where you excel at, haroldoop. Thank you for your arcade games! Keep them coming! |
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Posted: Wed Mar 30, 2022 3:23 pm | ||||||||||||||||||||||||||||||
Many thanks! ;)
And, yes, it's heavily inspired by Megamania. |
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Posted: Wed Mar 30, 2022 5:57 pm | ||||||||||||||||||||||||||||||
Really like the title of this one - keep glancing at it thinking this one is called "Foo Fighters" after the rock band. And source code included - awesome! | |||||||||||||||||||||||||||||||
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Posted: Wed Mar 30, 2022 6:13 pm | ||||||||||||||||||||||||||||||
This. Megamania. I mess the names. I played it in back days. |
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Posted: Wed Mar 30, 2022 8:50 pm | ||||||||||||||||||||||||||||||
By the way, here's the Github repository: https://github.com/haroldo-ok/food-fighter | |||||||||||||||||||||||||||||||
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Posted: Wed Mar 30, 2022 11:11 pm | ||||||||||||||||||||||||||||||
Oh, this is a much more simple game than Dragon Blaster, I can say that.
I like the attack patterns here. However I feel like the hitboxes are much wider than the actual graphic, but only on their left side. Maybe there is an error in the collision calculation? This kind of ruins the game for me when I get to stage 5 where I have to put my "ship/jam pot" under enemy fire, and my only allowed projectile will often go right through the enemy, whereas the enemy's projectiles can just smash me to pieces... Not really a fan of this one, I'm afraid :/ but I bet there's something to explore in a sprite-only atari-style shooter. |
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Posted: Thu Mar 31, 2022 10:31 am | ||||||||||||||||||||||||||||||
Nice game that really captures the feel of the Atari VCS 2600 classics. I have to agree, though, that something’s off with the hit detection. The player's hitbox is clearly left of the actual sprite. | |||||||||||||||||||||||||||||||
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Posted: Thu Mar 31, 2022 3:11 pm | ||||||||||||||||||||||||||||||
You're right; there's something wrong with the collision code; I may have mistyped or miscalculated some constant. | |||||||||||||||||||||||||||||||
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Posted: Sat Apr 02, 2022 8:23 am | ||||||||||||||||||||||||||||||
Once you get into the rythmn of the different enemy movements, it becomes strangely addicting. It really feels like a vertical shooter from the pre-SMS epoch. With Dragonblaster and Food Fighter, it seems you are exploring ways to implement enemy movement in patterns. Are you ramping up to create the next Powerstrike? :) I agree with Kagesans remark about the player's hitbox - something feels off (to the left).
When I play on my laptop with Emulicious, the game works as expected. When I play on my Mega Sg w. Everdrive there is strange corruption on the screen (see attached foto)? |
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Posted: Sat Apr 02, 2022 9:25 am | ||||||||||||||||||||||||||||||
Long term, I intend to at least try to create some library/toolset to facilitate creation of SHMUPs; whether it will ever reach this point and whether it will be easy to use or not, we will have to see... it's more likely that I will at least make some partial progress in that direction, but not necessarily a completely functional/useable thing. :P
That's strange, indeed. One possibility is that, since at the current stage of development, I haven't used the background map yet, maybe it is picking up some garbage left from the BIOS boot process? If that is really the case, it should be, at least theorethically, easy to fix. |
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Posted: Mon Apr 04, 2022 12:44 pm | ||||||||||||||||||||||||||||||
I am positive this is the problem. Even if you don't use the BG map you should ensure that its contents are what you desire - that is all zeroes for instance. |
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Clear VRAM
Posted: Mon Apr 04, 2022 3:01 pm
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I think - if this is relevant - I had similar issue of graphics artefacts remaining on screen after game load from the Everdrive menu so I execute Maxim's Clear VRAM assembly routine as inline assembler and seems to do the trick nicely... |
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Posted: Mon Apr 04, 2022 3:11 pm | ||||||||||||||||||||||||||||||
usually you don't need to clear VRAM as you'll be loading tiles and tilemaps there so it's a waste of time - but of course until you don't load anything in the BG you have to set the tilemap entries to your 'empty' tile, which for instance might be tile 0 (or the space char if you loaded a charset from ASCII 32, which is an empty tile anyway)
you might just run: SMS_VRAMmemsetW(XYtoADDR(0,0), 0, 32*28*2);
to set all the 32*28 PNT entries to zero |
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Posted: Mon Apr 04, 2022 8:26 pm | ||||||||||||||||||||||||||||||
Thanks, everyone; this version 0.3 clears the background map on start up, ensuring it shouldn't display garbage on real hardware.
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Posted: Mon Apr 04, 2022 9:08 pm | ||||||||||||||||||||||||||||||
Okay, version 0.4 is now available! It corrects most of the collision bugs.
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